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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Samples/SampleVehicle/SampleVehicle_GameLogic.cpp | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Samples/SampleVehicle/SampleVehicle_GameLogic.cpp')
| -rw-r--r-- | PhysX_3.4/Samples/SampleVehicle/SampleVehicle_GameLogic.cpp | 91 |
1 files changed, 91 insertions, 0 deletions
diff --git a/PhysX_3.4/Samples/SampleVehicle/SampleVehicle_GameLogic.cpp b/PhysX_3.4/Samples/SampleVehicle/SampleVehicle_GameLogic.cpp new file mode 100644 index 00000000..60864b4e --- /dev/null +++ b/PhysX_3.4/Samples/SampleVehicle/SampleVehicle_GameLogic.cpp @@ -0,0 +1,91 @@ +// 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) 2008-2016 NVIDIA Corporation. All rights reserved. +// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. +// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. + +#include "SampleVehicle_GameLogic.h" + +void SampleVehicleWayPoints::getNextWayPointsAndLineDirs(PxU32& numPoints, PxVec3& v0, PxVec3& v1, PxVec3& v2, PxVec3& w0, PxVec3& w1, PxVec3& w2) const +{ + numPoints=0; + if((mProgress+1) < mNumWayPoints) + { + v0=mWayPoints[mProgress+1].p; + w0=mWayPoints[mProgress+1].q.getBasisVector0(); + numPoints++; + + if((mProgress+2) < mNumWayPoints) + { + v1=mWayPoints[mProgress+2].p; + w1=mWayPoints[mProgress+2].q.getBasisVector0(); + numPoints++; + + if((mProgress+3) < mNumWayPoints) + { + v2=mWayPoints[mProgress+3].p; + w2=mWayPoints[mProgress+3].q.getBasisVector0(); + numPoints++; + } + } + } +} + +#define LINEWIDTH 8 +#define LINEDISTANCE2 3*3 +void SampleVehicleWayPoints::update(const PxTransform& playerTransform, const PxF32 timestep) +{ + //Increment the elapsed time + mTimeElapsed+=timestep; + + //Work out the point on the crossing line of the next way-point that is closest to the player. + const PxTransform& nextWayPoint=mWayPoints[mProgress+1]; + const PxVec3 v=nextWayPoint.p; + const PxVec3 w=nextWayPoint.q.getBasisVector0(); + const PxVec3 p=playerTransform.p; + const PxVec3 pv=p-v; + const PxF32 t=pv.dot(w); + + //Test if the player's position is inside the width of the line crossing the next way-point. + if(PxAbs(t) < LINEWIDTH) + { + //Now test if the shortest distance to the next crossing line is smaller than a threshold. + const PxVec3 linePos=v+w*t; + const PxVec3 diff=p-linePos; + const PxF32 dist2=diff.magnitudeSquared(); + if(dist2<LINEDISTANCE2) + { + mProgress++; + } + } + + if(mProgress == mNumWayPoints-1) + { + mMinTimeElapsed=PxMin(mTimeElapsed, mMinTimeElapsed); + mTimeElapsed=0; + mProgress=0; + } +} |