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physx/samples/samplevehicle/SampleVehicle_GameLogic.h
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physx/samples/samplevehicle/SampleVehicle_GameLogic.h
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef SAMPLE_VEHICLE_GAME_LOGIC_H
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#define SAMPLE_VEHICLE_GAME_LOGIC_H
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#include "common/PxPhysXCommonConfig.h"
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#include "foundation/PxTransform.h"
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using namespace physx;
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class SampleVehicleWayPoints
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{
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public:
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SampleVehicleWayPoints()
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: mWayPoints(NULL),
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mNumWayPoints(0),
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mProgress(0),
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mTimeElapsed(0),
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mMinTimeElapsed(100000)
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{
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}
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~SampleVehicleWayPoints()
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{
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}
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//Setup.
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void setWayPoints(const PxTransform* wayPoints, const PxU32 numWayPoints)
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{
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mWayPoints=wayPoints;
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mNumWayPoints=numWayPoints;
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}
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//Update.
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void update(const PxTransform& playerTransform, const PxF32 timestep);
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//Imagine we are starting the lap again.
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PxTransform setBackAtStart()
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{
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mTimeElapsed=0;
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mProgress=0;
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return mWayPoints[0];
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}
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//Get the next three points and the crossing line of each way-point.
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void getNextWayPointsAndLineDirs(PxU32& numPoints, PxVec3& v0, PxVec3& v1, PxVec3& v2, PxVec3& w0, PxVec3& w1, PxVec3& w2) const;
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//Get lap time and best lap time.
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PxF32 getTimeElapsed() const {return mTimeElapsed;}
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PxF32 getMinTimeElapsed() const {return mMinTimeElapsed;}
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//Get the transform to reset the car at the last passed way-point.
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PxTransform getResetTransform() const {return mWayPoints[mProgress];}
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private:
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//Array of way points.
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const PxTransform* mWayPoints;
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PxU32 mNumWayPoints;
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//Progress and time elapsed.
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PxU32 mProgress;
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PxF32 mTimeElapsed;
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PxF32 mMinTimeElapsed;
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};
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#endif //SAMPLE_VEHICLE_GAME_LOGIC_H
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