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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.
#ifndef SAMPLE_VEHICLE_CAMERA_CONTROLLER_H
#define SAMPLE_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 Camera;
class SampleVehicle_CameraController
{
public:
SampleVehicle_CameraController();
~SampleVehicle_CameraController();
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;
void update(const PxReal dtime, const PxRigidDynamic* actor, PxScene& scene);
};
#endif //SAMPLE_VEHICLE_CAMERA_CONTROLLER_H
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