// // 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. 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All rights reserved. #ifndef VEHICLE_CONTROLLER_H #define VEHICLE_CONTROLLER_H #include "common/PxPhysXCommonConfig.h" #include "foundation/PxVec3.h" #include "vehicle/PxVehicleSDK.h" #include "vehicle/PxVehicleUpdate.h" #include "vehicle/PxVehicleUtilControl.h" using namespace physx; class VehicleController { public: VehicleController(); ~VehicleController(); void setCarKeyboardInputs (const bool accel, const bool brake, const bool handbrake, const bool steerleft, const bool steerright, const bool gearup, const bool geardown) { mKeyPressedAccel = accel; mKeyPressedBrake = brake; mKeyPressedHandbrake = handbrake; mKeyPressedSteerLeft = steerleft; mKeyPressedSteerRight = steerright; mKeyPressedGearUp = gearup; mKeyPressedGearDown = geardown; } void setCarGamepadInputs (const PxF32 accel, const PxF32 brake, const PxF32 steer, const bool gearup, const bool geardown, const bool handbrake) { mGamepadAccel = accel; mGamepadCarBrake = brake; mGamepadCarSteer = steer; mGamepadGearup = gearup; mGamepadGeardown = geardown; mGamepadCarHandbrake = handbrake; } void setTankKeyboardInputs (const bool accel, const bool thrustLeft, const bool thrustRight, const bool brakeLeft, const bool brakeRight, const bool gearUp, const bool gearDown) { mKeyPressedAccel = accel; mKeyPressedThrustLeft = thrustLeft; mKeyPressedThrustRight = thrustRight; mKeyPressedBrakeLeft = brakeLeft; mKeyPressedBrakeRight = brakeRight; mKeyPressedGearUp = gearUp; mKeyPressedGearDown = gearDown; } void setTankGamepadInputs (const PxF32 accel, const PxF32 thrustLeft, const PxF32 thrustRight, const PxF32 brakeLeft, const PxF32 brakeRight, const bool gearUp, const bool gearDown) { mGamepadAccel = accel; mTankThrustLeft = thrustLeft; mTankThrustRight = thrustRight; mTankBrakeLeft = brakeLeft; mTankBrakeRight = brakeRight; mGamepadGearup = gearUp; mGamepadGeardown = gearDown; } void toggleAutoGearFlag() { mToggleAutoGears = true; } void update(const PxF32 dtime, const PxVehicleWheelQueryResult& vehicleWheelQueryResults, PxVehicleWheels& focusVehicle); void clear(); private: //Raw driving inputs - keys (car + tank) bool mKeyPressedAccel; bool mKeyPressedGearUp; bool mKeyPressedGearDown; //Raw driving inputs - keys (car only) bool mKeyPressedBrake; bool mKeyPressedHandbrake; bool mKeyPressedSteerLeft; bool mKeyPressedSteerRight; //Raw driving inputs - keys (tank only) bool mKeyPressedThrustLeft; bool mKeyPressedThrustRight; bool mKeyPressedBrakeLeft; bool mKeyPressedBrakeRight; //Raw driving inputs - gamepad (car + tank) PxF32 mGamepadAccel; bool mGamepadGearup; bool mGamepadGeardown; //Raw driving inputs - gamepad (car only) PxF32 mGamepadCarBrake; PxF32 mGamepadCarSteer; bool mGamepadCarHandbrake; //Raw driving inputs - (tank only) PxF32 mTankThrustLeft; PxF32 mTankThrustRight; PxF32 mTankBrakeLeft; PxF32 mTankBrakeRight; //Record and replay using raw driving inputs. bool mRecord; bool mReplay; enum { MAX_NUM_RECORD_REPLAY_SAMPLES = 8192 }; // Keyboard bool mKeyboardAccelValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; bool mKeyboardBrakeValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; bool mKeyboardHandbrakeValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; bool mKeyboardSteerLeftValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; bool mKeyboardSteerRightValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; bool mKeyboardGearupValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; bool mKeyboardGeardownValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; // Gamepad - (tank + car) PxF32 mGamepadAccelValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; bool mGamepadGearupValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; bool mGamepadGeardownValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; // Gamepad - car only PxF32 mGamepadCarBrakeValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; PxF32 mGamepadCarSteerValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; bool mGamepadCarHandbrakeValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; //Gamepad - tank only. PxF32 mGamepadTankThrustLeftValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; PxF32 mGamepadTankThrustRightValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; PxU32 mNumSamples; PxU32 mNumRecordedSamples; // Raw data taken from the correct stream (live input stream or replay stream) bool mUseKeyInputs; // Toggle autogears flag on focus vehicle bool mToggleAutoGears; //Auto-reverse mode. bool mIsMovingForwardSlowly; bool mInReverseMode; //Update void processRawInputs(const PxF32 timestep, const bool useAutoGears, PxVehicleDrive4WRawInputData& rawInputData); void processRawInputs(const PxF32 timestep, const bool useAutoGears, PxVehicleDriveTankRawInputData& rawInputData); void processAutoReverse( const PxVehicleWheels& focusVehicle, const PxVehicleDriveDynData& driveDynData, const PxVehicleWheelQueryResult& vehicleWheelQueryResults, const PxVehicleDrive4WRawInputData& rawInputData, bool& toggleAutoReverse, bool& newIsMovingForwardSlowly) const; void processAutoReverse( const PxVehicleWheels& focusVehicle, const PxVehicleDriveDynData& driveDynData, const PxVehicleWheelQueryResult& vehicleWheelQueryResults, const PxVehicleDriveTankRawInputData& rawInputData, bool& toggleAutoReverse, bool& newIsMovingForwardSlowly) const; //////////////////////////////// //Record and replay deprecated at the moment. //Setting functions as private to avoid them being used. /////////////////////////////// bool getIsInRecordReplayMode() const { return (mRecord || mReplay); } bool getIsRecording() const { return mRecord; } bool getIsReplaying() const { return mReplay; } void enableRecordReplayMode() { PX_ASSERT(!getIsInRecordReplayMode()); mRecord = true; mReplay = false; mNumRecordedSamples = 0; } void disableRecordReplayMode() { PX_ASSERT(getIsInRecordReplayMode()); mRecord = false; mReplay = false; mNumRecordedSamples = 0; } void restart(); //////////////////////////// }; #endif //VehicleController