コード例 #1
0
void HelloOgre::createManual(){
	Ogre::SceneManager* mSceneMgr= OgreApp::I()->getSceneManager();
#if 1
	ManualObject* manual = mSceneMgr->createManualObject("manual");
	// specify the material (by name) and rendering type
	manual->begin("BaseWhiteNoLighting", RenderOperation::OT_LINE_LIST);
//	manual->begin("BaseWhiteNoLighting", RenderOperation::OT_TRIANGLE_STRIP);
	// define start and end point
	manual->position(-100, -100, -100 );
	manual->position(100, 100, 100 );
	manual->colour( 1.0f, 1.0f, 1.0f, 1.0f );
	// tell Ogre, your definition has finished
	manual->end();
	// add ManualObject to the RootSceneNode (so it will be visible)
	mSceneMgr->getRootSceneNode()->attachObject(manual);
#endif

#if 1
// Create a manual object for 2D
	manual = mSceneMgr->createManualObject("manual2");
	 
	// Use identity view/projection matrices
	manual->setUseIdentityProjection(true);
	manual->setUseIdentityView(true);
	 
	manual->begin("BaseWhiteNoLighting", RenderOperation::OT_LINE_STRIP);
	 
	manual->position(-0.2, -0.2, 0.0);
	manual->position( 0.2, -0.2, 0.0);
	manual->position( 0.2,  0.2, 0.0);
	manual->position(-0.2,  0.2, 0.0);
	 
	manual->index(0);
	manual->index(1);
	manual->index(2);
	manual->index(3);
	manual->index(0);
	 
	manual->end();
	 
	// Use infinite AAB to always stay visible
	AxisAlignedBox aabInf;
	aabInf.setInfinite();
	manual->setBoundingBox(aabInf);
	 
	// Render just before overlays
	manual->setRenderQueueGroup(RENDER_QUEUE_OVERLAY - 1);
	 
	// Attach to scene
	mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(manual);
#endif
}
コード例 #2
0
	ManualObject* SnowTerrain::createDebugNormals(Ogre::SceneManager* mSceneMgr)
	{
		ManualObject* manual = mSceneMgr->createManualObject("NormalsDebug");

		float *heights = getTerrainHeightData();
		Vector4 *normals = getTerrainNormalData();
		manual->begin("BaseWhiteNoLighting", RenderOperation::OT_LINE_LIST);

		int terrainSize = getTerrain()->getSize();
		int terrainWorldSize = getTerrain()->getWorldSize();

		for(int z = 0; z < terrainSize; ++z)
		{
			for(int x = 0; x < terrainSize; ++x)
			{
				int i = ((terrainSize)*(terrainSize) ) - (z+1)*terrainSize + (x+1);

				Vector3 n = Vector3(normals[i].x, normals[i].y, normals[i].z);

				float h = heights[i];

				Real factor = (Real)terrainSize - 1.0f;
				Real invFactor = 1.0f / factor;

				float mScale =  terrainWorldSize / (Real)(terrainSize);

				Real mBase = -terrainWorldSize * 0.5;
				Vector3 mPos = Ogre::Vector3(terrainWorldSize * 0.5, 0, terrainWorldSize * 0.5);

				Vector3 worldPos;

				worldPos.x = x * mScale + mBase + mPos.x;
				worldPos.y = h + mPos.y;
				worldPos.z = z * mScale + mBase + mPos.z;

				// convert back to "normal map" colors (0/1 float instead of -1/1 float, also rgb=>xzy)
				manual->colour((n.x + 1)*0.5, (n.z + 1)*0.5, (n.y + 1)*0.5);

				// draw line
				manual->position(worldPos);
				manual->position(worldPos + 3*n);

				//manual->index(i);
				//manual->index(1);

			}
		}
		manual->end();

		//OGRE_FREE(normals);
		return manual;
	}
コード例 #3
0
ファイル: CHud.cpp プロジェクト: dimaursu/stuntrally
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;
}
コード例 #4
0
ファイル: QGearsPFile.cpp プロジェクト: adrielvel/q-gears
    //---------------------------------------------------------------------
    void
    PFile::addGroup( const Group &group, ManualObject &mo
                    ,const String &sub_name, const String &material_base_name
                    ,const Ogre::Bone *bone ) const
    {
        size_t material_index( 0 );
        if( group.has_texture )
        {
            material_index = group.texture_index + 1;
        }
        String material_name( material_base_name + "/" + Ogre::StringConverter::toString( material_index ) );
        const uint16 bone_handle( bone->getHandle() );
        const Ogre::Vector3 bone_position( getPosition( bone ) );

