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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Samples/SampleVehicle/SampleVehicle_GameLogic.cpp
downloadphysx-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]
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+// 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;
+ }
+}