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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) 2008-2014 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 "VehicleCameraController.h"
+#include "PxRigidDynamic.h"
+#include "PxQueryFiltering.h"
+#include "PxScene.h"
+#include "PxSceneLock.h"
+#include "vehicle/PxVehicleWheels.h"
+
+///////////////////////////////////////////////////////////////////////////////
+
+
+
+VehicleCameraController::VehicleCameraController()
+ : mRotateInputY(0.0f),
+ mRotateInputZ(0.0f),
+ mMaxCameraRotateSpeed(5.0f),
+ mCameraRotateAngleY(0.0f),
+ mCameraRotateAngleZ(0.13f),
+ mCameraPos(PxVec3(0, 0, 0)),
+ mCameraTargetPos(PxVec3(0, 0, 0)),
+ mLastCarPos(PxVec3(0, 0, 0)),
+ mLastCarVelocity(PxVec3(0, 0, 0)),
+ mCameraInit(false),
+ mLockOnFocusVehTransform(true),
+ mLastFocusVehTransform(PxTransform(PxIdentity)),
+ mCamDist(5.f)
+{
+}
+
+VehicleCameraController::~VehicleCameraController()
+{
+}
+
+static void dampVec3(const PxVec3& oldPosition, PxVec3& newPosition, PxF32 timestep)
+{
+ PxF32 t = 0.7f * timestep * 8.0f;
+ t = PxMin(t, 1.0f);
+ newPosition = oldPosition * (1 - t) + newPosition * t;
+}
+
+
+void VehicleCameraController::update(const PxReal dtime, const PxRigidDynamic* actor, PxScene& scene)
+{
+ PxSceneReadLock scopedLock(scene);
+ PxTransform carChassisTransfm;
+ if (mLockOnFocusVehTransform)
+ {
+ carChassisTransfm = actor->getGlobalPose();
+ mLastFocusVehTransform = carChassisTransfm;
+ }
+ else
+ {
+ carChassisTransfm = mLastFocusVehTransform;
+ }
+
+ PxF32 camDist = 5.f;
+ PxF32 cameraYRotExtra = 0.0f;
+
+ PxVec3 velocity = mLastCarPos - carChassisTransfm.p;
+
+ if (mCameraInit)
+ {
+ //Work out the forward and sideways directions.
+ PxVec3 unitZ(0, 0, 1);
+ PxVec3 carDirection = carChassisTransfm.q.rotate(unitZ);
+ PxVec3 unitX(1, 0, 0);
+ PxVec3 carSideDirection = carChassisTransfm.q.rotate(unitX);
+
+ //Acceleration (note that is not scaled by time).
+ PxVec3 acclVec = mLastCarVelocity - velocity;
+
+ //Higher forward accelerations allow the car to speed away from the camera.
+ PxF32 velZ = PxAbs(carDirection.dot(velocity));
+ camDist = PxMin(PxMax(camDist + velZ*100.0f, 10.0f), 15.f);
+
+ //Higher sideways accelerations allow the car's rotation to speed away from the camera's rotation.
+ PxF32 acclX = carSideDirection.dot(acclVec);
+ cameraYRotExtra = -acclX*10.0f;
+ //At very small sideways speeds the camera greatly amplifies any numeric error in the body and leads to a slight jitter.
+ //Scale cameraYRotExtra by a value in range (0,1) for side speeds in range (0.1,1.0) and by zero for side speeds less than 0.1.
+ PxFixedSizeLookupTable<4> table;
+ table.addPair(0.0f, 0.0f);
+ table.addPair(0.1f*dtime, 0);
+ table.addPair(1.0f*dtime, 1);
+ PxF32 velX = carSideDirection.dot(velocity);
+ cameraYRotExtra *= table.getYVal(PxAbs(velX));
+ }
+
+ mCameraRotateAngleY += mRotateInputY*mMaxCameraRotateSpeed*dtime;
+ mCameraRotateAngleY = physx::intrinsics::fsel(mCameraRotateAngleY - 10 * PxPi, mCameraRotateAngleY - 10 * PxPi, physx::intrinsics::fsel(-mCameraRotateAngleY - 10 * PxPi, mCameraRotateAngleY + 10 * PxPi, mCameraRotateAngleY));
+ mCameraRotateAngleZ += mRotateInputZ*mMaxCameraRotateSpeed*dtime;
+ mCameraRotateAngleZ = PxClamp(mCameraRotateAngleZ, -PxPi*0.05f, PxPi*0.45f);
+
+ PxVec3 cameraDir = PxVec3(0, 0, 1)*PxCos(mCameraRotateAngleY + cameraYRotExtra) + PxVec3(1, 0, 0)*PxSin(mCameraRotateAngleY + cameraYRotExtra);
+
+ cameraDir = cameraDir*PxCos(mCameraRotateAngleZ) - PxVec3(0, 1, 0)*PxSin(mCameraRotateAngleZ);
+
+ const PxVec3 direction = carChassisTransfm.q.rotate(cameraDir);
+ PxVec3 target = carChassisTransfm.p;
+ target.y += 0.5f;
+
+ PxRaycastBuffer hit;
+ PxQueryFilterData filterData(PxQueryFlag::eSTATIC | PxQueryFlag::eDYNAMIC);
+ scene.raycast(target, -direction, camDist, hit, PxHitFlag::eDISTANCE, filterData);
+ if (hit.hasBlock && hit.block.shape != NULL)
+ {
+ camDist = hit.block.distance - 0.25f;
+ }
+
+ camDist = PxMax(4.0f, PxMin(camDist, 50.0f));
+
+ mCamDist += PxMax(camDist - mCamDist, 0.f)*0.05f + PxMin(0.f, camDist - mCamDist);
+ camDist = mCamDist;
+
+ PxVec3 position = target - direction*camDist;
+
+ if (mCameraInit)
+ {
+ dampVec3(mCameraPos, position, dtime);
+ dampVec3(mCameraTargetPos, target, dtime);
+ }
+
+ mCameraPos = position;
+ mCameraTargetPos = target;
+ mCameraInit = true;
+
+ mLastCarVelocity = velocity;
+ mLastCarPos = carChassisTransfm.p;
+}
+
+void VehicleCameraController::update(const PxReal dtime, const PxVehicleWheels& focusVehicle, PxScene& scene)
+{
+ const PxRigidDynamic* actor = focusVehicle.getRigidDynamicActor();
+ update(dtime, actor, scene);
+}
+
+