Пример #1
0
void PxVehicleDriveTankSmoothAnalogRawInputsAndSetAnalogInputs
(const PxVehiclePadSmoothingData& padSmoothing, 
 const PxVehicleDriveTankRawInputData& rawInputData, 
 const PxReal timestep, 
 PxVehicleDriveTank& focusVehicle)
{
	//Process the gearup/geardown buttons.
	const bool gearup=rawInputData.getGearUp();
	const bool geardown=rawInputData.getGearDown();
	focusVehicle.mDriveDynData.setGearUp(gearup);
	focusVehicle.mDriveDynData.setGearDown(geardown);

	//Process the accel.
	{
		const PxF32 riseRate=padSmoothing.mRiseRates[PxVehicleDriveTank::eANALOG_INPUT_ACCEL];
		const PxF32 fallRate=padSmoothing.mFallRates[PxVehicleDriveTank::eANALOG_INPUT_ACCEL];
		const PxF32 currentVal=focusVehicle.mDriveDynData.getAnalogInput(PxVehicleDriveTank::eANALOG_INPUT_ACCEL);
		const PxF32 targetVal=rawInputData.getAnalogAccel();
		const PxF32 accel=processPositiveAnalogValue(riseRate,fallRate,currentVal,targetVal,timestep);
		focusVehicle.mDriveDynData.setAnalogInput(accel,PxVehicleDriveTank::eANALOG_INPUT_ACCEL);
	}

	PX_ASSERT(focusVehicle.getDriveModel()==rawInputData.getDriveModel());
	switch(rawInputData.getDriveModel())
	{
	case PxVehicleDriveTank::eDRIVE_MODEL_SPECIAL:
		{
			//Process the left brake.
			{
				const PxF32 riseRate=padSmoothing.mRiseRates[PxVehicleDriveTank::eANALOG_INPUT_BRAKE_LEFT];
				const PxF32 fallRate=padSmoothing.mFallRates[PxVehicleDriveTank::eANALOG_INPUT_BRAKE_LEFT];
				const PxF32 currentVal=focusVehicle.mDriveDynData.getAnalogInput(PxVehicleDriveTank::eANALOG_INPUT_BRAKE_LEFT);
				const PxF32 targetVal=rawInputData.getAnalogLeftBrake();
				const PxF32 accel=processPositiveAnalogValue(riseRate,fallRate,currentVal,targetVal,timestep);
				focusVehicle.mDriveDynData.setAnalogInput(accel,PxVehicleDriveTank::eANALOG_INPUT_BRAKE_LEFT);
			}

			//Process the right brake.
			{
				const PxF32 riseRate=padSmoothing.mRiseRates[PxVehicleDriveTank::eANALOG_INPUT_BRAKE_RIGHT];
				const PxF32 fallRate=padSmoothing.mFallRates[PxVehicleDriveTank::eANALOG_INPUT_BRAKE_RIGHT];
				const PxF32 currentVal=focusVehicle.mDriveDynData.getAnalogInput(PxVehicleDriveTank::eANALOG_INPUT_BRAKE_RIGHT);
				const PxF32 targetVal=rawInputData.getAnalogRightBrake();
				const PxF32 accel=processPositiveAnalogValue(riseRate,fallRate,currentVal,targetVal,timestep);
				focusVehicle.mDriveDynData.setAnalogInput(accel,PxVehicleDriveTank::eANALOG_INPUT_BRAKE_RIGHT);
			}

			//Left thrust
			{
				const PxF32 riseRate=padSmoothing.mRiseRates[PxVehicleDriveTank::eANALOG_INPUT_THRUST_LEFT];
				const PxF32 fallRate=padSmoothing.mFallRates[PxVehicleDriveTank::eANALOG_INPUT_THRUST_LEFT];
				const PxF32 currentVal=focusVehicle.mDriveDynData.getAnalogInput(PxVehicleDriveTank::eANALOG_INPUT_THRUST_LEFT);
				const PxF32 targetVal=rawInputData.getAnalogLeftThrust();
				const PxF32 val=processAnalogValue(riseRate,fallRate,currentVal,targetVal,timestep);
				focusVehicle.mDriveDynData.setAnalogInput(val,PxVehicleDriveTank::eANALOG_INPUT_THRUST_LEFT);
			}

