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// 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 VEHICLE_WHEELQUERYRESULTS_H
#define VEHICLE_WHEELQUERYRESULTS_H
#include "vehicle/PxVehicleSDK.h"
#include "vehicle/PxVehicleUpdate.h"
using namespace physx;
//Data structure to store reports for each wheel.
class VehicleWheelQueryResults
{
public:
//Allocate a buffer of wheel query results for up to maxNumWheels.
static VehicleWheelQueryResults* allocate(const PxU32 maxNumWheels);
//Free allocated buffer.
void free();
PxWheelQueryResult* addVehicle(const PxU32 numWheels);
private:
//One result for each wheel.
PxWheelQueryResult* mWheelQueryResults;
//Maximum number of wheels.
PxU32 mMaxNumWheels;
//Number of wheels
PxU32 mNumWheels;
VehicleWheelQueryResults()
: mWheelQueryResults(NULL), mMaxNumWheels(0), mNumWheels(0)
{
init();
}
~VehicleWheelQueryResults()
{
}
void init()
{
mWheelQueryResults = NULL;
mMaxNumWheels = 0;
mNumWheels = 0;
}
};
#endif //VEHICLE_WHEELQUERYRESULTS_H
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