Beispiel #1
0
float AiCarStandard::GetHorizontalDistanceAlongPatch(const Bezier & patch, Vec3 carposition)
{
	Vec3 leftside = (patch.GetPoint(0,0) + patch.GetPoint(3,0))*0.5;
	Vec3 rightside = (patch.GetPoint(0,3) + patch.GetPoint(3,3))*0.5;
	Vec3 patchwidthvector = rightside - leftside;
	return patchwidthvector.Normalize().dot(carposition-leftside);
}
Beispiel #2
0
///trim the patch's width in-place
void AiCarStandard::TrimPatch(Bezier & patch, float trimleft_front, float trimright_front, float trimleft_back, float trimright_back)
{
	Vec3 frontvector = (patch.GetPoint(0,3) - patch.GetPoint(0,0));
	Vec3 backvector = (patch.GetPoint(3,3) - patch.GetPoint(3,0));
	float frontwidth = frontvector.Magnitude();
	float backwidth = backvector.Magnitude();
	if (trimleft_front + trimright_front > frontwidth)
	{
		float scale = frontwidth/(trimleft_front + trimright_front);
		trimleft_front *= scale;
		trimright_front *= scale;
	}
	if (trimleft_back + trimright_back > backwidth)
	{
		float scale = backwidth/(trimleft_back + trimright_back);
		trimleft_back *= scale;
		trimright_back *= scale;
	}

	Vec3 newfl = patch.GetPoint(0,0);
	Vec3 newfr = patch.GetPoint(0,3);
	Vec3 newbl = patch.GetPoint(3,0);
	Vec3 newbr = patch.GetPoint(3,3);

	if (frontvector.Magnitude() > 0.001)
	{
		Vec3 trimdirection_front = frontvector.Normalize();
		newfl = patch.GetPoint(0,0) + trimdirection_front*trimleft_front;
		newfr = patch.GetPoint(0,3) - trimdirection_front*trimright_front;
	}

	if (backvector.Magnitude() > 0.001)
	{
		Vec3 trimdirection_back = backvector.Normalize();
		newbl = patch.GetPoint(3,0) + trimdirection_back*trimleft_back;
		newbr = patch.GetPoint(3,3) - trimdirection_back*trimright_back;
	}

	patch.SetFromCorners(newfl, newfr, newbl, newbr);
}
Beispiel #3
0
Bezier AiCarStandard::RevisePatch(const Bezier * origpatch, bool use_racingline)
{
	Bezier patch = *origpatch;

	//take into account the racing line
	//use_racingline = false;
	if (use_racingline && patch.GetNextPatch() && patch.HasRacingline())
	{
		float widthfront = std::min((patch.GetNextPatch()->GetRacingLine()-patch.GetPoint(0,0)).Magnitude(),
									 (patch.GetNextPatch()->GetRacingLine()-patch.GetPoint(0,3)).Magnitude());
		float widthback = std::min((patch.GetRacingLine()-patch.GetPoint(3,0)).Magnitude(),
									(patch.GetRacingLine()-patch.GetPoint(3,3)).Magnitude());
		float trimleft_front = (patch.GetNextPatch()->GetRacingLine() - patch.GetPoint(0,0)).Magnitude()-widthfront;
		float trimright_front = (patch.GetNextPatch()->GetRacingLine() - patch.GetPoint(0,3)).Magnitude()-widthfront;
		float trimleft_back = (patch.GetRacingLine() - patch.GetPoint(3,0)).Magnitude()-widthback;
		float trimright_back = (patch.GetRacingLine() - patch.GetPoint(3,3)).Magnitude()-widthback;
		TrimPatch(patch, trimleft_front, trimright_front, trimleft_back, trimright_back);
	}

	//check for revisions due to other cars
	/*const float trim_falloff_distance = 100.0; //trim fallof distance in meters per (meters per second)
	const Vec3 throttle_axis(-1,0,0); //positive is in front of the car
	std::map <const Car *, PathRevision> & revmap = path_revisions;
	for (std::map <const Car *, PathRevision>::iterator i = revmap.begin(); i != revmap.end(); i++)
	{
		if (i->first != car)
		{
			//compute relative info
			Vec3 myvel = car->GetVelocity();
			Vec3 othervel = i->first->GetVelocity();
			(-car->GetOrientation()).RotateVector(myvel);
			(-i->first->GetOrientation()).RotateVector(othervel);
			float speed_diff = myvel.dot(throttle_axis) - othervel.dot(throttle_axis); //positive if other car is faster //actually positive if my car is faster, right?

			float cardist_back = patch.dist_from_start - i->second.car_pos_along_track; //positive if patch is ahead of car
			float patchlen = GetPatchDirection(patch).Magnitude();
			float cardist_front = (patch.dist_from_start+patchlen) - i->second.car_pos_along_track;

			const float minfalloff = 10;
			const float maxfalloff = 60;
			float cur_trim_falloff_distance_fwd = minfalloff;
			float cur_trim_falloff_distance_rear = minfalloff;
			float falloff = clamp(trim_falloff_distance*std::abs(speed_diff),minfalloff,maxfalloff);
			if (speed_diff > 0)
			{
				//cur_trim_falloff_distance_fwd = falloff;
			}
			else
				cur_trim_falloff_distance_rear = falloff;

			float scale_front = clamp(1.0f-cardist_front/cur_trim_falloff_distance_fwd, 0, 1);
			if (cardist_front < 0)
				scale_front = clamp(1.0f+cardist_front/cur_trim_falloff_distance_rear, 0, 1);
			float scale_back = clamp(1.0f-cardist_back/cur_trim_falloff_distance_fwd, 0, 1);
			if (cardist_back < 0)
				scale_back = clamp(1.0f+cardist_back/cur_trim_falloff_distance_rear, 0, 1);

			std::cout << speed_diff << ", " << cur_trim_falloff_distance_fwd << ", " << cur_trim_falloff_distance_rear << ", " << cardist_front << ", " << cardist_back << ", " << scale_front << ", " << scale_back << std::endl;

			float trimleft_front = i->second.trimleft_front*scale_front;
			float trimright_front = i->second.trimright_front*scale_front;
			float trimleft_back = i->second.trimleft_back*scale_back;
			float trimright_back = i->second.trimright_back*scale_back;

			TrimPatch(patch, trimleft_front, trimright_front, trimleft_back, trimright_back);
		}
	}*/

	return patch;
}
Beispiel #4
0
Vec3 AiCarStandard::GetPatchWidthVector(const Bezier & patch)
{
	return ((patch.GetPoint(0,0) + patch.GetPoint(3,0)) -
			(patch.GetPoint(0,3) + patch.GetPoint(3,3))) * 0.5;
}
Beispiel #5
0
Vec3 AiCarStandard::GetPatchBackCenter(const Bezier & patch)
{
	return (patch.GetPoint(3,0) + patch.GetPoint(3,3)) * 0.5;
}
Beispiel #6
0
Vec3 AiCarStandard::GetPatchFrontCenter(const Bezier & patch)
{
	return (patch.GetPoint(0,0) + patch.GetPoint(0,3)) * 0.5;
}