6e8fbca745
match the genesis editor version 1.3.0.653.
135 lines
3.9 KiB
C++
135 lines
3.9 KiB
C++
// This code contains NVIDIA Confidential Information and is disclosed to you
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// under a form of NVIDIA software license agreement provided separately to you.
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//
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// Notice
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// NVIDIA Corporation and its licensors retain all intellectual property and
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// proprietary rights in and to this software and related documentation and
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// any modifications thereto. Any use, reproduction, disclosure, or
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// distribution of this software and related documentation without an express
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// license agreement from NVIDIA Corporation is strictly prohibited.
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//
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// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
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// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
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// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
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// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
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//
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// Information and code furnished is believed to be accurate and reliable.
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// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
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// information or for any infringement of patents or other rights of third parties that may
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// result from its use. No license is granted by implication or otherwise under any patent
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// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
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// This code supersedes and replaces all information previously supplied.
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// NVIDIA Corporation products are not authorized for use as critical
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// components in life support devices or systems without express written approval of
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// NVIDIA Corporation.
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//
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// Copyright (c) 2008-2013 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 PX_VEHICLE_SDK_H
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#define PX_VEHICLE_SDK_H
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/** \addtogroup vehicle
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@{
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*/
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#include "foundation/Px.h"
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#ifndef PX_DOXYGEN
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namespace physx
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{
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#endif
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class PxPhysics;
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/**
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\brief Call this before using any of the vehicle functions.
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@see PxCloseVehicleSDK
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*/
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PX_C_EXPORT bool PX_CALL_CONV PxInitVehicleSDK(PxPhysics& physics);
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/**
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\brief Shut down the PhysXVehicle library.
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This function should be called to cleanly shut down the PhysXVehicle library before the PxPhysics SDK gets released.
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\note This function is required to be called to release foundation usage.
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@see PxInitVehicleSDK
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*/
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PX_C_EXPORT void PX_CALL_CONV PxCloseVehicleSDK();
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/**
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\brief Maximum number of wheel shapes allowed to be added to the actor.
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This number is also the maximum number of wheels allowed for a vehicle.
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*/
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#define PX_MAX_NUM_WHEELS (20)
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/**
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\brief Compiler setting to enable recording of telemetry data
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@see PxVehicleUpdateSingleVehicleAndStoreTelemetryData, PxVehicleTelemetryData
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*/
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#define PX_DEBUG_VEHICLE_ON (1)
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/**
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@see PxVehicleDrive4W, PxVehicleDriveTank, PxVehicleWheels::getVehicleType
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*/
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enum eVehicleDriveTypes
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{
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eVEHICLE_TYPE_DRIVE4W=0,
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eVEHICLE_TYPE_DRIVETANK,
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eVEHICLE_TYPE_NODRIVE,
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eVEHICLE_TYPE_USER1,
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eVEHICLE_TYPE_USER2,
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eVEHICLE_TYPE_USER3,
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eMAX_NUM_VEHICLE_TYPES
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};
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/**
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\brief Set the basis vectors of the vehicle simulation
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Default values PxVec3(0,1,0), PxVec3(0,0,1)
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Call this function before using PxVehicleUpdates unless the default values are correct.
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*/
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void PxVehicleSetBasisVectors(const PxVec3& up, const PxVec3& forward);
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/**
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@see PxVehicleSetUpdateMode
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*/
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struct PxVehicleUpdateMode
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{
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enum Enum
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{
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eVELOCITY_CHANGE,
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eACCELERATION
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};
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};
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/**
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\brief Set the effect of PxVehicleUpdates to be either to modify each vehicle's rigid body actor
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with an acceleration to be applied in the next PhysX SDK update or as an immediate velocity modification.
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Default behavior is immediate velocity modification.
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Call this function before using PxVehicleUpdates for the first time.
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@see PxVehicleUpdates
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*/
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void PxVehicleSetUpdateMode(PxVehicleUpdateMode::Enum vehicleUpdateMode);
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#ifndef PX_DOXYGEN
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} // namespace physx
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#endif
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/** @} */
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#endif //PX_VEHICLE_SDK_H
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