// // 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) 2008-2021 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_GAME_LOGIC_H #define SAMPLE_VEHICLE_GAME_LOGIC_H #include "common/PxPhysXCommonConfig.h" #include "foundation/PxTransform.h" using namespace physx; class SampleVehicleWayPoints { public: SampleVehicleWayPoints() : mWayPoints(NULL), mNumWayPoints(0), mProgress(0), mTimeElapsed(0), mMinTimeElapsed(100000) { } ~SampleVehicleWayPoints() { } //Setup. void setWayPoints(const PxTransform* wayPoints, const PxU32 numWayPoints) { mWayPoints=wayPoints; mNumWayPoints=numWayPoints; } //Update. void update(const PxTransform& playerTransform, const PxF32 timestep); //Imagine we are starting the lap again. PxTransform setBackAtStart() { mTimeElapsed=0; mProgress=0; return mWayPoints[0]; } //Get the next three points and the crossing line of each way-point. void getNextWayPointsAndLineDirs(PxU32& numPoints, PxVec3& v0, PxVec3& v1, PxVec3& v2, PxVec3& w0, PxVec3& w1, PxVec3& w2) const; //Get lap time and best lap time. PxF32 getTimeElapsed() const {return mTimeElapsed;} PxF32 getMinTimeElapsed() const {return mMinTimeElapsed;} //Get the transform to reset the car at the last passed way-point. PxTransform getResetTransform() const {return mWayPoints[mProgress];} private: //Array of way points. const PxTransform* mWayPoints; PxU32 mNumWayPoints; //Progress and time elapsed. PxU32 mProgress; PxF32 mTimeElapsed; PxF32 mMinTimeElapsed; }; #endif //SAMPLE_VEHICLE_GAME_LOGIC_H