        size_t index( 0 );
        size_t vertex_count( group.num_polygons * 3 );
        size_t index_count( vertex_count );
        size_t polygon_end_index( group.polygon_start_index + group.num_polygons );
        mo.begin( sub_name, material_name, vertex_count, index_count );
        for( size_t p( group.polygon_start_index ); p < polygon_end_index; ++p )
        {
            const PolygonDefinition& polygon( m_polygon_definitions[p] );
            for( int i(3); i--; )
            {
                uint32 v( group.vertex_start_index
                         +polygon.vertex[i] )
                      ,n( 0 + polygon.normal[i] )
                      ,t( group.texture_coordinate_start_index
                         +polygon.vertex[i] );
                Ogre::Vector3 pos( m_vertices[ v ] );
                mo.position((STATIC_ROTATION *  (pos / HRCFile::kDownScaler)) + bone_position);
                mo.colour( m_vertex_colors[ v ] );
                mo.normal( STATIC_ROTATION * m_normals[ n ] );
                if( group.has_texture )
                {
                    mo.textureCoord(m_texture_coordinates[t]);
                }
                mo.bone( index, bone_handle );
                mo.index( index++ );
            }
        }
        mo.end();
    }
コード例 #5
0
 Entity* OctreeNode::getOctreeGrid(SceneManager *sceneManager)
 {
     if (!mOctreeGrid)
     {
         mGridPositionCount = 0;
         mNodeI++;
         ManualObject* manual = sceneManager->createManualObject();
         manual->begin("BaseWhiteNoLighting", RenderOperation::OT_LINE_LIST);
         manual->colour((Real)1.0, (Real)0.0, (Real)0.0);
         buildOctreeGridLines(manual); 
         manual->end();
     
         StringUtil::StrStreamType meshName;
         meshName << "VolumeOctreeGridMesh" << mNodeI;
         manual->convertToMesh(meshName.str());
         StringUtil::StrStreamType entityName;
         entityName << "VolumeOctreeGrid" << mNodeI;
         mOctreeGrid = sceneManager->createEntity(entityName.str(), meshName.str());
     }
     return mOctreeGrid;
 }
コード例 #6
0
    Entity* DualGridGenerator::getDualGrid(SceneManager *sceneManager)
    {
        if (!mDualGrid && mDualCells.size() > 0)
        {
            ManualObject* manual = sceneManager->createManualObject();
            manual->begin("BaseWhiteNoLighting", RenderOperation::OT_LINE_LIST);
            manual->colour((Real)0.0, (Real)1.0, (Real)0.0);
            manual->estimateVertexCount(mDualCells.size() * 8);
            manual->estimateIndexCount(mDualCells.size() * 24);

            uint32 baseIndex = 0;
            for (VecDualCell::iterator it = mDualCells.begin(); it != mDualCells.end(); ++it)
            {
                MeshBuilder::addCubeToManualObject(
                    manual,
                    it->mC0,
                    it->mC1,
                    it->mC2,
                    it->mC3,
                    it->mC4,
                    it->mC5,
                    it->mC6,
                    it->mC7,
                    baseIndex);
            }

            manual->end();
            mDualGridI++;
            StringUtil::StrStreamType meshName;
            meshName << "VolumeDualGridGridMesh" << mDualGridI;
            manual->convertToMesh(meshName.str());
            StringUtil::StrStreamType entityName;
            entityName << "VolumeDualGrid" << mDualGridI;
            mDualGrid = sceneManager->createEntity(entityName.str(), meshName.str());
        }
        return mDualGrid;
    }
コード例 #7
0
ファイル: Hud_Update.cpp プロジェクト: HaohaoLau/stuntrally
///---------------------------------------------------------------------------------------------------------------
//  Update HUD
///---------------------------------------------------------------------------------------------------------------
void CHud::Update(int carId, float time)
{
	PROFILER.beginBlock("g.hud");

	
	//  update HUD elements for all cars that have a viewport (local or replay)
	//-----------------------------------------------------------------------------------
	int cnt = std::min(6/**/, (int)app->carModels.size());  // all cars
	int cntC = std::min(4/**/, cnt - (app->isGhost2nd && !app->bRplPlay ? 1 : 0));  // all vis plr
	int c;
	
	//  gui viewport - done once for all
	if (carId == -1)
	for (c = 0; c < cntC; ++c)
	if (app->carModels[c]->eType == CarModel::CT_LOCAL)
	{
		//  hud rpm,vel
		float vel=0.f, rpm=0.f, clutch=1.f;  int gear=1;
		GetVals(c,&vel,&rpm,&clutch,&gear);
		
		//  update all mini pos tri
		for (int i=0; i < cnt; ++i)
			UpdRot(c, i, vel, rpm);
	}

