genesis-3d_engine/Engine/ExtIncludes/physX3/windows/vehicle/PxVehicleNoDrive.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

162 lines
5.0 KiB
C++

// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and related documentation and
// any modifications thereto. Any use, reproduction, disclosure, or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA Corporation is strictly prohibited.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef PX_VEHICLE_NO_DRIVE_H
#define PX_VEHICLE_NO_DRIVE_H
/** \addtogroup vehicle
@{
*/
#include "vehicle/PxVehicleWheels.h"
#include "vehicle/PxVehicleComponents.h"
#ifndef PX_DOXYGEN
namespace physx
{
#endif
struct PxFilterData;
class PxGeometry;
class PxPhysics;
class PxBatchQuery;
struct PxRaycastQueryResult;
class PxVehicleDrivableSurfaceToTireFrictionPairs;
class PxShape;
class PxMaterial;
class PxRigidDynamic;
/**
\brief Data structure with instanced dynamics data and configuration data of a vehicle with no drive model.
*/
class PxVehicleNoDrive : public PxVehicleWheels
{
public:
friend class PxVehicleUpdate;
/**
\brief Allocate a PxVehicleNoDrive instance for a vehicle without drive model with numWheels
@see free, setup
*/
static PxVehicleNoDrive* allocate(const PxU32 numWheels);
/**
\brief Deallocate a PxVehicleNoDrive instance.
@see allocate
*/
void free();
/**
\brief Set up a PxVehicleNoDrive instance with
\brief (i) a PxPhysics instance - needed to setup special vehicle constraints maintained by the vehicle.
\brief (ii) a PxRigidDynamic instance - the rigid body representation of the vehicle in the physx sdk.
\brief (iii)a PxVehicleWheelsSimData instance describing the wheel/suspension/tires - the vehicle instance takes a copy of this input data.
@see allocate, free, setToRestState
*/
void setup
(PxPhysics* physics, PxRigidDynamic* vehActor, const PxVehicleWheelsSimData& wheelsData);
/**
\brief Create a PxVehicleNoDrive instance with
\brief (i) a PxPhysics instance - needed to setup special vehicle constraints maintained by the vehicle.
\brief (ii) a PxRigidDynamic instance - the rigid body representation of the vehicle in the physx sdk.
\brief (iii)a PxVehicleWheelsSimData instance describing the wheel/suspension/tires - the vehicle instance takes a copy of this input data.
@see free, setToRestState, setup
*/
static PxVehicleNoDrive* create
(PxPhysics* physics, PxRigidDynamic* vehActor, const PxVehicleWheelsSimData& wheelsData);
/**
\brief Set a vehicle to its rest state.
\brief Call after setup
@see setup
*/
void setToRestState();
/**
\brief Set the brake torque to be applied to a specific wheel
*/
void setBrakeTorque(const PxU32 id, const PxReal brakeTorque);
/**
\brief Set the drive torque to be applied to a specific wheel
*/
void setDriveTorque(const PxU32 id, const PxReal driveTorque);
/**
\brief Set the steer angle to be applied to a specific wheel
*/
void setSteerAngle(const PxU32 id, const PxReal steerAngle);
/**
\brief Get the brake torque that has been applied to a specific wheel
*/
PxReal getBrakeTorque(const PxU32 id) const;
/**
\brief Get the drive torque that has been applied to a specific wheel
*/
PxReal getDriveTorque(const PxU32 id) const;
/**
\brief Get the steer angle that has been applied to a specific wheel
*/
PxReal getSteerAngle(const PxU32 id) const;
private:
PxVehicleNoDrive()
{
}
~PxVehicleNoDrive()
{
}
PxReal* mSteerAngles;
PxReal* mDriveTorques;
PxReal* mBrakeTorques;
PxReal* mPad;
/**
\brief Test if the instanced dynamics and configuration data has legal values.
*/
bool isValid() const;
};
PX_COMPILE_TIME_ASSERT(0==(sizeof(PxVehicleNoDrive) & 15));
#ifndef PX_DOXYGEN
} // namespace physx
#endif
/** @} */
#endif //PX_VEHICLE_NO_DRIVE_H