//  CreatePart mesh
//---------------------------------------------------
void CarModel::CreatePart(SceneNode* ndCar, Vector3 vPofs,
	String sCar2, String sCarI, String sMesh, String sEnt,
	bool ghost, uint32 visFlags,
	AxisAlignedBox* bbox, String stMtr, VERTEXARRAY* var, bool bLogInfo)
{
	if (FileExists(sCar2 + sMesh))
	{
		Entity* ent = mSceneMgr->createEntity(sCarI + sEnt, sDirname + sMesh, sCarI);
		if (bbox)  *bbox = ent->getBoundingBox();
		if (ghost)  {  ent->setRenderQueueGroup(RQG_CarGhost);  ent->setCastShadows(false);  }
		else  if (visFlags == RV_CarGlass)  ent->setRenderQueueGroup(RQG_CarGlass);
		ndCar->attachObject(ent);  ent->setVisibilityFlags(visFlags);
		if (bLogInfo)  LogMeshInfo(ent, sDirname + sMesh);
	}
	else
	{	ManualObject* mo = pApp->CreateModel(mSceneMgr, stMtr, var, vPofs, false, false, sCarI+sEnt);
		if (!mo)  return;
		if (bbox)  *bbox = mo->getBoundingBox();
		if (ghost)  {  mo->setRenderQueueGroup(RQG_CarGhost);  mo->setCastShadows(false);  }
		else  if (visFlags == RV_CarGlass)  mo->setRenderQueueGroup(RQG_CarGlass);
		ndCar->attachObject(mo);  mo->setVisibilityFlags(visFlags);
	
		/** ///  save .mesh
		MeshPtr mpCar = mInter->convertToMesh("Mesh" + sEnt);
		MeshSerializer* msr = new MeshSerializer();
		msr->exportMesh(mpCar.getPointer(), sDirname + sMesh);/**/
	}
}
Exemple #2
0
ManualObject *Debugging::createPathgridPoints(const ESM::Pathgrid *pathgrid)
{
    ManualObject *result = mSceneMgr->createManualObject();
    const float height = POINT_MESH_BASE * sqrtf(2);

    result->begin(PATHGRID_POINT_MATERIAL, RenderOperation::OT_TRIANGLE_STRIP);

    bool first = true;
    uint32 startIndex = 0;
    for(ESM::Pathgrid::PointList::const_iterator it = pathgrid->mPoints.begin();
        it != pathgrid->mPoints.end();
        it++, startIndex += 6)
    {
        Vector3 pointPos(it->mX, it->mY, it->mZ);

        if (!first)
        {
            // degenerate triangle from previous octahedron
            result->index(startIndex - 4); // 2nd point of previous octahedron
            result->index(startIndex); // start point of current octahedron
        }

        result->position(pointPos + Vector3(0, 0, height)); // 0
        result->position(pointPos + Vector3(-POINT_MESH_BASE, -POINT_MESH_BASE, 0)); // 1
        result->position(pointPos + Vector3(POINT_MESH_BASE, -POINT_MESH_BASE, 0)); // 2
        result->position(pointPos + Vector3(POINT_MESH_BASE, POINT_MESH_BASE, 0)); // 3
        result->position(pointPos + Vector3(-POINT_MESH_BASE, POINT_MESH_BASE, 0)); // 4
        result->position(pointPos + Vector3(0, 0, -height)); // 5

        result->index(startIndex + 0);
        result->index(startIndex + 1);
        result->index(startIndex + 2);
        result->index(startIndex + 5);
        result->index(startIndex + 3);
        result->index(startIndex + 4);
        // degenerates
        result->index(startIndex + 4);
        result->index(startIndex + 5);
        result->index(startIndex + 5);
        // end degenerates
        result->index(startIndex + 1);
        result->index(startIndex + 4);
        result->index(startIndex + 0);
        result->index(startIndex + 3);
        result->index(startIndex + 2);

        first = false;
    }

    result->end();

    result->setVisibilityFlags (RV_Debug);

    return result;
}
//  Sky Dome
//-------------------------------------------------------------------------------------
void CScene::CreateSkyDome(String sMater, Vector3 sc, float yaw)
{
	ManualObject* m = app->mSceneMgr->createManualObject();
	m->begin(sMater, RenderOperation::OT_TRIANGLE_LIST);