	///  all minimap car pos-es rot
	const static Real tc[4][2] = {{0,1}, {1,1}, {0,0}, {1,0}};
	const float z = pSet->size_minipos;  // tri size
	
	if (carId == -1 && moPos)
	{	moPos->beginUpdate(0);

		const int plr = app->mSplitMgr->mNumViewports;
		for (int v = 0; v < plr; ++v)  // all viewports
		{
			const Hud& h = hud[v];
			const float sc = pSet->size_minimap * app->mSplitMgr->mDims[v].avgsize;
			const Vector3& pos = h.ndMap->getPosition();
			
			for (c = 0; c < cntC; ++c)  // all mini pos for one car
			{
				const SMiniPos& sp = h.vMiniPos[c];
				const ColourValue& clr = app->carModels[c]->color;

				for (int p=0; p < 4; ++p)  // all 4 points
				{
					float x = pos.x + (sp.x + sp.px[p]*z)*sc;
					float y = pos.y + (sp.y + sp.py[p]*z)*sc*asp;
					moPos->position(x, y, 0);
					moPos->textureCoord(tc[p][0], tc[p][1]);
					moPos->colour(clr);
		}	}	}
		
		int ii = plr * cntC;
		for (int i=0; i < ii; ++i)
		{	int n = i*4;
			moPos->quad(n,n+1,n+3,n+2);
		}
		moPos->end();
	}

	//  track% local, updated always
	for (c = 0; c < cntC; ++c)
	{	CarModel* cm = app->carModels[c];
		if (cm->eType == CarModel::CT_LOCAL ||
			cm->eType == CarModel::CT_REPLAY)
			cm->UpdTrackPercent();
	}
	
	if (carId == -1 || app->carModels.empty())
	{
		PROFILER.endBlock("g.hud");
		return;
	}

	#ifdef DEBUG
	assert(carId >= 0);
	assert(carId < app->carModels.size());
	#endif


	CarModel* pCarM = app->carModels[carId];
	CAR* pCar = pCarM ? pCarM->pCar : 0;

	float vel=0.f, rpm=0.f, clutch=1.f;  int gear=1;
	GetVals(carId,&vel,&rpm,&clutch,&gear);
	Hud& h = hud[carId];


	///  multiplayer
	// -----------------------------------------------------------------------------------
	static float tm = 0.f;  tm += time;
	if (tm > 0.2f /**/&& app->mClient/**/)  // not every frame, each 0.2s
	// if (pSet->game.isNetw) ..
	{
		//  sort winners
		std::list<CarModel*> cms;
		for (c=0; c < cnt; ++c)
			cms.push_back(app->carModels[c]);

		cms.sort(SortWin);
		//stable_sort(cms.begin(), cms.end(), SortWin);
		
		String msg = "";  int place = 1;  // assing places
		for (std::list<CarModel*>::iterator it = cms.begin(); it != cms.end(); ++it)
		{
			CarModel* cm = *it;
			bool end = app->pGame->timer.GetCurrentLap(cm->iIndex) >= pSet->game.num_laps;
			cm->iWonPlace = end ? place++ : 0;  // when ended race

			//  detect change (won),  can happen more than once, if time diff < ping delay
			if (cm->iWonPlace != cm->iWonPlaceOld)
			{	cm->iWonPlaceOld = cm->iWonPlace;
				cm->iWonMsgTime = gPar.timeWonMsg;
				if (cm->iIndex == 0)  // for local player, show end wnd
					app->mWndNetEnd->setVisible(true);
			}
			if (cm->iWonMsgTime > 0.f)
			{	cm->iWonMsgTime -= tm;
				if (cm->iWonPlace != 0)
					msg += cm->sDispName + " " + TR("#{FinishedCommaPlace}") + ": " + toStr(cm->iWonPlace) + "\n";
			}
		}
		if (app->mClient && /*ap->pGame->timer.pretime <= 0.f &&*/ app->pGame->timer.waiting)
			msg += TR("#{NetWaitingForOthers}")+"...\n";
			
		//  chat 2 last lines
		if (gui->sChatLast1 != "")	msg += gui->sChatLast1 + "\n";
		if (gui->sChatLast2 != "")	msg += gui->sChatLast2;
			
		++gui->iChatMove;
		if (gui->iChatMove >= 10)  //par 2sec
		{	gui->iChatMove = 0;
			gui->sChatLast1 = gui->sChatLast2;
			gui->sChatLast2 = "";
		}
		
		//  upd hud msgs
		if (txMsg)
		{	txMsg->setCaption(msg);
			bckMsg->setVisible(!msg.empty());
		}

