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All rights reserved. #ifndef SAMPLE_VEHICLE_VEHICLE_MANAGER_H #define SAMPLE_VEHICLE_VEHICLE_MANAGER_H #include "vehicle/PxVehicleSDK.h" #include "vehicle/PxVehicleDrive4W.h" #include "vehicle/PxVehicleDriveNW.h" #include "vehicle/PxVehicleDriveTank.h" #include "vehicle/PxVehicleUpdate.h" #include "PxFoundation.h" #if PX_DEBUG_VEHICLE_ON #include "vehicle/PxVehicleUtilTelemetry.h" #endif using namespace physx; namespace physx { class PxScene; class PxBatchQuery; class PxCooking; class PxMaterial; class PxConvexMesh; struct PxVehicleDrivableSurfaceType; } class SampleVehicleSceneQueryData; class SampleVehicleWheelQueryResults; class PxVehicle4WAlloc; //Collision types and flags describing collision interactions of each collision type. enum { COLLISION_FLAG_GROUND = 1 << 0, COLLISION_FLAG_WHEEL = 1 << 1, COLLISION_FLAG_CHASSIS = 1 << 2, COLLISION_FLAG_OBSTACLE = 1 << 3, COLLISION_FLAG_DRIVABLE_OBSTACLE= 1 << 4, COLLISION_FLAG_GROUND_AGAINST = COLLISION_FLAG_CHASSIS | COLLISION_FLAG_OBSTACLE | COLLISION_FLAG_DRIVABLE_OBSTACLE, COLLISION_FLAG_WHEEL_AGAINST = COLLISION_FLAG_WHEEL | COLLISION_FLAG_CHASSIS | COLLISION_FLAG_OBSTACLE, COLLISION_FLAG_CHASSIS_AGAINST = COLLISION_FLAG_GROUND | COLLISION_FLAG_WHEEL | COLLISION_FLAG_CHASSIS | COLLISION_FLAG_OBSTACLE | COLLISION_FLAG_DRIVABLE_OBSTACLE, COLLISION_FLAG_OBSTACLE_AGAINST = COLLISION_FLAG_GROUND | COLLISION_FLAG_WHEEL | COLLISION_FLAG_CHASSIS | COLLISION_FLAG_OBSTACLE | COLLISION_FLAG_DRIVABLE_OBSTACLE, COLLISION_FLAG_DRIVABLE_OBSTACLE_AGAINST= COLLISION_FLAG_GROUND | COLLISION_FLAG_CHASSIS | COLLISION_FLAG_OBSTACLE | COLLISION_FLAG_DRIVABLE_OBSTACLE, }; //Id of drivable surface (used by suspension raycast filtering). enum { DRIVABLE_SURFACE_ID=0xffffffff }; //Drivable surface types. enum { SURFACE_TYPE_MUD=0, SURFACE_TYPE_TARMAC, SURFACE_TYPE_SNOW, SURFACE_TYPE_GRASS, MAX_NUM_SURFACE_TYPES }; struct SurfaceTypeNames { static const char* getName(PxU32 type) { static char surfaceTypes[MAX_NUM_SURFACE_TYPES+1][64]= { "mud", "tarmac", "ice", "grass", }; return surfaceTypes[type]; } }; //Tire types. enum { TIRE_TYPE_WETS=0, TIRE_TYPE_SLICKS, TIRE_TYPE_ICE, TIRE_TYPE_MUD, MAX_NUM_TIRE_TYPES }; struct TireFrictionMultipliers { static float getValue(PxU32 surfaceType, PxU32 tireType) { //Tire model friction for each combination of drivable surface type and tire type. static PxF32 tireFrictionMultipliers[MAX_NUM_SURFACE_TYPES][MAX_NUM_TIRE_TYPES]= { //WETS SLICKS ICE MUD {0.95f, 0.95f, 0.95f, 0.95f}, //MUD {1.10f, 1.15f, 1.10f, 1.10f}, //TARMAC {0.70f, 0.70f, 0.70f, 0.70f}, //ICE {0.80f, 0.80f, 0.80f, 0.80f} //GRASS }; return tireFrictionMultipliers[surfaceType][tireType]; } }; class SampleVehicle_VehicleManager { public: enum { MAX_NUM_4W_VEHICLES=8, MAX_NUM_6W_VEHICLES=2, MAX_NUM_4W_TANKS=2 }; SampleVehicle_VehicleManager(); ~SampleVehicle_VehicleManager(); void init(PxPhysics& physics, const PxMaterial** drivableSurfaceMaterials, const PxVehicleDrivableSurfaceType* drivableSurfaceTypes); void shutdown(); //Create a vehicle ready to drive. void create4WVehicle (PxScene& scene, PxPhysics& physics, PxCooking& cooking, const PxMaterial& material, const PxF32 chassisMass, const PxVec3* wheelCentreOffsets4, PxConvexMesh* chassisConvexMesh, PxConvexMesh** wheelConvexMeshes4, const