	//  divisions- quality
	int ia = 32*2, ib = 24,iB = 24 +1/*below_*/, i=0;
	//int ia = 4, ib = 4, i=0;
	//  angles, max
	float a,b;  const float B = PI_d/2.f, A = 2.f*PI_d;
	float bb = B/ib, aa = A/ia;  // add
	ia += 1;

	//  up/dn y  )
	for (b = 0.f; b <= B+bb/*1*/*iB; b += bb)
	{
		float cb = sinf(b), sb = cosf(b);
		float y = sb;

		//  circle xz  o
		for (a = 0.f; a <= A; a += aa, ++i)
		{
			float x = cosf(a)*cb, z = sinf(a)*cb;
			m->position(x,y,z);

			m->textureCoord(a/A, b/B);

			if (a > 0.f && b > 0.f)  // rect 2tri
			{
				m->index(i-1);  m->index(i);     m->index(i-ia);
				m->index(i-1);  m->index(i-ia);  m->index(i-ia-1);
			}
		}
	}
	m->end();
	AxisAlignedBox aab;  aab.setInfinite();
	m->setBoundingBox(aab);  // always visible
	m->setRenderQueueGroup(RQG_Sky);
	m->setCastShadows(false);
	#ifdef SR_EDITOR
	m->setVisibilityFlags(RV_Sky);  // hide on minimap
	#endif

	app->ndSky = app->mSceneMgr->getRootSceneNode()->createChildSceneNode();
	app->ndSky->attachObject(m);
	app->ndSky->setScale(sc);
	Quaternion q;  q.FromAngleAxis(Degree(-yaw), Vector3::UNIT_Y);
	app->ndSky->setOrientation(q);
}
Exemple #4
0
ManualObject *Debugging::createPathgridLines(const ESM::Pathgrid *pathgrid)
{
    ManualObject *result = mSceneMgr->createManualObject();

    result->begin(PATHGRID_LINE_MATERIAL, RenderOperation::OT_LINE_LIST);
    for(ESM::Pathgrid::EdgeList::const_iterator it = pathgrid->mEdges.begin();
        it != pathgrid->mEdges.end();
        ++it)
    {
        const ESM::Pathgrid::Edge &edge = *it;
        const ESM::Pathgrid::Point &p1 = pathgrid->mPoints[edge.mV0], &p2 = pathgrid->mPoints[edge.mV1];
        Vector3 direction = (Vector3(p2.mX, p2.mY, p2.mZ) - Vector3(p1.mX, p1.mY, p1.mZ));
        Vector3 lineDisplacement = direction.crossProduct(Vector3::UNIT_Z).normalisedCopy();
        lineDisplacement = lineDisplacement * POINT_MESH_BASE +
                                Vector3(0, 0, 10); // move lines up a little, so they will be less covered by meshes/landscape
        result->position(Vector3(p1.mX, p1.mY, p1.mZ) + lineDisplacement);
        result->position(Vector3(p2.mX, p2.mY, p2.mZ) + lineDisplacement);
    }
    result->end();

    result->setVisibilityFlags (RV_Debug);

    return result;
}
Exemple #5
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ManualObject* CHud::Create2D(const String& mat, SceneManager* sceneMgr,
	Real s,  // scale pos
	bool dyn, bool clr,
	Real mul, Vector2 ofs,
	uint32 vis, uint8 rndQue,
	int cnt)
{
	ManualObject* m = sceneMgr->createManualObject();
	m->setDynamic(dyn);
	m->setUseIdentityProjection(true);
	m->setUseIdentityView(true);
	m->setCastShadows(false);

	m->estimateVertexCount(cnt * 4);
	m->begin(mat, cnt > 1 ? RenderOperation::OT_TRIANGLE_LIST : RenderOperation::OT_TRIANGLE_STRIP);
	const static Vector2 uv[4] = { Vector2(0.f,1.f),Vector2(1.f,1.f),Vector2(0.f,0.f),Vector2(1.f,0.f) };

	for (int i=0; i < cnt; ++i)
	{	m->position(-s,-s*asp, 0);  m->textureCoord(uv[0]*mul + ofs);  if (clr)  m->colour(0,1,0);
		m->position( s,-s*asp, 0);  m->textureCoord(uv[1]*mul + ofs);  if (clr)  m->colour(0,0,0);
		m->position(-s, s*asp, 0);  m->textureCoord(uv[2]*mul + ofs);  if (clr)  m->colour(1,1,0);
		m->position( s, s*asp, 0);  m->textureCoord(uv[3]*mul + ofs);  if (clr)  m->colour(1,0,0);
	}
	if (cnt > 1)
	for (int i=0; i < cnt; ++i)
	{	int n = i*4;
		m->quad(n,n+1,n+3,n+2);
	}
	m->end();
 
