// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef SAMPLE_VEHICLE_GAME_LOGIC_H #define SAMPLE_VEHICLE_GAME_LOGIC_H #include "common/PxPhysXCommonConfig.h" #include "foundation/PxTransform.h" using namespace physx; class SampleVehicleWayPoints { public: SampleVehicleWayPoints() : mWayPoints(NULL), mNumWayPoints(0), mProgress(0), mTimeElapsed(0), mMinTimeElapsed(100000) { } ~SampleVehicleWayPoints() { } //Setup. void setWayPoints(const PxTransform* wayPoints, const PxU32 numWayPoints) { mWayPoints=wayPoints; mNumWayPoints=numWayPoints; } //Update. void update(const PxTransform& playerTransform, const PxF32 timestep); //Imagine we are starting the lap again. PxTransform setBackAtStart() { mTimeElapsed=0; mProgress=0; return mWayPoints[0]; } //Get the next three points and the crossing line of each way-point. void getNextWayPointsAndLineDirs(PxU32& numPoints, PxVec3& v0, PxVec3& v1, PxVec3& v2, PxVec3& w0, PxVec3& w1, PxVec3& w2) const; //Get lap time and best lap time. PxF32 getTimeElapsed() const {return mTimeElapsed;} PxF32 getMinTimeElapsed() const {return mMinTimeElapsed;} //Get the transform to reset the car at the last passed way-point. PxTransform getResetTransform() const {return mWayPoints[mProgress];} private: //Array of way points. const PxTransform* mWayPoints; PxU32 mNumWayPoints; //Progress and time elapsed. PxU32 mProgress; PxF32 mTimeElapsed; PxF32 mMinTimeElapsed; }; #endif //SAMPLE_VEHICLE_GAME_LOGIC_H