			//Right thrust
			{
				const PxF32 riseRate=padSmoothing.mRiseRates[PxVehicleDriveTank::eANALOG_INPUT_THRUST_RIGHT];
				const PxF32 fallRate=padSmoothing.mFallRates[PxVehicleDriveTank::eANALOG_INPUT_THRUST_RIGHT];
				const PxF32 currentVal=focusVehicle.mDriveDynData.getAnalogInput(PxVehicleDriveTank::eANALOG_INPUT_THRUST_RIGHT);
				const PxF32 targetVal=rawInputData.getAnalogRightThrust();
				const PxF32 val=processAnalogValue(riseRate,fallRate,currentVal,targetVal,timestep);
				focusVehicle.mDriveDynData.setAnalogInput(val,PxVehicleDriveTank::eANALOG_INPUT_THRUST_RIGHT);
			}
		}
		break;

	case PxVehicleDriveTank::eDRIVE_MODEL_STANDARD:
		{
			//Right thrust
			{
				const PxF32 riseRate=padSmoothing.mRiseRates[PxVehicleDriveTank::eANALOG_INPUT_THRUST_RIGHT];
				const PxF32 fallRate=padSmoothing.mFallRates[PxVehicleDriveTank::eANALOG_INPUT_THRUST_RIGHT];
				const PxF32 currentVal=focusVehicle.mDriveDynData.getAnalogInput(PxVehicleDriveTank::eANALOG_INPUT_THRUST_RIGHT)-focusVehicle.mDriveDynData.getAnalogInput(PxVehicleDriveTank::eANALOG_INPUT_BRAKE_RIGHT);
				const PxF32 targetVal=rawInputData.getAnalogRightThrust()-rawInputData.getAnalogRightBrake();
				const PxF32 val=processAnalogValue(riseRate,fallRate,currentVal,targetVal,timestep);
				if(val>0)
				{
					focusVehicle.mDriveDynData.setAnalogInput(val,PxVehicleDriveTank::eANALOG_INPUT_THRUST_RIGHT);
					focusVehicle.mDriveDynData.setAnalogInput(0.0f,PxVehicleDriveTank::eANALOG_INPUT_BRAKE_RIGHT);
				}
				else
				{
					focusVehicle.mDriveDynData.setAnalogInput(0.0f,PxVehicleDriveTank::eANALOG_INPUT_THRUST_RIGHT);
					focusVehicle.mDriveDynData.setAnalogInput(-val,PxVehicleDriveTank::eANALOG_INPUT_BRAKE_RIGHT);
				}
			}

			//Left thrust
			{
				const PxF32 riseRate=padSmoothing.mRiseRates[PxVehicleDriveTank::eANALOG_INPUT_THRUST_LEFT];
				const PxF32 fallRate=padSmoothing.mFallRates[PxVehicleDriveTank::eANALOG_INPUT_THRUST_LEFT];
				const PxF32 currentVal=focusVehicle.mDriveDynData.getAnalogInput(PxVehicleDriveTank::eANALOG_INPUT_THRUST_LEFT)-focusVehicle.mDriveDynData.getAnalogInput(PxVehicleDriveTank::eANALOG_INPUT_BRAKE_LEFT);
				const PxF32 targetVal=rawInputData.getAnalogLeftThrust()-rawInputData.getAnalogLeftBrake();
				const PxF32 val=processAnalogValue(riseRate,fallRate,currentVal,targetVal,timestep);
				if(val>0)
				{
					focusVehicle.mDriveDynData.setAnalogInput(val,PxVehicleDriveTank::eANALOG_INPUT_THRUST_LEFT);
					focusVehicle.mDriveDynData.setAnalogInput(0.0f,PxVehicleDriveTank::eANALOG_INPUT_BRAKE_LEFT);
				}
				else
				{
					focusVehicle.mDriveDynData.setAnalogInput(0.0f,PxVehicleDriveTank::eANALOG_INPUT_THRUST_LEFT);
					focusVehicle.mDriveDynData.setAnalogInput(-val,PxVehicleDriveTank::eANALOG_INPUT_BRAKE_LEFT);
				}
			}
		}
		break;

	default:
		PX_ASSERT(false);
			break;
	}
}
void SampleVehicle_VehicleController::processAutoReverse
(const PxVehicleWheels& focusVehicle, const PxVehicleDriveDynData& driveDynData, const PxVehicleWheelQueryResult& vehicleWheelQueryResults,
 const PxVehicleDriveTankRawInputData& tankRawInputs,
 bool& toggleAutoReverse, bool& newIsMovingForwardSlowly) const
{
	newIsMovingForwardSlowly = false;
	toggleAutoReverse = false;

	if(driveDynData.getUseAutoGears())
	{
		//If the car is travelling very slowly in forward gear without player input and the player subsequently presses the brake then we want the car to go into reverse gear
		//If the car is travelling very slowly in reverse gear without player input and the player subsequently presses the accel then we want the car to go into forward gear
		//If the car is in forward gear and is travelling backwards then we want to automatically put the car into reverse gear.
		//If the car is in reverse gear and is travelling forwards then we want to automatically put the car into forward gear.
		//(If the player brings the car to rest with the brake the player needs to release the brake then reapply it 
		//to indicate they want to toggle between forward and reverse.)