	AxisAlignedBox aabInf;	aabInf.setInfinite();
	m->setBoundingBox(aabInf);  // always visible
	m->setVisibilityFlags(vis);
	m->setRenderQueueGroup(rndQue);  //RQG_Hud2
	return m;
}
Exemple #6
0
void App::CreateHUD()
{	
	//  minimap from road img
	asp = 1.f;
	if (terrain)
	{
		ofsX=0; ofsY=0;
		float t = sc.td.fTerWorldSize*0.5;
		minX = -t;  minY = -t;  maxX = t;  maxY = t;

		float fMapSizeX = maxX - minX, fMapSizeY = maxY - minY;  // map size
		float size = std::max(fMapSizeX, fMapSizeY*asp);
		scX = 1.f / size;  scY = 1.f / size;

		//for (int c=0; c<2; ++c)
		String sMat = "circle_minimap";  //*/"road_minimap_inv";
		asp = 1.f;  //_temp
		ManualObject* m = Create2D(sMat,mSplitMgr->mHUDSceneMgr,1,true,true);  miniC = m;
		//asp = float(mWindow->getWidth())/float(mWindow->getHeight());
		m->setVisibilityFlags(RV_Hud);  m->setRenderQueueGroup(RQG_Hud1);
		
		///  change minimap image
		MaterialPtr mm = MaterialManager::getSingleton().getByName(sMat);
		Pass* pass = mm->getTechnique(0)->getPass(0);
		TextureUnitState* tus = pass->getTextureUnitState(0);
		if (tus)  tus->setTextureName(pSet->track + "_mini.png");
		tus = pass->getTextureUnitState(2);
		if (tus)  tus->setTextureName(pSet->track + "_ter.jpg");
		UpdMiniTer();
		

		float fHudSize = pSet->size_minimap;
		const float marg = 1.f + 0.05f;  // from border
		fMiniX = 1 - fHudSize * marg, fMiniY = 1 - fHudSize*asp * marg;

		ndMap = mSplitMgr->mHUDSceneMgr->getRootSceneNode()->createChildSceneNode(Vector3(fMiniX,fMiniY,0));
		ndMap->scale(fHudSize, fHudSize*asp, 1);
		ndMap->attachObject(m);
		
		//  car pos dot - for all carModels (ghost and remote too)
		vMoPos.clear();
		vNdPos.clear();
		for (int i=0; i < /*pSet->local_players*/carModels.size(); ++i)
		{	vMoPos.push_back(0);
			vMoPos[i] = Create2D("hud/CarPos", mSplitMgr->mHUDSceneMgr, 0.4f, true, true);
			vMoPos[i]->setVisibilityFlags(RV_Hud);  vMoPos[i]->setRenderQueueGroup(RQG_Hud3);
			vNdPos.push_back(0);
			vNdPos[i] = ndMap->createChildSceneNode();
			vNdPos[i]->scale(fHudSize*1.5f, fHudSize*1.5f, 1);
			vNdPos[i]->attachObject(vMoPos[i]);  /*vNdPos[i]->setVisible(false);  */}
		ndMap->setVisible(false/*pSet->trackmap*/);
	}

	
	//  backgr  gauges
	ManualObject* mrpmB = Create2D("hud/rpm",mSplitMgr->mHUDSceneMgr,1);	mrpmB->setVisibilityFlags(RV_Hud);
	mrpmB->setRenderQueueGroup(RQG_Hud1);
	nrpmB = mSplitMgr->mHUDSceneMgr->getRootSceneNode()->createChildSceneNode();
	nrpmB->attachObject(mrpmB);	nrpmB->setScale(0,0,0);  nrpmB->setVisible(false);

	ManualObject* mvelBk = Create2D("hud/kmh",mSplitMgr->mHUDSceneMgr,1);	mvelBk->setVisibilityFlags(RV_Hud);
	mvelBk->setRenderQueueGroup(RQG_Hud1);
	nvelBk = mSplitMgr->mHUDSceneMgr->getRootSceneNode()->createChildSceneNode();
	nvelBk->attachObject(mvelBk);	nvelBk->setScale(0,0,0);  mvelBk->setVisible(false);
		