		//  upd end list
		if (app->mWndNetEnd->getVisible())
		{
			MyGUI::MultiList2* li = gui->liNetEnd;
			li->removeAllItems();
			for (std::list<CarModel*>::iterator it = cms.begin(); it != cms.end(); ++it)
			{
				CarModel* cm = *it;
				String clr = StrClr(cm->color);

				li->addItem(""/*clr+ toStr(c+1)*/, 0);  int l = li->getItemCount()-1;
				li->setSubItemNameAt(1,l, clr+ (cm->iWonPlace == 0 ? "--" : toStr(cm->iWonPlace)));
				li->setSubItemNameAt(2,l, clr+ cm->sDispName);
				li->setSubItemNameAt(3,l, clr+ StrTime( cm->iWonPlace == 0 ? 0.f : app->pGame->timer.GetPlayerTimeTot(cm->iIndex) ));
				//li->setSubItemNameAt(4,l, clr+ fToStr(cm->iWonMsgTime,1,3));
				li->setSubItemNameAt(4,l, clr+ StrTime( app->pGame->timer.GetBestLapRace(cm->iIndex) ));
				li->setSubItemNameAt(5,l, clr+ toStr( app->pGame->timer.GetCurrentLap(cm->iIndex) ));
		}	}
		tm = 0.f;
	}


	///  opponents list
	// -----------------------------------------------------------------------------------
	bool visOpp = h.txOpp[0] && pSet->show_opponents;
	if (visOpp && pCarM && pCarM->pMainNode)
	{
		std::list<CarModel*> cms;  // sorted list
		for (c=0; c < cnt; ++c)
		{	//  cars only
			CarModel* cm = app->carModels[c];
			if (!cm->isGhost())
			{	if (app->bRplPlay)
					cm->trackPercent = app->carPoses[app->iCurPoses[c]][c].percent;
				cms.push_back(cm);
		}	}
		if (pSet->opplist_sort)
			cms.sort(SortPerc);
		
		for (c=0; c < cnt; ++c)
		{	//  add last, if visible, ghost1 (dont add 2nd) and track's ghost
			CarModel* cm = app->carModels[c];
			if (cm->eType == (app->isGhost2nd ? CarModel::CT_GHOST2 : CarModel::CT_GHOST) && pSet->rpl_ghost ||
				cm->isGhostTrk() && pSet->rpl_trackghost)
			{
				cm->trackPercent = app->carPoses[app->iCurPoses[c]][c].percent;  // ghost,rpl
				cms.push_back(cm);
		}	}

		bool bGhostEnd = app->pGame->timer.GetPlayerTime(0) > app->ghplay.GetTimeLength();
		String s0,s1,s2;  // Track% Dist Nick
		ColourValue clr;  c = 0;
		for (std::list<CarModel*>::iterator it = cms.begin(); it != cms.end(); ++it)
		{
			CarModel* cm = *it;
			if (cm->pMainNode)
			{
				bool bGhost = cm->isGhost() && !cm->isGhostTrk();
				bool bGhostVis = (app->ghplay.GetNumFrames() > 0) && pSet->rpl_ghost;
				bool bGhEmpty = bGhost && !bGhostVis;

				//  dist  -----------
				if (cm == pCarM || bGhEmpty)  // no dist to self or to empty ghost
					s1 += "\n";
				else
				{	Vector3 v = cm->pMainNode->getPosition() - pCarM->pMainNode->getPosition();
					float dist = v.length();  // meters
					Real h = std::min(60.f, dist) / 60.f;
					clr.setHSB(0.5f - h * 0.4f, 1, 1);
					s1 += StrClr(clr)+ fToStr(dist,0,3)+"m\n";
				}
					
				//  percent %  -----------
				if (bGhEmpty || cm->isGhostTrk())
					s0 += "\n";
				else
				{	float perc = bGhost && bGhostEnd ? 100.f : cm->trackPercent;
					clr.setHSB(perc*0.01f * 0.4f, 0.7f, 1);
					s0 += StrClr(clr)+ fToStr(perc,0,3)+"%\n";
				}
				
				//  nick name  -----------
				if (cm->eType != CarModel::CT_REPLAY)
				{
					s2 += StrClr(cm->color)+ cm->sDispName;
					bool end = app->pGame->timer.GetCurrentLap(cm->iIndex) >= pSet->game.num_laps
							&& (app->mClient || pSet->game.local_players > 1);  // multiplay or split
					if (end)  //  place (1)
						s2 += "  (" + toStr(cm->iWonPlace) + ")";
				}
				s2 += "\n";  ++c;
		}	}
		//  upd pos, size
		if (h.lastOppH != c)
		{	h.lastOppH = c;
			int y = c*25 +4, yo = h.yOpp - y-4;

			for (int n=0; n < 3; ++n)
			{	h.txOpp[n]->setPosition(h.xOpp + n*65+5, yo + 3);
				h.txOpp[n]->setSize(90,y);
			}
			h.bckOpp->setPosition(h.xOpp, yo);
			h.bckOpp->setSize(230,y);
		}
		h.txOpp[0]->setCaption(s0);  h.txOpp[1]->setCaption(s1);  h.txOpp[2]->setCaption(s2);
	}

