145 lines
5.9 KiB
C++
145 lines
5.9 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef SAMPLE_VEHICLE_CONTROL_INPUTS_H
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#define SAMPLE_VEHICLE_CONTROL_INPUTS_H
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#include "common/PxPhysXCommonConfig.h"
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using namespace physx;
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class SampleVehicle_ControlInputs
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{
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public:
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SampleVehicle_ControlInputs();
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~SampleVehicle_ControlInputs();
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//Camera inputs
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void setRotateY(const PxF32 f) {mCameraRotateInputY=f;}
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void setRotateZ(const PxF32 f) {mCameraRotateInputZ=f;}
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PxF32 getRotateY() const {return mCameraRotateInputY;}
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PxF32 getRotateZ() const {return mCameraRotateInputZ;}
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//Keyboard driving inputs - (car + tank)
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void setAccelKeyPressed(const bool b) {mAccelKeyPressed=b;}
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void setGearUpKeyPressed(const bool b) {mGearUpKeyPressed=b;}
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void setGearDownKeyPressed(const bool b) {mGearDownKeyPressed=b;}
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bool getAccelKeyPressed() const {return mAccelKeyPressed;}
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bool getGearUpKeyPressed() const {return mGearUpKeyPressed;}
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bool getGearDownKeyPressed() const {return mGearDownKeyPressed;}
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//Keyboard driving inputs - (car only)
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void setBrakeKeyPressed(const bool b) {mBrakeKeyPressed=b;}
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void setHandbrakeKeyPressed(const bool b) {mHandbrakeKeyPressed=b;}
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void setSteerLeftKeyPressed(const bool b) {mSteerLeftKeyPressed=b;}
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void setSteerRightKeyPressed(const bool b) {mSteerRightKeyPressed=b;}
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bool getBrakeKeyPressed() const {return mBrakeKeyPressed;}
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bool getHandbrakeKeyPressed() const {return mHandbrakeKeyPressed;}
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bool getSteerLeftKeyPressed() const {return mSteerLeftKeyPressed;}
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bool getSteerRightKeyPressed() const {return mSteerRightKeyPressed;}
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//Keyboard driving inputs - (tank only)
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void setBrakeLeftKeyPressed(const bool b) {mBrakeLeftKeyPressed=b;}
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void setBrakeRightKeyPressed(const bool b) {mBrakeRightKeyPressed=b;}
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void setThrustLeftKeyPressed(const bool b) {mThrustLeftKeyPressed=b;}
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void setThrustRightKeyPressed(const bool b) {mThrustRightKeyPressed=b;}
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bool getBrakeLeftKeyPressed() const {return mBrakeLeftKeyPressed;}
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bool getBrakeRightKeyPressed() const {return mBrakeRightKeyPressed;}
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bool getThrustLeftKeyPressed() const {return mThrustLeftKeyPressed;}
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bool getThrustRightKeyPressed() const {return mThrustRightKeyPressed;}
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//Gamepad driving inputs (car + tank)
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void setAccel(const PxF32 f) {mAccel=f;}
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void setGearUp(const bool b) {mGearup=b;}
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void setGearDown(const bool b) {mGeardown=b;}
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PxF32 getAccel() const {return mAccel;}
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bool getGearUp() const {return mGearup;}
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bool getGearDown() const {return mGeardown;}
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//Gamepad driving inputs (car only)
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void setBrake(const PxF32 f) {mBrake=f;}
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void setSteer(const PxF32 f) {mSteer=f;}
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void setHandbrake(const bool b) {mHandbrake=b;}
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PxF32 getBrake() const {return mBrake;}
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PxF32 getSteer() const {return mSteer;}
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bool getHandbrake() const {return mHandbrake;}
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//Gamepad driving inputs (tank only)
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void setThrustLeft(const PxF32 f) {mThrustLeft=f;}
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void setThrustRight(const PxF32 f) {mThrustRight=f;}
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PxF32 getThrustLeft() const {return mThrustLeft;}
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PxF32 getThrustRight() const {return mThrustRight;}
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void setBrakeLeft(const PxF32 f) {mBrakeLeft=f;}
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void setBrakeRight(const PxF32 f) {mBrakeRight=f;}
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PxF32 getBrakeLeft() const {return mBrakeLeft;}
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PxF32 getBrakeRight() const {return mBrakeRight;}
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private:
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//Camera inputs.
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PxF32 mCameraRotateInputY;
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PxF32 mCameraRotateInputZ;
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//keyboard inputs (car and tank)
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bool mAccelKeyPressed;
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bool mGearUpKeyPressed;
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bool mGearDownKeyPressed;
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//keyboard inputs (car only)
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bool mBrakeKeyPressed;
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bool mHandbrakeKeyPressed;
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bool mSteerLeftKeyPressed;
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bool mSteerRightKeyPressed;
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//keyboard inputs (tank only)
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bool mBrakeLeftKeyPressed;
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bool mBrakeRightKeyPressed;
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bool mThrustLeftKeyPressed;
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bool mThrustRightKeyPressed;
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//gamepad inputs (car and tank)
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PxF32 mAccel;
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bool mGearup;
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bool mGeardown;
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//gamepad inputs (car only)
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PxF32 mBrake;
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PxF32 mSteer;
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bool mHandbrake;
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//gamepad inputs (tank only)
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PxF32 mThrustLeft;
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PxF32 mThrustRight;
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PxF32 mBrakeLeft;
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PxF32 mBrakeRight;
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};
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#endif //SAMPLE_VEHICLE_CONTROL_INPUTS_H
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