// 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. #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