PxTransform& startTransform, const bool useAutoGearFlag); void create6WVehicle (PxScene& scene, PxPhysics& physics, PxCooking& cooking, const PxMaterial& material, const PxF32 chassisMass, const PxVec3* wheelCentreOffsets4, PxConvexMesh* chassisConvexMesh, PxConvexMesh** wheelConvexMeshes4, const PxTransform& startTransform, const bool useAutoGearFlag); void create4WTank (PxScene& scene, PxPhysics& physics, PxCooking& cooking, const PxMaterial& material, const PxF32 chassisMass, const PxVec3* wheelCentreOffsets4, PxConvexMesh* chassisConvexMesh, PxConvexMesh** wheelConvexMeshes4, const PxTransform& startTransform, const bool useAutoGearFlag, const PxVehicleDriveTankControlModel::Enum tankDriveModel); void create6WTank (PxScene& scene, PxPhysics& physics, PxCooking& cooking, const PxMaterial& material, const PxF32 chassisMass, const PxVec3* wheelCentreOffsets4, PxConvexMesh* chassisConvexMesh, PxConvexMesh** wheelConvexMeshes4, const PxTransform& startTransform, const bool useAutoGearFlag, const PxVehicleDriveTankControlModel::Enum tankDriveModel); PX_FORCE_INLINE PxU32 getNbVehicles() const { return mNumVehicles; } PX_FORCE_INLINE PxVehicleWheels* getVehicle(const PxU32 i) { return mVehicles[i]; } PX_FORCE_INLINE const PxVehicleWheelQueryResult& getVehicleWheelQueryResults(const PxU32 i) const { return mVehicleWheelQueryResults[i]; } void addVehicle(const PxU32 i, PxVehicleWheels* vehicle); //Start the suspension raycasts (always call before calling update) void suspensionRaycasts(PxScene* scene); //Update vehicle dynamics and compute forces/torques to apply to sdk rigid bodies. #if PX_DEBUG_VEHICLE_ON void updateAndRecordTelemetryData(const PxF32 timestep, const PxVec3& gravity, PxVehicleWheels* focusVehicleNW, PxVehicleTelemetryData* telemetryDataNW); #else void update(const PxF32 timestep, const PxVec3& gravity); #endif //Reset the car back to its rest state with a specified transform. void resetNWCar(const PxTransform& transform, const PxU32 vehicleId); //Switch the player's vehicle to 3-wheeled modes and back to 4-wheeled mode. void switchTo3WDeltaMode(const PxU32 vehicleId); void switchTo3WTadpoleMode(const PxU32 vehicleId); void switchTo4WMode(const PxU32 vehicleId); PxSerializationRegistry* getSerializationRegistry() { return mSerializationRegistry; } private: //Array of all cars and report data for each car. PxVehicleWheels* mVehicles[MAX_NUM_4W_VEHICLES+MAX_NUM_6W_VEHICLES]; PxVehicleWheelQueryResult mVehicleWheelQueryResults[MAX_NUM_4W_VEHICLES+MAX_NUM_6W_VEHICLES]; PxU32 mNumVehicles; //sdk raycasts (for the suspension lines). SampleVehicleSceneQueryData* mSqData; PxBatchQuery* mSqWheelRaycastBatchQuery; //Reports for each wheel. SampleVehicleWheelQueryResults* mWheelQueryResults; //Cached simulation data of focus vehicle in 4W mode. PxVehicleWheelsSimData* mWheelsSimData4W; PxVehicleDriveSimData4W mDriveSimData4W; bool mIsIn3WMode; //Friction from combinations of tire and surface types. PxVehicleDrivableSurfaceToTireFrictionPairs* mSurfaceTirePairs; //Initialise a car back to its start transform and state. void resetNWCar(const PxTransform& startTransform, PxVehicleWheels* car); //Serialization PxSerializationRegistry* mSerializationRegistry; }; #endif //SAMPLE_VEHICLE_VEHICLE_MANAGER_H