// // 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) 2018 NVIDIA Corporation. All rights reserved. #ifndef SCENE_VEHICLE_H #define SCENE_VEHICLE_H #include "SceneKapla.h" #include "vehicle/PxVehicleWheels.h" #include "RawLoader.h" #include "VehicleManager.h" #include "VehicleController.h" #include "VehicleControlInputs.h" #include "VehicleCameraController.h" using namespace physx; // --------------------------------------------------------------------- class SceneVehicle : public SceneKapla, public RAWImportCallback { public: SceneVehicle(PxPhysics* pxPhysics, PxCooking *pxCooking, bool isGrb, Shader *defaultShader, const char *resourcePath, float slowMotionFactor); virtual ~SceneVehicle(){} /////////////////////////////////////////////////////////////////////////////// // Implements RAWImportCallback virtual void newMaterial(const RAWMaterial&); virtual void newMesh(const RAWMesh&); virtual void newTexture(const RAWTexture&); virtual void newShape(const RAWShape&){} virtual void newHelper(const RAWHelper&){} /////////////////////////////////////////////////////////////////////////////// virtual void handleMouseButton(int button, int state, int x, int y); virtual void handleMouseMotion(int x, int y); virtual void handleKeyDown(unsigned char key, int x, int y); virtual void handleKeyUp(unsigned char key, int x, int y); virtual void handleSpecialKey(unsigned char key, int x, int y); virtual void handleGamepadButton(int button, bool state); virtual void handleGamepadAxis(int axis, float x); virtual void handleGamepadTrigger(int trigger, float x); virtual void getCamera(PxVec3& pos, PxVec3& dir); virtual void preSim(float dt); virtual void postSim(float dt); virtual void render(bool useShader); virtual void customizeSceneDesc(PxSceneDesc& desc); virtual void onInit(PxScene* pxScene); virtual void setScene(PxScene* pxScene); private: void renderCar(bool useShader); void createStandardMaterials(); void createVehicle(PxPhysics* pxPhysics); void createTerrain(PxU32 size, float width, float chaos); void importRAWFile(const char* relativePath, PxReal scale, bool recook = false); enum { MAX_NUM_INDEX_BUFFERS = 16 }; PxU32 mNbIB; PxU32* mIB[MAX_NUM_INDEX_BUFFERS]; PxU32 mNbTriangles[MAX_NUM_INDEX_BUFFERS]; PxU32 mRenderMaterial[MAX_NUM_INDEX_BUFFERS]; PxVehicleDrivableSurfaceType mVehicleDrivableSurfaceTypes[MAX_NUM_INDEX_BUFFERS]; PxMaterial* mStandardMaterials[MAX_NUM_INDEX_BUFFERS]; PxMaterial* mChassisMaterialDrivable; PxMaterial* mChassisMaterialNonDrivable; VehicleManager mVehicleManager; VehicleController mVehicleController; VehicleControlInputs mControlInputs; VehicleCameraController mCameraController; //Terrain PxF32* mTerrainVB; PxU32 mNbTerrainVerts; //render car GLuint mTextureIds[2]; ShaderMaterial mCarPartMaterial[2]; PxU32 mNumMaterials; PxU32 mNumTextures; }; #endif // SCENE_BOXES_H