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physx/samples/samplevehicle/SampleVehicle_GameLogic.cpp
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physx/samples/samplevehicle/SampleVehicle_GameLogic.cpp
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#include "SampleVehicle_GameLogic.h"
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void SampleVehicleWayPoints::getNextWayPointsAndLineDirs(PxU32& numPoints, PxVec3& v0, PxVec3& v1, PxVec3& v2, PxVec3& w0, PxVec3& w1, PxVec3& w2) const
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{
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numPoints=0;
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if((mProgress+1) < mNumWayPoints)
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{
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v0=mWayPoints[mProgress+1].p;
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w0=mWayPoints[mProgress+1].q.getBasisVector0();
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numPoints++;
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if((mProgress+2) < mNumWayPoints)
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{
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v1=mWayPoints[mProgress+2].p;
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w1=mWayPoints[mProgress+2].q.getBasisVector0();
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numPoints++;
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if((mProgress+3) < mNumWayPoints)
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{
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v2=mWayPoints[mProgress+3].p;
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w2=mWayPoints[mProgress+3].q.getBasisVector0();
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numPoints++;
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}
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}
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}
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}
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#define LINEWIDTH 8
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#define LINEDISTANCE2 3*3
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void SampleVehicleWayPoints::update(const PxTransform& playerTransform, const PxF32 timestep)
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{
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//Increment the elapsed time
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mTimeElapsed+=timestep;
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//Work out the point on the crossing line of the next way-point that is closest to the player.
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const PxTransform& nextWayPoint=mWayPoints[mProgress+1];
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const PxVec3 v=nextWayPoint.p;
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const PxVec3 w=nextWayPoint.q.getBasisVector0();
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const PxVec3 p=playerTransform.p;
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const PxVec3 pv=p-v;
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const PxF32 t=pv.dot(w);
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//Test if the player's position is inside the width of the line crossing the next way-point.
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if(PxAbs(t) < LINEWIDTH)
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{
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//Now test if the shortest distance to the next crossing line is smaller than a threshold.
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const PxVec3 linePos=v+w*t;
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const PxVec3 diff=p-linePos;
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const PxF32 dist2=diff.magnitudeSquared();
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if(dist2<LINEDISTANCE2)
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{
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mProgress++;
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}
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}
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if(mProgress == mNumWayPoints-1)
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{
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mMinTimeElapsed=PxMin(mTimeElapsed, mMinTimeElapsed);
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mTimeElapsed=0;
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mProgress=0;
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}
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}
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