genesis-3d_engine/Engine/ExtIncludes/physX3/windows/vehicle/PxVehicleUpdate.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

84 lines
4.0 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.
//
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// This code supersedes and replaces all information previously supplied.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef PX_VEHICLE_UPDATE_H
#define PX_VEHICLE_UPDATE_H
/** \addtogroup vehicle
@{
*/
#include "vehicle/PxVehicleSDK.h"
#include "foundation/PxSimpleTypes.h"
#ifndef PX_DOXYGEN
namespace physx
{
#endif
class PxBatchQuery;
struct PxRaycastQueryResult;
class PxVehicleWheels;
class PxVehicleDrivableSurfaceToTireFrictionPairs;
class PxVehicleTelemetryData;
/**
\brief Start raycasts of all suspension lines.
\brief numSceneQueryResults specifies the size of the sceneQueryResults array.
\brief numVehicles is the number of vehicles in the vehicles array.
\brief numSceneQueryResults must be greater than or equal to the total number of wheels of all the vehicles in the vehicles array; that is,
\brief sceneQueryResults must have dimensions large enough for one raycast per wheel.
\brief Hit shapes must not be deleted in-between calling PxVehicleSuspensionRaycasts and PxVehicleUpdates to avoid dereferencing invalid memory addresses.
*/
void PxVehicleSuspensionRaycasts(PxBatchQuery* batchQuery, const PxU32 numVehicles, PxVehicleWheels** vehicles, const PxU32 numSceneQueryResults, PxRaycastQueryResult* sceneQueryResults);
/**
\brief Update an array of vehicles by either applying an acceleration to the rigid body actor associated with each vehicle or by an immediate update of the velocity of the actor.
The update mode (acceleration or velocity change) can be selected with PxVehicleSetUpdateMode.
@see PxVehicleSetUpdateMode
*/
void PxVehicleUpdates(const PxReal timestep, const PxVec3& gravity, const PxVehicleDrivableSurfaceToTireFrictionPairs& vehicleDrivableSurfaceToTireFrictionPairs, const PxU32 numVehicles, PxVehicleWheels** vehicles);
#if PX_DEBUG_VEHICLE_ON
/**
\brief Update the focus vehicle and also store key debug data for the specified focus vehicle.
The update mode (acceleration or velocity change) can be selected with PxVehicleSetUpdateMode.
@see PxVehicleSetUpdateMode
*/
void PxVehicleUpdateSingleVehicleAndStoreTelemetryData
(const PxReal timestep, const PxVec3& gravity, const PxVehicleDrivableSurfaceToTireFrictionPairs& vehicleDrivableSurfaceToTireFrictionPairs,
PxVehicleWheels* focusVehicle, PxVehicleTelemetryData& telemetryData);
#endif
#ifndef PX_DOXYGEN
} // namespace physx
#endif
/** @} */
#endif //PX_VEHICLE_UPDATE_H