// // 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) 2008-2018 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 "VehicleCameraController.h" #include "PxRigidDynamic.h" #include "PxQueryFiltering.h" #include "PxScene.h" #include "PxSceneLock.h" #include "vehicle/PxVehicleWheels.h" /////////////////////////////////////////////////////////////////////////////// VehicleCameraController::VehicleCameraController() : mRotateInputY(0.0f), mRotateInputZ(0.0f), mMaxCameraRotateSpeed(5.0f), mCameraRotateAngleY(0.0f), mCameraRotateAngleZ(0.13f), mCameraPos(PxVec3(0, 0, 0)), mCameraTargetPos(PxVec3(0, 0, 0)), mLastCarPos(PxVec3(0, 0, 0)), mLastCarVelocity(PxVec3(0, 0, 0)), mCameraInit(false), mLockOnFocusVehTransform(true), mLastFocusVehTransform(PxTransform(PxIdentity)), mCamDist(5.f) { } VehicleCameraController::~VehicleCameraController() { } static void dampVec3(const PxVec3& oldPosition, PxVec3& newPosition, PxF32 timestep) { PxF32 t = 0.7f * timestep * 8.0f; t = PxMin(t, 1.0f); newPosition = oldPosition * (1 - t) + newPosition * t; } void VehicleCameraController::update(const PxReal dtime, const PxRigidDynamic* actor, PxScene& scene) { PxSceneReadLock scopedLock(scene); PxTransform carChassisTransfm; if (mLockOnFocusVehTransform) { carChassisTransfm = actor->getGlobalPose(); mLastFocusVehTransform = carChassisTransfm; } else { carChassisTransfm = mLastFocusVehTransform; } PxF32 camDist = 5.f; PxF32 cameraYRotExtra = 0.0f; PxVec3 velocity = mLastCarPos - carChassisTransfm.p; if (mCameraInit) { //Work out the forward and sideways directions. PxVec3 unitZ(0, 0, 1); PxVec3 carDirection = carChassisTransfm.q.rotate(unitZ); PxVec3 unitX(1, 0, 0); PxVec3 carSideDirection = carChassisTransfm.q.rotate(unitX); //Acceleration (note that is not scaled by time). PxVec3 acclVec = mLastCarVelocity - velocity; //Higher forward accelerations allow the car to speed away from the camera. PxF32 velZ = PxAbs(carDirection.dot(velocity)); camDist = PxMin(PxMax(camDist + velZ*100.0f, 10.0f), 15.f); //Higher sideways accelerations allow the car's rotation to speed away from the camera's rotation. PxF32 acclX = carSideDirection.dot(acclVec); cameraYRotExtra = -acclX*10.0f; //At very small sideways speeds the camera greatly amplifies any numeric error in the body and leads to a slight jitter. //Scale cameraYRotExtra by a value in range (0,1) for side speeds in range (0.1,1.0) and by zero for side speeds less than 0.1. PxFixedSizeLookupTable<4> table; table.addPair(0.0f, 0.0f); table.addPair(0.1f*dtime, 0); table.addPair(1.0f*dtime, 1); PxF32 velX = carSideDirection.dot(velocity); cameraYRotExtra *= table.getYVal(PxAbs(velX)); } mCameraRotateAngleY += mRotateInputY*mMaxCameraRotateSpeed*dtime; mCameraRotateAngleY = physx::intrinsics::fsel(mCameraRotateAngleY - 10 * PxPi, mCameraRotateAngleY - 10 * PxPi, physx::intrinsics::fsel(-mCameraRotateAngleY - 10 * PxPi, mCameraRotateAngleY + 10 * PxPi, mCameraRotateAngleY)); mCameraRotateAngleZ += mRotateInputZ*mMaxCameraRotateSpeed*dtime; mCameraRotateAngleZ = PxClamp(mCameraRotateAngleZ, -PxPi*0.05f, PxPi*0.45f); PxVec3 cameraDir = PxVec3(0, 0, 1)*PxCos(mCameraRotateAngleY + cameraYRotExtra) + PxVec3(1, 0, 0)*PxSin(mCameraRotateAngleY + cameraYRotExtra); cameraDir = cameraDir*PxCos(mCameraRotateAngleZ) - PxVec3(0, 1, 0)*PxSin(mCameraRotateAngleZ); const PxVec3 direction = carChassisTransfm.q.rotate(cameraDir); PxVec3 target = carChassisTransfm.p; target.y += 0.5f; PxRaycastBuffer hit; PxQueryFilterData filterData(PxQueryFlag::eSTATIC | PxQueryFlag::eDYNAMIC); scene.raycast(target, -direction, camDist, hit, PxHitFlag::eDEFAULT, filterData); if (hit.hasBlock && hit.block.shape != NULL) { camDist = hit.block.distance - 0.25f; } camDist = PxMax(4.0f, PxMin(camDist, 50.0f)); mCamDist += PxMax(camDist - mCamDist, 0.f)*0.05f + PxMin(0.f, camDist - mCamDist); camDist = mCamDist; PxVec3 position = target - direction*camDist; if (mCameraInit) { dampVec3(mCameraPos, position, dtime); dampVec3(mCameraTargetPos, target, dtime); } mCameraPos = position; mCameraTargetPos = target; mCameraInit = true; mLastCarVelocity = velocity; mLastCarPos = carChassisTransfm.p; } void VehicleCameraController::update(const PxReal dtime, const PxVehicleWheels& focusVehicle, PxScene& scene) { const PxRigidDynamic* actor = focusVehicle.getRigidDynamicActor(); update(dtime, actor, scene); }