3D ADAS Control Solution

Demand:
- ADAS visualization in the cockpit: Helps users intuitively receive information about their surroundings and ADAS decisions.
- Regulations: Lead to more ADAS components in future cars.
- Automated driving: Increases the need for ADAS visualization to inform drivers of car decisions and warnings.
- Growing demand: There is a rapid increase in demand for HMI visualization of ADAS systems.
The 3D ADAS Control Phase I consists of the following features:
- Adaptive Cruise Control (ACC)
- Lane Departure Detection (LDD)
- Blind Spot Detection
- Drowsiness Detection
- Collision Warning
- Traffic Sign Recognition

Start working with ADAS Control:
Open the solution “ADAS-3D-Control-Phase_I.sln” The ADAS control is used in the 3D ADAS Control scene.
ADAS Control Properties:
In the properties window of the 3D ADAS control, user can activate or deactivate ADAS features and adjust the properties of each feature separately. The following properties are available:
1. Main Car Position
(Float type):
LDD
2. LDD (Boolean type):
3. Side Assist
(Boolean type):
ACC
4. ACC (Boolean type):
5. Set ACC Distance
(Float type):
6. ACC Safe distance Indicator
(Boolean type):
7.
8.
9.
10.
11.
12.
13.
14.
15.
16. Car Speed
(Float type):
17. Car Minimum Speed
(Float type):
18. Car Maximum Speed
(Float type):
19.
20. Set ACC Speed Value
(Float type):
21. ACC Minimum Speed
(Float type):
22. ACC Maximum Speed
(Float type):
23.
ADAS Control Anchors:
Users can import their 3D models as FBX or glTF files and attach them to the anchors to replace the default ADAS 3D models. For example, a user can import a new 3D mesh for the main car and make it a child of the MainCarAnchor, as shown in the screenshot below.

ADAS Control 3D models and textures:
Users can use the default vehicle 3D models (FBX files) as a bounding box and import them into DCC tools like 3Ds Max, Cinema 4D, Blender, etc., to create their 3D meshes at the same scale as the default models.
Textures can be exported from the solution explorer window or reimported with the same name and path to replace the existing ADAS control textures.
ADAS Control Data Source:
A simple data source is created for ADAS control based on the ADAS properties. Each property in the ADAS control is bound to the target data type. The data source is written in XML format and stored in a .xhcdl file. The file, PlayerDatabinding-ADAS.xhcdl, is included in the solution and can be extended by users based on their use cases.

ADAS Control details:
The ADAS control is created using behaviors and effects from the Toolbox window in the Scene Composer. Users can extend or remove parts of this control based on different use cases by double-clicking on the ADAS control in the solution explorer.

Additionally, there is a scene called 3D_ADAS_ExpandControlNode in the scenes folder, which provides an expanded version of the ADAS control.

2D_ADAS_TellTalesControl:
This 2D control includes telltales controls and text value. It triggers the rendering of 2D bitmap icons according to the ADAS control conditions, such as altering the Traffic Signs.
This control is optional and can be utilized alongside the 3D ADAS control in a 2D scene.