	ManualObject* mvelBm = Create2D("hud/mph",mSplitMgr->mHUDSceneMgr,1);	mvelBm->setVisibilityFlags(RV_Hud);
	mvelBm->setRenderQueueGroup(RQG_Hud1);
	nvelBm = mSplitMgr->mHUDSceneMgr->getRootSceneNode()->createChildSceneNode();
	nvelBm->attachObject(mvelBm);	nvelBm->setScale(0,0,0);  mvelBm->setVisible(false);
		
	//  needles
	mrpm = Create2D("hud/needle",mSplitMgr->mHUDSceneMgr,1,true);  mrpm->setVisibilityFlags(RV_Hud);
	mrpm->setRenderQueueGroup(RQG_Hud3);
	nrpm = mSplitMgr->mHUDSceneMgr->getRootSceneNode()->createChildSceneNode();
	nrpm->attachObject(mrpm);	nrpm->setScale(0,0,0);	nrpm->setVisible(false);
	
	mvel = Create2D("hud/needle",mSplitMgr->mHUDSceneMgr,1,true);  mvel->setVisibilityFlags(RV_Hud);
	mvel->setRenderQueueGroup(RQG_Hud3);
	nvel = mSplitMgr->mHUDSceneMgr->getRootSceneNode()->createChildSceneNode();
	nvel->attachObject(mvel);	nvel->setScale(0,0,0);	nvel->setVisible(false);


	//  overlays
	OverlayManager& ovr = OverlayManager::getSingleton();
	ovCam = ovr.getByName("Car/CameraOverlay");

	ovGear = ovr.getByName("Hud/Gear");		hudGear = ovr.getOverlayElement("Hud/GearText");
	ovVel = ovr.getByName("Hud/Vel");		hudVel = ovr.getOverlayElement("Hud/VelText");
	ovBoost = ovr.getByName("Hud/Boost");	hudBoost = ovr.getOverlayElement("Hud/BoostText");
	ovAbsTcs = ovr.getByName("Hud/AbsTcs");	hudAbs = ovr.getOverlayElement("Hud/AbsText");
	ovCarDbg = ovr.getByName("Car/Stats");	hudTcs = ovr.getOverlayElement("Hud/TcsText");
	ovTimes = ovr.getByName("Hud/Times");	hudTimes = ovr.getOverlayElement("Hud/TimesText");

	ovOpp = ovr.getByName("Hud/Opponents"); hudOppB = ovr.getOverlayElement("Hud/OpponentsPanel");
	for (int o=0; o < 5; ++o)  for (int c=0; c < 3; ++c)  {
		hudOpp[o][c] = ovr.getOverlayElement("Hud/OppText"+toStr(o)+"_"+toStr(c));  hudOpp[o][c]->setCaption("");  }
	
	for (int o=0; o < carModels.size(); ++o)  // fill car names, not changed during play
	{
		const CarModel* cm = carModels[o];
		if (cm->eType != CarModel::CT_REPLAY)
		{
			hudOpp[o][2]->setCaption(cm->sDispName);
			hudOpp[o][2]->setColour(cm->color);
		}
	}

	ovWarnWin = ovr.getByName("Hud/WarnAndWin");
	hudWarnChk = ovr.getOverlayElement("Hud/Warning");
	hudWarnChk->setCaption(String(TR("#{WrongChk}")));
	hudWonPlace = ovr.getOverlayElement("Hud/WonPlace");

	//  dbg lines
	ovCarDbgTxt = ovr.getByName("Car/StatsTxt");  //ovCarDbgTxt->show();
	ovCarDbg = ovr.getByName("Car/Stats");  //ovCarDbg->show();  // bars
	for (int i=0; i < 5; i++)
	{	ovL[i] = ovr.getOverlayElement("L_"+toStr(i+1));
		ovR[i] = ovr.getOverlayElement("R_"+toStr(i+1));
		ovS[i] = ovr.getOverlayElement("S_"+toStr(i+1));
		ovU[i] = ovr.getOverlayElement("U_"+toStr(i+1));	}
		
	ShowHUD();  //_
	bSizeHUD = true;
	//SizeHUD(true);
}
Exemple #7
0
ManualObject* CHud::CreateVdrMinimap()
{
	asp = float(app->mWindow->getWidth())/float(app->mWindow->getHeight());