	//  Set motion blur intensity for this viewport, depending on car's linear velocity
	//-----------------------------------------------------------------------------------
	if (pSet->blur)
	{
		// use velocity squared to achieve an exponential motion blur
		float speed = pCar->GetVelocity().MagnitudeSquared();
		
		// peak at 250 kmh (=69 m/s), 69² = 4761
		// motion blur slider: 1.0 = peak at 100 km/h   0.0 = peak at 400 km/h   -> 0.5 = peak at 250 km/h
		// lerp(100, 400, 1-motionBlurIntensity)
		float peakSpeed = 100 + (1-pSet->blur_int) * (400-100);
		float intens = fabs(speed) / pow((peakSpeed/3.6f), 2);
		
		// higher fps = less perceived motion blur time a frame will be still visible on screen:
		// each frame, 1-intens of the original image is lost
		// example (intens = 0.7):
		//	   frame 1: full img		   frame 2: 0.7  * image
		//	   frame 3: 0.7² * image	   frame 4: 0.7³ * image
		// portion of image visible after 'n' frames: pow(intens, n);
		//	   example 1: 60 fps	   0.7³ image after 4 frames: 0.066 sec
		//	   example 2: 120 fps	   0.7³ image after 4 frames: 0.033 sec
		// now: need to achieve *same* time for both fps values
		// to do this, adjust intens
		// (1.0/fps) * pow(intens, n) == (1.0/fps2) * pow(intens2, n)
		// set n=4  intens_new = sqrt(sqrt((intens^4 * fpsReal/desiredFps))
		intens = sqrt(sqrt( pow(intens, 4) * ((1.0f/time) / 120.0f) ));
			
		intens = std::min(intens, 0.9f);  // clamp to 0.9f
		app->motionBlurIntensity = intens;
	}


	///  gear, vel texts  -----------------------------
	if (h.txVel && h.txGear && pCar)
	{
		float cl = clutch*0.8f + 0.2f;
		if (gear == -1)
		{	h.txGear->setCaption("R");  h.txGear->setTextColour(Colour(0.3,1,1,cl));  }
		else if (gear == 0)
		{	h.txGear->setCaption("N");  h.txGear->setTextColour(Colour(0.3,1,0.3,cl));  }
		else if (gear > 0 && gear < 8)
		{	h.txGear->setCaption(toStr(gear));  h.txGear->setTextColour(Colour(1,1-gear*0.1,0.2,cl));  }

		h.txVel->setCaption(fToStr(fabs(vel),0,3));

		float k = pCar->GetSpeedometer() * 3.6f * 0.0025f;	// vel clr
		#define m01(x)  std::min(1.0f, std::max(0.0f, (float) (x) ))
		h.txVel->setTextColour(Colour(m01(k*2), m01(0.5+k*1.5-k*k*2.5), m01(1+k*0.8-k*k*3.5)));
	}

	//  boost fuel (time)  ------
	if (h.txBFuel && pCar && h.txBFuel->getVisible())
	{
		h.txBFuel->setCaption(fToStr(pCar->dynamics.boostFuel,1,3));
	}

	//  damage %  ------
	if (h.txDamage && pCar && h.txDamage->getVisible())
	{
		float d = std::min(100.f, pCar->dynamics.fDamage);
		//h.txDamage->setCaption(TR("#{Damage}\n     ")+fToStr(d,0,3)+" %");  d*=0.01f;
		h.txDamage->setCaption(fToStr(d,0,3)+" %");  d*=0.01f;
		float e = std::min(1.f, 0.8f + d*2.f);
		h.txDamage->setTextColour(Colour(e-d*d*0.4f, std::max(0.f, e-d), std::max(0.f, e-d*2.f) ));
	}
	
	//  abs, tcs on  ------
	if (h.txAbs && h.txTcs && pCar)
	{
		bool vis = pCar->GetABSEnabled();  h.txAbs->setVisible(vis);
		if (vis)  h.txAbs->setAlpha(pCar->GetABSActive() ? 1.f : 0.6f);
		
		vis = pCar->GetTCSEnabled();  h.txTcs->setVisible(vis);
		if (vis)  h.txTcs->setAlpha(pCar->GetTCSActive() ? 1.f : 0.6f);
	}
	
	
	///  times, race pos  -----------------------------
	if (pSet->show_times && pCar)
	{
		TIMER& tim = app->pGame->timer;
		bool hasLaps = pSet->game.local_players > 1 || pSet->game.champ_num >= 0 || pSet->game.chall_num >= 0 || app->mClient;
		if (hasLaps)
		{	//  place
			if (pCarM->iWonPlace > 0 && h.txPlace)
			{
				String s = TR("---  "+toStr(pCarM->iWonPlace)+" #{TBPlace}  ---");
				h.txPlace->setCaption(s);
				const static Colour clrPlace[4] = {
					Colour(0.4,1,0.2), Colour(1,1,0.3), Colour(1,0.7,0.2), Colour(1,0.5,0.2) };
				h.txPlace->setTextColour(clrPlace[pCarM->iWonPlace-1]);
				h.bckPlace->setVisible(true);
		}	}

