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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) 2008-2016 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_CONTROL_INPUTS_H
#define SAMPLE_VEHICLE_CONTROL_INPUTS_H
#include "common/PxPhysXCommonConfig.h"
using namespace physx;
class SampleVehicle_ControlInputs
{
public:
SampleVehicle_ControlInputs();
~SampleVehicle_ControlInputs();
//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 //SAMPLE_VEHICLE_CONTROL_INPUTS_H
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