	//  get track sizes
	minX=FLT_MAX; maxX=FLT_MIN;  minY=FLT_MAX; maxY=FLT_MIN;

	const std::list <ROADSTRIP>& roads = app->pGame->track.GetRoadList();
	for (std::list <ROADSTRIP>::const_iterator it = roads.begin(); it != roads.end(); ++it)
	{
		const std::list <ROADPATCH>& pats = (*it).GetPatchList();
		for (std::list <ROADPATCH>::const_iterator i = pats.begin(); i != pats.end(); ++i)
		{
			for (int iy=0; iy<4; ++iy)
			for (int ix=0; ix<4; ++ix)
			{
				const MATHVECTOR<float,3>& vec = (*i).GetPatch().GetPoint(ix,iy);

				Real x = vec[0], y = vec[2];
				if (x < minX)  minX = x;	if (x > maxX)  maxX = x;
				if (y < minY)  minY = y;	if (y > maxY)  maxY = y;
			}
		}
	}

	float fMapSizeX = maxX - minX, fMapSizeY = maxY - minY;  // map size
	float size = std::max(fMapSizeX, fMapSizeY);
	scX = 1.f / size;  scY = 1.f / size;

	ManualObject* m = app->mSceneMgr->createManualObject();
	m->begin("hud/Minimap", RenderOperation::OT_TRIANGLE_LIST);
	int ii = 0;

	for (std::list <ROADSTRIP>::const_iterator it = roads.begin(); it != roads.end(); ++it)
	{
		const std::list <ROADPATCH>& pats = (*it).GetPatchList();
		for (std::list <ROADPATCH>::const_iterator i = pats.begin(); i != pats.end(); ++i)
		{
			float p[16][3];  int a=0;
			for (int y=0; y<4; ++y)
			for (int x=0; x<4; ++x)
			{
				const MATHVECTOR<float,3>& vec = (*i).GetPatch().GetPoint(x,y);
				p[a][0] = vec[0];  p[a][1] = vec[2];  p[a][2] = vec[1];  a++;
			}
			a = 0;

			// normal
			Vector3 pos (p[a  ][2], -p[a  ][0], p[a  ][1]);
			Vector3 posX(p[a+3][2], -p[a+3][0], p[a+3][1]);   posX-=pos;  posX.normalise();
			Vector3 posY(p[a+12][2],-p[a+12][0],p[a+12][1]);  posY-=pos;  posY.normalise();
			Vector3 norm = posX.crossProduct(posY);  norm.normalise();/**/

			for (int y=0; y<4; ++y)
			for (int x=0; x<4; ++x)
			{
				Vector3 pos( (p[a][0] - minX)*scX*2-1,	// pos x,y = -1..1
							-(p[a][1] - minY)*scY*2+1, 0);  a++;
				m->position(pos);
				m->normal(norm);/**/

				Real c = std::min(1.f, std::max(0.3f, 1.f - 2.4f * powf( fabs(norm.y)
					/*norm.absDotProduct(vLi)*/, 0.7f) ));
				m->colour(ColourValue(c,c,c,1));

				m->textureCoord(x/3.f,y/3.f);
				if (x<3 && y<3)
				{
					int a = ii+x+y*4;
					m->index(a+0);	m->index(a+1);	m->index(a+4);
					m->index(a+1);	m->index(a+4);	m->index(a+5);
				}
			}
			ii += 16;
		}
	}
	m->end();
	m->setUseIdentityProjection(true);  m->setUseIdentityView(true);  // on hud
	m->setCastShadows(false);
	AxisAlignedBox aab;  aab.setInfinite();  m->setBoundingBox(aab);  // draw always
	m->setRenderingDistance(100000.f);
	m->setRenderQueueGroup(RQG_Hud2);  m->setVisibilityFlags(RV_Hud);
	return m;
}
//-------------------------------------------------------------------------------------------------------
//  Create
//-------------------------------------------------------------------------------------------------------
void CarModel::Create()
{
	//if (!pCar)  return;

	String strI = toStr(iIndex)+ (eType == CT_TRACK ? "Z" : (eType == CT_GHOST2 ? "V" :""));
	mtrId = strI;
	String sCarI = "Car" + strI;
	resGrpId = sCarI;

	String sCars = PATHMANAGER::Cars() + "/" + sDirname;
	resCar = sCars + "/textures";
	String rCar = resCar + "/" + sDirname;
	String sCar = sCars + "/" + sDirname;
	
	bool ghost = false;  //isGhost();  //1 || for ghost test
	bool bLogInfo = !isGhost();  // log mesh info
	bool ghostTrk = isGhostTrk();
	