		//  times  ------------------------------
		bool cur = pCarM->iCurChk >= 0 && !app->vTimeAtChks.empty();
		float ghTimeES = cur ? app->vTimeAtChks[pCarM->iCurChk] : 0.f;
		float part = ghTimeES / app->fLastTime;  // fraction which track ghost has driven

		bool coldStart = tim.GetCurrentLap(carId) == 1;  // was 0
		float carMul = app->GetCarTimeMul(pSet->game.car[carId], pSet->game.sim_mode);
		//| cur
		float ghTimeC = ghTimeES + (coldStart ? 0 : 1);
		float ghTime = ghTimeC * carMul;  // scaled
		float diffT = pCarM->timeAtCurChk - ghTime;  // cur car diff at chk
		float diff = 0.f;  // on hud
		
		//!- if (pCarM->updTimes || pCarM->updLap)
		{	pCarM->updTimes = false;

			//  track time, points
			float last = tim.GetLastLap(carId), best = tim.GetBestLap(carId, pSet->game.trackreverse);
			float timeCur = last < 0.1f ? best : last;
			float timeTrk = app->data->tracks->times[pSet->game.track];
			bool b = timeTrk > 0.f && timeCur > 0.f;

			//bool coldStart = tim.GetCurrentLap(carId) == 1;  // was 0
			float time = (/*place*/1 * app->data->cars->magic * timeTrk + timeTrk) / carMul;  // trk time (for 1st place)
			//float t1pl = data->carsXml.magic * timeTrk;

			float points = 0.f, curPoints = 0.f;
			int place = app->GetRacePos(timeCur, timeTrk, carMul, coldStart, &points);
			//| cur
			float timCC = timeTrk + (coldStart ? 0 : 1);
			float timCu = timCC * carMul;
			diff = pCarM->timeAtCurChk + /*(coldStart ? 1:0)*carMul*/ - time * part;  ///new

			float chkPoints = 0.f;  // cur, at chk, assume diff time later than track ghost
			int chkPlace = app->GetRacePos(timCu + diffT, timeTrk, carMul, coldStart, &chkPoints);
			bool any = cur || b;
	
			h.sTimes =
				"\n#80E080" + StrTime(time)+
				"\n#D0D040" + (cur ? toStr( chkPlace )     : "--")+
				"\n#F0A040" + (cur ? fToStr(chkPoints,1,3) : "--");
			float dlap = last - time;
			h.sLap =
				"#D0E8FF"+TR("#{TBLapResults}") +
				"\n#80C8FF" + StrTime(last)+
				(last > 0.f ? String("  ") + (dlap > 0.f ? "#80E0FF+" : "#60FF60-") + fToStr(fabs(dlap), 1,3) : "")+
				"\n#80E0E0" + StrTime(best)+
				"\n#80E080" + StrTime(time)+
				"\n#D0D040" + (b ? toStr(place)      : "--")+
				"\n#F0A040" + (b ? fToStr(points,1,3) : "--");
			if (h.txLap)
				h.txLap->setCaption(h.sLap);
		}
		if (h.txTimes)
			h.txTimes->setCaption(
				(hasLaps ? "#A0E0D0"+toStr(tim.GetCurrentLap(carId)+1)+" / "+toStr(pSet->game.num_laps) : "") +
				"\n#A0E0E0" + StrTime(tim.GetPlayerTime(carId))+
				(cur ? String("  ") + (diff > 0.f ? "#80E0FF+" : "#60FF60-")+
					fToStr(fabs(diff), 1,3) : "")+
				h.sTimes+
				"\n#E0B090" + fToStr(pCarM->trackPercent,0,1)+"%" );

		if (h.txLap)
		{
			//if (pCarM->updLap)
			//{	pCarM->updLap = false;
				//h.txLap->setCaption(h.sLap);
			//}
			float a = std::min(1.f, pCarM->fLapAlpha * 2.f);
			bool hasRoad = app->scn->road && app->scn->road->getNumPoints() > 2;
			bool vis = pSet->show_times && hasRoad && a > 0.f;
			if (vis)
			{	if (app->iLoad1stFrames == -2)  //bLoading)  //  fade out
				{	pCarM->fLapAlpha -= !hasRoad ? 1.f : time * gPar.fadeLapResults;
					if (pCarM->fLapAlpha < 0.f)  pCarM->fLapAlpha = 0.f;
				}
				h.bckLap->setAlpha(a);
				h.txLapTxt->setAlpha(a);  h.txLap->setAlpha(a);
			}
			h.bckLap->setVisible(vis);
			h.txLapTxt->setVisible(vis);  h.txLap->setVisible(vis);
		}
	}


