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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) 2008-2018 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 VEHICLE_CONTROL_INPUTS_H
#define VEHICLE_CONTROL_INPUTS_H
#include "common/PxPhysXCommonConfig.h"
using namespace physx;
class VehicleControlInputs
{
public:
VehicleControlInputs();
~VehicleControlInputs();
//Camera inputs
void setRotateY(const PxF32 f) { mCameraRotateInputY = f; }
void setRotateZ(const PxF32 f) { mCameraRotateInputZ = f; }
PxF32 getRotateY() const { return mCameraRotateInputY; }
PxF32 getRotateZ() const { return mCameraRotateInputZ; }
//Keyboard driving inputs - (car + tank)
void setAccelKeyPressed(const bool b) { mAccelKeyPressed = b; }
void setGearUpKeyPressed(const bool b) { mGearUpKeyPressed = b; }
void setGearDownKeyPressed(const bool b) { mGearDownKeyPressed = b; }
bool getAccelKeyPressed() const { return mAccelKeyPressed; }
bool getGearUpKeyPressed() const { return mGearUpKeyPressed; }
bool getGearDownKeyPressed() const { return mGearDownKeyPressed; }
//Keyboard driving inputs - (car only)
void setBrakeKeyPressed(const bool b) { mBrakeKeyPressed = b; }
void setHandbrakeKeyPressed(const bool b) { mHandbrakeKeyPressed = b; }
void setSteerLeftKeyPressed(const bool b) { mSteerLeftKeyPressed = b; }
void setSteerRightKeyPressed(const bool b) { mSteerRightKeyPressed = b; }
bool getBrakeKeyPressed() const { return mBrakeKeyPressed; }
bool getHandbrakeKeyPressed() const { return mHandbrakeKeyPressed; }
bool getSteerLeftKeyPressed() const { return mSteerLeftKeyPressed; }
bool getSteerRightKeyPressed() const { return mSteerRightKeyPressed; }
//Keyboard driving inputs - (tank only)
void setBrakeLeftKeyPressed(const bool b) { mBrakeLeftKeyPressed = b; }
void setBrakeRightKeyPressed(const bool b) { mBrakeRightKeyPressed = b; }
void setThrustLeftKeyPressed(const bool b) { mThrustLeftKeyPressed = b; }
void setThrustRightKeyPressed(const bool b) { mThrustRightKeyPressed = b; }
bool getBrakeLeftKeyPressed() const { return mBrakeLeftKeyPressed; }
bool getBrakeRightKeyPressed() const { return mBrakeRightKeyPressed; }
bool getThrustLeftKeyPressed() const { return mThrustLeftKeyPressed; }
bool getThrustRightKeyPressed() const { return mThrustRightKeyPressed; }
//Gamepad driving inputs (car + tank)
void setAccel(const PxF32 f) { mAccel = f; }
void setGearUp(const bool b) { mGearup = b; }
void setGearDown(const bool b) { mGeardown = b; }
PxF32 getAccel() const { return mAccel; }
bool getGearUp() const { return mGearup; }
bool getGearDown() const { return mGeardown; }
//Gamepad driving inputs (car only)
void setBrake(const PxF32 f) { mBrake = f; }
void setSteer(const PxF32 f) { mSteer = f; }
void setHandbrake(const bool b) { mHandbrake = b; }
PxF32 getBrake() const { return mBrake; }
PxF32 getSteer() const { return mSteer; }
bool getHandbrake() const { return mHandbrake; }
//Gamepad driving inputs (tank only)
void setThrustLeft(const PxF32 f) { mThrustLeft = f; }
void setThrustRight(const PxF32 f) { mThrustRight = f; }
PxF32 getThrustLeft() const { return mThrustLeft; }
PxF32 getThrustRight() const { return mThrustRight; }
void setBrakeLeft(const PxF32 f) { mBrakeLeft = f; }
void setBrakeRight(const PxF32 f) { mBrakeRight = f; }
PxF32 getBrakeLeft() const { return mBrakeLeft; }
PxF32 getBrakeRight() const { return mBrakeRight; }
private:
//Camera inputs.
PxF32 mCameraRotateInputY;
PxF32 mCameraRotateInputZ;
//keyboard inputs (car and tank)
bool mAccelKeyPressed;
bool mGearUpKeyPressed;
bool mGearDownKeyPressed;
//keyboard inputs (car only)
bool mBrakeKeyPressed;
bool mHandbrakeKeyPressed;
bool mSteerLeftKeyPressed;
bool mSteerRightKeyPressed;
//keyboard inputs (tank only)
bool mBrakeLeftKeyPressed;
bool mBrakeRightKeyPressed;
bool mThrustLeftKeyPressed;
bool mThrustRightKeyPressed;
//gamepad inputs (car and tank)
PxF32 mAccel;
bool mGearup;
bool mGeardown;
//gamepad inputs (car only)
PxF32 mBrake;
PxF32 mSteer;
bool mHandbrake;
//gamepad inputs (tank only)
PxF32 mThrustLeft;
PxF32 mThrustRight;
PxF32 mBrakeLeft;
PxF32 mBrakeRight;
};
#endif //VEHICLE_CONTROL_INPUTS_H
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