	//  Resource locations -----------------------------------------
	/// Add a resource group for this car
	ResourceGroupManager::getSingleton().createResourceGroup(resGrpId);
	Ogre::Root::getSingletonPtr()->addResourceLocation(sCars, "FileSystem", resGrpId);
	Ogre::Root::getSingletonPtr()->addResourceLocation(sCars + "/textures", "FileSystem", resGrpId);
		
	pMainNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
	SceneNode* ndCar = pMainNode->createChildSceneNode();

	//  --------  Follow Camera  --------
	if (mCamera && pCar)
	{
		fCam = new FollowCamera(mCamera, pSet);
		fCam->chassis = pCar->dynamics.chassis;
		fCam->loadCameras();
		
		//  set in-car camera position to driver position
		for (std::vector<CameraAngle*>::iterator it=fCam->mCameraAngles.begin();
			it!=fCam->mCameraAngles.end(); ++it)
		{
			if ((*it)->mName == "Car driver")
				(*it)->mOffset = Vector3(driver_view[0], driver_view[2], -driver_view[1]);
			else if ((*it)->mName == "Car bonnet")
				(*it)->mOffset = Vector3(hood_view[0], hood_view[2], -hood_view[1]);
		}
	}
			
	CreateReflection();
	

	//  next checkpoint marker
	bool deny = pApp->gui->pChall && !pApp->gui->pChall->chk_beam;
	if (eType == CT_LOCAL && !deny)
	{
		entNextChk = mSceneMgr->createEntity("Chk"+strI, "check.mesh");
		entNextChk->setRenderQueueGroup(RQG_Weather);  entNextChk->setCastShadows(false);
		ndNextChk = mSceneMgr->getRootSceneNode()->createChildSceneNode();
		ndNextChk->attachObject(entNextChk);  entNextChk->setVisibilityFlags(RV_Hud);
		ndNextChk->setVisible(false);
	}


	///()  grass sphere test
	#if 0
	Entity* es = mSceneMgr->createEntity(sCarI+"s", "sphere.mesh", sCarI);
	es->setRenderQueueGroup(RQG_CarGhost);
	MaterialPtr mtr = MaterialManager::getSingleton().getByName("pipeGlass");
	es->setMaterial(mtr);
	ndSph = mSceneMgr->getRootSceneNode()->createChildSceneNode();
	ndSph->attachObject(es);
	#endif


	///  Create Models:  body, interior, glass
	//-------------------------------------------------
	Vector3 vPofs(0,0,0);
	AxisAlignedBox bodyBox;  uint8 g = RQG_CarGhost;
	all_subs=0;  all_tris=0;  //stats
	
	if (bRotFix)
		ndCar->setOrientation(Quaternion(Degree(90),Vector3::UNIT_Y)*Quaternion(Degree(180),Vector3::UNIT_X));


	CreatePart(ndCar, vPofs, sCar, sCarI, "_body.mesh",     "",  ghost, RV_Car,  &bodyBox,  sMtr[Mtr_CarBody], pCar ? &pCar->bodymodel.mesh : 0,     bLogInfo);

	vPofs = Vector3(interiorOffset[0],interiorOffset[1],interiorOffset[2]);  //x+ back y+ down z+ right
	if (!ghost)
	CreatePart(ndCar, vPofs, sCar, sCarI, "_interior.mesh", "i", ghost, RV_Car,      0, sMtr[Mtr_CarBody]+"i", pCar ? &pCar->interiormodel.mesh : 0, bLogInfo);

	vPofs = Vector3::ZERO;
	CreatePart(ndCar, vPofs, sCar, sCarI, "_glass.mesh",    "g", ghost, RV_CarGlass, 0, sMtr[Mtr_CarBody]+"g", pCar ? &pCar->glassmodel.mesh : 0,    bLogInfo);
	

	//  wheels  ----------------------
	for (int w=0; w < 4; ++w)
	{
		String siw = "Wheel" + strI + "_" + toStr(w);
		ndWh[w] = mSceneMgr->getRootSceneNode()->createChildSceneNode();