	//  checkpoint warning  --------
	if (app->scn->road && h.bckWarn && pCarM)
	{
		/* checks debug *
		if (ov[0].oU)  {
			//"ghost:  "  + GetTimeString(ghost.GetTimeLength()) + "  "  + toStr(ghost.GetNumFrames()) + "\n" +
			//"ghplay: " + GetTimeString(ghplay.GetTimeLength()) + "  " + toStr(ghplay.GetNumFrames()) + "\n" +
			ov[0].oU->setCaption(String("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n") +
				"         st " + toStr(pCarM->bInSt ? 1:0) + " in" + toStr(pCarM->iInChk) +
				"  |  cur" + toStr(pCarM->iCurChk) + " > next " + toStr(pCarM->iNextChk) +
				"  |  Num " + toStr(pCarM->iNumChks) + " / All " + toStr(road->mChks.size()));
		}	/**/

		if (pCarM->bWrongChk)
			pCarM->fChkTime = gPar.timeShowChkWarn;
			
		bool show = pCarM->fChkTime > 0.f;
		if (show)  pCarM->fChkTime -= time;
		h.bckWarn->setVisible(show && pSet->show_times);
	}

	//  race countdown  ------
	if (h.txCountdown)
	{
		bool vis = app->pGame->timer.pretime > 0.f && !app->pGame->timer.waiting;
		if (vis)
			h.txCountdown->setCaption(fToStr(app->pGame->timer.pretime,1,3));
		h.txCountdown->setVisible(vis);
	}

	//  camera cur  ------
	if (h.txCam)
	{	FollowCamera* cam = pCarM->fCam;
		if (cam && cam->updName)
		{	cam->updName = false;
			h.txCam->setCaption(cam->sName);
	}	}


	//-------------------------------------------------------------------------------------------------------------------
	///  debug infos
	//-------------------------------------------------------------------------------------------------------------------
	
	static int oldTxtClr = -2;  // clr upd
	if (oldTxtClr != pSet->car_dbgtxtclr)
	{	oldTxtClr = pSet->car_dbgtxtclr;
		UpdDbgTxtClr();
	}

	//  car debug text  --------
	static bool oldCarTxt = false;
	if (pCar && ov[0].oU)
	{
		if (pSet->car_dbgtxt)
		{	std::stringstream s1,s2,s3,s4;
			pCar->DebugPrint(s1, true, false, false, false);  ov[0].oU->setCaption(s1.str());
			pCar->DebugPrint(s2, false, true, false, false);  ov[1].oU->setCaption(s2.str());
			pCar->DebugPrint(s3, false, false, true, false);  ov[2].oU->setCaption(s3.str());
			pCar->DebugPrint(s4, false, false, false, true);  ov[3].oU->setCaption(s4.str());
		}else
		if (pSet->car_dbgtxt != oldCarTxt)
		{	ov[0].oU->setCaption(""); /*ovU[1]->setCaption(""); ovU[2]->setCaption(""); ovU[3]->setCaption("");*/	}
	}
	oldCarTxt = pSet->car_dbgtxt;
	

	//  profiling times --------
	if (pSet->profilerTxt && ov[1].oU)
	{
		PROFILER.endCycle();
		static int frame=0;  ++frame;

		if (frame > 10)  //par
		{	frame = 0;
			std::string sProf = PROFILER.getAvgSummary(quickprof::MILLISECONDS);
			//sProf = "PROF "+fToStr(1000.f/PROFILER.getAvgDuration(" frameSt",quickprof::MILLISECONDS), 2,4);
			ov[1].oU->setCaption(sProf);
		}
		//if (newPosInfos.size() > 0)
		//ov[3].oU->setCaption("carm: " + toStr(ap->carModels.size()) + " newp: " + toStr((*newPosInfos.begin()).pos));
	}


	//  bullet profiling text  --------
	static bool oldBltTxt = false;
	if (ov[1].oU)
	{
		if (pSet->bltProfilerTxt)
		{
			static int cc = 0;  ++cc;
			if (cc > 40)
			{	cc = 0;
				std::stringstream os;
				bltDumpAll(os);
				ov[1].oU->setCaption(os.str());
			}
		}
		else
		if (pSet->bltProfilerTxt != oldBltTxt)
			ov[1].oU->setCaption("");
	}
	oldBltTxt = pSet->bltProfilerTxt;

	
	//  wheels slide, susp bars  --------
	if (pSet->car_dbgbars && pCar)
	{
		const Real xp = 80, yp = -530, ln = 20, y4 = 104;
		//const static char swh[4][6] = {"F^L<","F^R>","RvL<","RvR>"};
		for (int w=0; w < 4; ++w)
		if (ov[3-w].oL && ov[3-w].oR && ov[3-w].oS)
		{	
			float slide = /*-1.f*/0.f, sLong = 0.f, sLat = 0.f;
			float squeal = pCar->GetTireSquealAmount((WHEEL_POSITION)w, &slide, &sLong, &sLat);

