// 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) 2008-2017 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef VEHICLE_CAMERA_CONTROLLER_H #define VEHICLE_CAMERA_CONTROLLER_H #include "common/PxPhysXCommonConfig.h" #include "foundation/PxVec3.h" #include "foundation/PxTransform.h" using namespace physx; namespace physx { class PxScene; class PxVehicleWheels; class PxRigidDynamic; } ; class VehicleCameraController { public: VehicleCameraController(); ~VehicleCameraController(); void setInputs(const PxF32 rotateInputY, const PxF32 rotateInputZ) { mRotateInputY = rotateInputY; mRotateInputZ = rotateInputZ; } void update(const PxF32 dtime, const PxVehicleWheels& focusVehicle, PxScene& scene); void restart() {} bool getIsLockedOnVehicleTransform() const { return mLockOnFocusVehTransform; } void toggleLockOnVehTransform() { mLockOnFocusVehTransform = !mLockOnFocusVehTransform; } const PxVec3& getCameraPos() const { return mCameraPos; } const PxVec3& getCameraTar() const { return mCameraTargetPos; } private: PxF32 mRotateInputY; PxF32 mRotateInputZ; PxF32 mMaxCameraRotateSpeed; PxF32 mCameraRotateAngleY; PxF32 mCameraRotateAngleZ; PxVec3 mCameraPos; PxVec3 mCameraTargetPos; PxVec3 mLastCarPos; PxVec3 mLastCarVelocity; bool mCameraInit; bool mLockOnFocusVehTransform; PxTransform mLastFocusVehTransform; PxReal mCamDist; void update(const PxReal dtime, const PxRigidDynamic* actor, PxScene& scene); }; #endif //SAMPLE_VEHICLE_CAMERA_CONTROLLER_H