		String sMesh = "_wheel.mesh";  // custom
		if (w <  2   && FileExists(sCar + "_wheel_front.mesh"))  sMesh = "_wheel_front.mesh"; else  // 2|
		if (w >= 2   && FileExists(sCar + "_wheel_rear.mesh") )  sMesh = "_wheel_rear.mesh";  else
		if (w%2 == 0 && FileExists(sCar + "_wheel_left.mesh") )  sMesh = "_wheel_left.mesh";  else  // 2-
		if (w%2 == 1 && FileExists(sCar + "_wheel_right.mesh"))  sMesh = "_wheel_right.mesh";
		
		if (FileExists(sCar + sMesh))
		{
			String name = sDirname + sMesh;
			Entity* eWh = mSceneMgr->createEntity(siw, sDirname + sMesh, sCarI);
			if (ghost)  {  eWh->setRenderQueueGroup(g);  eWh->setCastShadows(false);  }
			ndWh[w]->attachObject(eWh);  eWh->setVisibilityFlags(RV_Car);
			if (bLogInfo && (w==0 || w==2))  LogMeshInfo(eWh, name, 2);
		}else
		{	ManualObject* mWh = pApp->CreateModel(mSceneMgr, sMtr[Mtr_CarBody]+siw, pCar ? &pCar->wheelmodelfront.mesh : 0, vPofs, true, false, siw);
			if (mWh)  {
			if (ghost)  {  mWh->setRenderQueueGroup(g);  mWh->setCastShadows(false);  }
			ndWh[w]->attachObject(mWh);  mWh->setVisibilityFlags(RV_Car);  }
		}
		
		if (FileExists(sCar + "_brake.mesh") && !ghostTrk)
		{
			String name = sDirname + "_brake.mesh";
			Entity* eBrake = mSceneMgr->createEntity(siw + "_brake", name, sCarI);
			if (ghost)  {  eBrake->setRenderQueueGroup(g);  eBrake->setCastShadows(false);  }
			ndBrake[w] = ndWh[w]->createChildSceneNode();
			ndBrake[w]->attachObject(eBrake);  eBrake->setVisibilityFlags(RV_Car);
			if (bLogInfo && w==0)  LogMeshInfo(eBrake, name, 4);
		}
	}
	if (bLogInfo)  // all
		LogO("MESH info:  "+sDirname+"\t ALL sub: "+toStr(all_subs)+"  tri: "+fToStr(all_tris/1000.f,1,4)+"k");
	
	
	///  brake flares  ++ ++
	if (pCar)
	if (!brakePos.empty())
	{
		SceneNode* nd = ndCar->createChildSceneNode();
		brakes = mSceneMgr->createBillboardSet("Flr"+strI,2);
		brakes->setDefaultDimensions(brakeSize, brakeSize);
		brakes->setRenderQueueGroup(RQG_CarTrails);  //brakes->setVisibilityFlags();

		for (int i=0; i < brakePos.size(); ++i)
			brakes->createBillboard(brakePos[i], brakeClr);

		brakes->setVisible(false);
		brakes->setMaterialName("flare1");
		nd->attachObject(brakes);
	}
	
	if (!ghostTrk)
	{
		//  Particles
		//-------------------------------------------------
		///  world hit sparks
		if (!parHit)  {
			parHit = mSceneMgr->createParticleSystem("Hit" + strI, "Sparks");
			parHit->setVisibilityFlags(RV_Particles);
			mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(parHit);
			parHit->getEmitter(0)->setEmissionRate(0);  }

		///  boost emitters  ------------------------
		for (int i=0; i < 2; i++)
		{
			String si = strI + "_" +toStr(i);
			if (!parBoost[i])
			{	parBoost[i] = mSceneMgr->createParticleSystem("Boost"+si, sBoostParName);
				parBoost[i]->setVisibilityFlags(RV_Particles);
				if (!pSet->boostFromExhaust || !manualExhaustPos)
				{
					// no exhaust pos in car file, guess from bounding box
					Vector3 bsize = (bodyBox.getMaximum() - bodyBox.getMinimum())*0.5,
						bcenter = bodyBox.getMaximum() + bodyBox.getMinimum();
					//LogO("Car body bbox :  size " + toStr(bsize) + ",  center " + toStr(bcenter));
					Vector3 vp = bRotFix ?
						Vector3(bsize.z * 0.97, bsize.y * 0.65, bsize.x * 0.65 * (i==0 ? 1 : -1)) :
						Vector3(bsize.x * 0.97, bsize.y * 0.65, bsize.z * 0.65 * (i==0 ? 1 : -1));
						//Vector3(1.9 /*back*/, 0.1 /*up*/, 0.6 * (i==0 ? 1 : -1)/*sides*/
					vp.z *= boostSizeZ;
					vp += Vector3(boostOffset[0],boostOffset[1],boostOffset[2]);
					SceneNode* nb = pMainNode->createChildSceneNode(bcenter+vp);
					nb->attachObject(parBoost[i]);
				}else
				{	// use exhaust pos values from car file
					Vector3 pos;
					if (i==0)
						pos = Vector3(exhaustPos[0], exhaustPos[1], exhaustPos[2]);
					else if (!has2exhausts)
						continue;
					else
						pos = Vector3(exhaustPos[0], exhaustPos[1], -exhaustPos[2]);

