// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2021 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