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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
#ifndef SCENE_VEHICLE_H
#define SCENE_VEHICLE_H
#include "SceneKapla.h"
#include "vehicle/PxVehicleWheels.h"
#include "RawLoader.h"
#include "VehicleManager.h"
#include "VehicleController.h"
#include "VehicleControlInputs.h"
#include "VehicleCameraController.h"
using namespace physx;
// ---------------------------------------------------------------------
class SceneVehicle : public SceneKapla, public RAWImportCallback
{
public:
SceneVehicle(PxPhysics* pxPhysics, PxCooking *pxCooking, bool isGrb,
Shader *defaultShader, const char *resourcePath, float slowMotionFactor);
virtual ~SceneVehicle(){}
///////////////////////////////////////////////////////////////////////////////
// Implements RAWImportCallback
virtual void newMaterial(const RAWMaterial&);
virtual void newMesh(const RAWMesh&);
virtual void newTexture(const RAWTexture&);
virtual void newShape(const RAWShape&){}
virtual void newHelper(const RAWHelper&){}
///////////////////////////////////////////////////////////////////////////////
virtual void handleMouseButton(int button, int state, int x, int y);
virtual void handleMouseMotion(int x, int y);
virtual void handleKeyDown(unsigned char key, int x, int y);
virtual void handleKeyUp(unsigned char key, int x, int y);
virtual void handleSpecialKey(unsigned char key, int x, int y);
virtual void handleGamepadButton(int button, bool state);
virtual void handleGamepadAxis(int axis, float x);
virtual void handleGamepadTrigger(int trigger, float x);
virtual void getCamera(PxVec3& pos, PxVec3& dir);
virtual void preSim(float dt);
virtual void postSim(float dt);
virtual void render(bool useShader);
virtual void customizeSceneDesc(PxSceneDesc& desc);
virtual void onInit(PxScene* pxScene);
virtual void setScene(PxScene* pxScene);
private:
void renderCar(bool useShader);
void createStandardMaterials();
void createVehicle(PxPhysics* pxPhysics);
void createTerrain(PxU32 size, float width, float chaos);
void importRAWFile(const char* relativePath, PxReal scale, bool recook = false);
enum
{
MAX_NUM_INDEX_BUFFERS = 16
};
PxU32 mNbIB;
PxU32* mIB[MAX_NUM_INDEX_BUFFERS];
PxU32 mNbTriangles[MAX_NUM_INDEX_BUFFERS];
PxU32 mRenderMaterial[MAX_NUM_INDEX_BUFFERS];
PxVehicleDrivableSurfaceType mVehicleDrivableSurfaceTypes[MAX_NUM_INDEX_BUFFERS];
PxMaterial* mStandardMaterials[MAX_NUM_INDEX_BUFFERS];
PxMaterial* mChassisMaterialDrivable;
PxMaterial* mChassisMaterialNonDrivable;
VehicleManager mVehicleManager;
VehicleController mVehicleController;
VehicleControlInputs mControlInputs;
VehicleCameraController mCameraController;
//Terrain
PxF32* mTerrainVB;
PxU32 mNbTerrainVerts;
//render car
GLuint mTextureIds[2];
ShaderMaterial mCarPartMaterial[2];
PxU32 mNumMaterials;
PxU32 mNumTextures;
};
#endif // SCENE_BOXES_H
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