		const bool prevIsMovingForwardSlowly=mIsMovingForwardSlowly;
		bool isMovingForwardSlowly=false;
		bool isMovingBackwards=false;
		const bool isInAir = PxVehicleIsInAir(vehicleWheelQueryResults);
		if(!isInAir)
		{
			bool accelLeft,accelRight,brakeLeft,brakeRight;
			if(mUseKeyInputs)
			{
				accelLeft=tankRawInputs.getDigitalLeftThrust();
				accelRight=tankRawInputs.getDigitalRightThrust();
				brakeLeft=tankRawInputs.getDigitalLeftBrake();
				brakeRight=tankRawInputs.getDigitalRightBrake();
			}
			else
			{
				accelLeft = tankRawInputs.getAnalogLeftThrust() > 0 ? true : false;
				accelRight = tankRawInputs.getAnalogRightThrust() > 0 ? true : false; 
				brakeLeft = tankRawInputs.getAnalogLeftBrake() > 0 ? true : false;  
				brakeRight = tankRawInputs.getAnalogRightBrake() > 0 ? true : false;

				/*
				if(accelLeft && accelLeft==accelRight && !brakeLeft && !brakeRight)
				{
					shdfnd::printFormatted("aligned accel\n");
				}

				if(brakeLeft && brakeLeft==brakeRight && !accelLeft && !accelRight)
				{
					shdfnd::printFormatted("aligned brake\n");
				}
				*/

			}

			const PxF32 forwardSpeed = focusVehicle.computeForwardSpeed();
			const PxF32 forwardSpeedAbs = PxAbs(forwardSpeed);
			const PxF32 sidewaysSpeedAbs = PxAbs(focusVehicle.computeSidewaysSpeed());
			const PxU32 currentGear = driveDynData.getCurrentGear();
			const PxU32 targetGear = driveDynData.getTargetGear();

			//Check if the car is rolling against the gear (backwards in forward gear or forwards in reverse gear).
			if(PxVehicleGearsData::eFIRST == currentGear  && forwardSpeed < -THRESHOLD_ROLLING_BACKWARDS_SPEED)
			{
				isMovingBackwards = true;
			}
			else if(PxVehicleGearsData::eREVERSE == currentGear && forwardSpeed > THRESHOLD_ROLLING_BACKWARDS_SPEED)
			{
				isMovingBackwards = true;
			}

			//Check if the car is moving slowly.
			if(forwardSpeedAbs < THRESHOLD_FORWARD_SPEED && sidewaysSpeedAbs < THRESHOLD_SIDEWAYS_SPEED)
			{
				isMovingForwardSlowly=true;
			}

			//Now work if we need to toggle from forwards gear to reverse gear or vice versa.
			if(isMovingBackwards)
			{
				if(!accelLeft && !accelRight && !brakeLeft && !brakeRight && (currentGear == targetGear))			
				{
					//The car is rolling against the gear and the player is doing nothing to stop this.
					toggleAutoReverse = true;
				}
			}
			else if(prevIsMovingForwardSlowly && isMovingForwardSlowly)
			{
				if((currentGear > PxVehicleGearsData::eNEUTRAL) && brakeLeft && brakeRight && !accelLeft && !accelRight && (currentGear == targetGear))
				{
					//The car was moving slowly in forward gear without player input and is now moving slowly with player input that indicates the 
					//player wants to switch to reverse gear.
					toggleAutoReverse = true;
				}
				else if(currentGear == PxVehicleGearsData::eREVERSE && accelLeft && accelRight && !brakeLeft && !brakeRight && (currentGear == targetGear))
				{
					//The car was moving slowly in reverse gear without player input and is now moving slowly with player input that indicates the 
					//player wants to switch to forward gear.
					toggleAutoReverse = true;
				}
			}

			//If the car was brought to rest through braking then the player needs to release the brake then reapply
			//to indicate that the gears should toggle between reverse and forward.
			if(isMovingForwardSlowly && (!brakeLeft || !brakeRight) && (!accelLeft || !accelRight))
			{
				newIsMovingForwardSlowly = true;
			}
		}
	}
}