// // 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 SNIPPET_VEHICLE_COMMON_H #define SNIPPET_VEHICLE_COMMON_H #include "PxPhysicsAPI.h" #include "vehicle/PxVehicleDriveTank.h" #include "vehicle/PxVehicleNoDrive.h" namespace snippetvehicle { using namespace physx; //////////////////////////////////////////////// PxRigidStatic* createDrivablePlane(const PxFilterData& simFilterData, PxMaterial* material, PxPhysics* physics); //////////////////////////////////////////////// struct ActorUserData { ActorUserData() : vehicle(NULL), actor(NULL) { } const PxVehicleWheels* vehicle; const PxActor* actor; }; struct ShapeUserData { ShapeUserData() : isWheel(false), wheelId(0xffffffff) { } bool isWheel; PxU32 wheelId; }; struct VehicleDesc { VehicleDesc() : chassisMass(0.0f), chassisDims(PxVec3(0.0f, 0.0f, 0.0f)), chassisMOI(PxVec3(0.0f, 0.0f, 0.0f)), chassisCMOffset(PxVec3(0.0f, 0.0f, 0.0f)), chassisMaterial(NULL), wheelMass(0.0f), wheelWidth(0.0f), wheelRadius(0.0f), wheelMOI(0.0f), wheelMaterial(NULL), actorUserData(NULL), shapeUserDatas(NULL) { } PxF32 chassisMass; PxVec3 chassisDims; PxVec3 chassisMOI; PxVec3 chassisCMOffset; PxMaterial* chassisMaterial; PxFilterData chassisSimFilterData; //word0 = collide type, word1 = collide against types, word2 = PxPairFlags PxF32 wheelMass; PxF32 wheelWidth; PxF32 wheelRadius; PxF32 wheelMOI; PxMaterial* wheelMaterial; PxU32 numWheels; PxFilterData wheelSimFilterData; //word0 = collide type, word1 = collide against types, word2 = PxPairFlags ActorUserData* actorUserData; ShapeUserData* shapeUserDatas; }; PxVehicleDrive4W* createVehicle4W(const VehicleDesc& vehDesc, PxPhysics* physics, PxCooking* cooking); PxVehicleDriveTank* createVehicleTank(const VehicleDesc& vehDesc, PxPhysics* physics, PxCooking* cooking); PxVehicleNoDrive* createVehicleNoDrive(const VehicleDesc& vehDesc, PxPhysics* physics, PxCooking* cooking); //////////////////////////////////////////////// PxConvexMesh* createChassisMesh(const PxVec3 dims, PxPhysics& physics, PxCooking& cooking); PxConvexMesh* createWheelMesh(const PxF32 width, const PxF32 radius, PxPhysics& physics, PxCooking& cooking); //////////////////////////////////////////////// void customizeVehicleToLengthScale(const PxReal lengthScale, PxRigidDynamic* rigidDynamic, PxVehicleWheelsSimData* wheelsSimData, PxVehicleDriveSimData* driveSimData); void customizeVehicleToLengthScale(const PxReal lengthScale, PxRigidDynamic* rigidDynamic, PxVehicleWheelsSimData* wheelsSimData, PxVehicleDriveSimData4W* driveSimData); //////////////////////////////////////////////// PxRigidDynamic* createVehicleActor (const PxVehicleChassisData& chassisData, PxMaterial** wheelMaterials, PxConvexMesh** wheelConvexMeshes, const PxU32 numWheels, const PxFilterData& wheelSimFilterData, PxMaterial** chassisMaterials, PxConvexMesh** chassisConvexMeshes, const PxU32 numChassisMeshes, const PxFilterData& chassisSimFilterData, PxPhysics& physics); void configureUserData(PxVehicleWheels* vehicle, ActorUserData* actorUserData, ShapeUserData* shapeUserDatas); //////////////////////////////////////////////// } // namespace snippetvehicle #endif //SNIPPET_VEHICLE_COMMON_H