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All rights reserved. #include "SampleVehicle_CameraController.h" #include "PhysXSampleApplication.h" #include "PxRigidDynamic.h" #include "PxQueryFiltering.h" #include "PxScene.h" #include "PxSceneLock.h" #include "vehicle/PxVehicleWheels.h" using namespace SampleRenderer; using namespace SampleFramework; /////////////////////////////////////////////////////////////////////////////// SampleVehicle_CameraController::SampleVehicle_CameraController() : mRotateInputY (0.0f), mRotateInputZ (0.0f), mMaxCameraRotateSpeed (5.0f), mCameraRotateAngleY (0.0f), mCameraRotateAngleZ (0.33f), 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)) { } SampleVehicle_CameraController::~SampleVehicle_CameraController() { } 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 SampleVehicle_CameraController::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 = 15.0f; 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 acclZ = carDirection.dot(acclVec); camDist = PxMax(camDist+acclZ*400.0f, 5.0f); //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); scene.raycast(target, -direction, camDist, hit, PxHitFlags(0), filterData); if (hit.hasBlock && hit.block.shape != NULL) { camDist = hit.block.distance-0.25f; } camDist = PxMax(5.0f, PxMin(camDist, 50.0f)); 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 SampleVehicle_CameraController::update(const PxReal dtime, const PxVehicleWheels& focusVehicle, PxScene& scene) { const PxRigidDynamic* actor=focusVehicle.getRigidDynamicActor(); update(dtime,actor,scene); }