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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
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// 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.
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// 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