					SceneNode* nb = pMainNode->createChildSceneNode(pos);
					nb->attachObject(parBoost[i]); 
				}
				parBoost[i]->getEmitter(0)->setEmissionRate(0);
		}	}

		///  spaceship thrusters ^  ------------------------
		if (!sThrusterPar.empty())
		{  int ii = thrusterSizeZ > 0.f ? 2 : 1;
			for (int i=0; i < ii; i++)
			{
				String si = strI + "_" +toStr(i);
				if (!parThrust[i])
				{	parThrust[i] = mSceneMgr->createParticleSystem("Thrust"+si, sThrusterPar);
					parThrust[i]->setVisibilityFlags(RV_Particles);

					Vector3 vp = Vector3(thrusterOfs[0],thrusterOfs[1],
						thrusterOfs[2] + (i-1)*2*thrusterSizeZ);
					SceneNode* nb = pMainNode->createChildSceneNode(vp);
					nb->attachObject(parThrust[i]);

					parThrust[i]->getEmitter(0)->setEmissionRate(0);
		}	}	}

		///  wheel emitters  ------------------------
		if (!ghost)
		{
			const static String sPar[PAR_ALL] = {"Smoke","Mud","Dust","FlWater","FlMud","FlMudS"};  // for ogre name
			//  particle type names
			const String sName[PAR_ALL] = {sc->sParSmoke, sc->sParMud, sc->sParDust, "FluidWater", "FluidMud", "FluidMudSoft"};
			for (int w=0; w < 4; ++w)
			{
				String siw = strI + "_" +toStr(w);
				//  particles
				for (int p=0; p < PAR_ALL; ++p)
				if (!par[p][w])
				{
					par[p][w] = mSceneMgr->createParticleSystem(sPar[p]+siw, sName[p]);
					par[p][w]->setVisibilityFlags(RV_Particles);
					mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(par[p][w]);
					par[p][w]->getEmitter(0)->setEmissionRate(0.f);
				}
				//  trails
				if (!ndWhE[w])
					ndWhE[w] = mSceneMgr->getRootSceneNode()->createChildSceneNode();

				if (!whTrail[w])
				{	NameValuePairList params;
					params["numberOfChains"] = "1";
					params["maxElements"] = toStr(320 * pSet->trails_len);

					whTrail[w] = (RibbonTrail*)mSceneMgr->createMovableObject("RibbonTrail", &params);
					whTrail[w]->setInitialColour(0, 0.1,0.1,0.1, 0);
					whTrail[w]->setFaceCamera(false,Vector3::UNIT_Y);
					mSceneMgr->getRootSceneNode()->attachObject(whTrail[w]);
					whTrail[w]->setMaterialName("TireTrail");
					whTrail[w]->setCastShadows(false);
					whTrail[w]->addNode(ndWhE[w]);
				}
				whTrail[w]->setTrailLength(90 * pSet->trails_len);  //30
				whTrail[w]->setInitialColour(0, 0.1f,0.1f,0.1f, 0);
				whTrail[w]->setColourChange(0, 0.0,0.0,0.0, /*fade*/0.08f * 1.f / pSet->trails_len);
				whTrail[w]->setInitialWidth(0, 0.f);
		}	}
		UpdParsTrails();
	}

	RecreateMaterials();
		
	setMtrNames();
	
	//  this snippet makes sure the brake texture is pre-loaded.
	//  since it is not used until you actually brake, we have to explicitely declare it
	ResourceGroupManager& resMgr = ResourceGroupManager::getSingleton();
	if (FileExists(rCar + "_body00_brake.png")) resMgr.declareResource(sDirname + "_body00_brake.png", "Texture", resGrpId);
	if (FileExists(rCar + "_body00_add.png"))   resMgr.declareResource(sDirname + "_body00_add.png", "Texture", resGrpId);
	
	//  now just preload the whole resource group
	resMgr.initialiseResourceGroup(resGrpId);
	resMgr.loadResourceGroup(resGrpId);
}