			//MATHVECTOR<float,3> vwhVel = pCar->dynamics.GetWheelVelocity((WHEEL_POSITION)w);
			//float whVel = vwhVel.Magnitude() * 3.6f;

			/**  //  info
			static char ss[256];
			sprintf(ss, "%s %6.3f %6.3f  %6.3f %6.3f\n", swh[w],
				sLong/4.f, sLat/3.f, slide, squeal);
			ColourValue clr;  clr.setHSB( slide/20.f, 0.8f, 1.f );  //clr.a = min(0.f, slide/2.f);
			ovL[3-w]->setCaption(String(ss));
			ovL[3-w]->setColour(clr);
			//ovL[3-w]->setPosition(0.f, 230 + w*22);
			/**/

			//  bar meters |
			float susp = pCar->dynamics.GetSuspension(WHEEL_POSITION(w)).GetDisplacementPercent();
			sLong = fabs(sLong);
			float slng = sLong / sLong * powf(sLong, 0.3f);  // slide*20.f

			ov[3-w].oR->setPosition(slng * 14.f +xp, yp + w*ln);
			ov[3-w].oL->setPosition(sLat * 14.f +xp, yp + w*ln +y4);
			ov[3-w].oS->setPosition(susp * 70.f +xp, yp + w*ln -y4);
		}
		if (ov[4].oL)  ov[4].oL->setPosition(xp, yp + -20 +y4+3);
		if (ov[4].oS)  ov[4].oS->setPosition(xp + 70, yp + -20 -104-3);

		//ov[3-w].oR->setCaption("|");  ov[3-w].oR->setColour(ColourValue(0.6,1.0,0.7));
	}


	//  input values
	/*if (pCar && ap->pGame && ap->pGame->profilingmode)
	{	const std::vector<float>& inp = pCar->dynamics.inputsCopy;
	if (ov[2].oU && inp.size() == CARINPUT::ALL)
	{	sprintf(s, 
		" Throttle %5.2f\n Brake %5.2f\n Steer %5.2f\n"
		" Handbrake %5.2f\n Boost %5.2f\n Flip %5.2f\n"
		,inp[CARINPUT::THROTTLE], inp[CARINPUT::BRAKE], -inp[CARINPUT::STEER_LEFT]+inp[CARINPUT::STEER_RIGHT]
		,inp[CARINPUT::HANDBRAKE],inp[CARINPUT::BOOST], inp[CARINPUT::FLIP] );
		ov[2].oU->setCaption(String(s));
	}	}/**/


	//  wheels ter mtr, surface info  ---------
	if (pSet->car_dbgsurf && pCar)
	{
		String ss = "";
		ss = pCarM->txtDbgSurf;

		//  surfaces  info
		/*ss += "\n";
		for (int i=0; i < ap->pGame->track.tracksurfaces.size(); ++i)
			ss += String(ap->pGame->track.tracksurfaces[i].name.c_str()) + "\n";/**/

		//ovCarDbg->show();
		if (ov[4].oX)  {  //ov[4].oL->setTop(400);
			ov[4].oX->setCaption(ss);  }
	}
	

	///  tire vis circles  + + + +
	if (pCar && moTireVis[0] && pSet->car_tirevis)
	{
		const Real z = 6000.f / pSet->tc_r, zy = pSet->tc_xr,
			m_z = 2.f * z;  // scale, max factor
		const int na = 32;  // circle quality
		const Real ad = 2.f*PI_d/na, u = 0.02f;  // u line thickness
		const ColourValue cb(0.8,0.8,0.8),cl(0.2,1,0.2),cr(0.9,0.4,0),cc(1,1,0);
		
		for (int i=0; i < 4; ++i)
		{
			const CARDYNAMICS& cd = pCar->dynamics;
			const CARWHEEL::SlideSlip& t = cd.wheel[i].slips;
			float d = cd.wheel_contact[i].GetDepth() - 2*cd.wheel[i].GetRadius();
			bool off = !(d > -0.1f && d <= -0.01f);  // not in air
			//bool on = cd.wheel_contact[i].GetColObj();
			
			ManualObject* m = moTireVis[i];
			m->beginUpdate(0);
			//  back +
			m->position(-1,0,0);  m->colour(cb);
			m->position( 1,0,0);  m->colour(cb);
			m->position(0,-1,0);  m->colour(cb);
			m->position(0, 1,0);  m->colour(cb);
			
			//  tire, before combine
			Real lx = off ? 0.f : t.preFy/z*zy,  ly = off ? 0.f : t.preFx/z;
			for (int y=-1; y<=1; ++y)
			for (int x=-1; x<=1; ++x)  {
				m->position(0  +x*u, 0  +y*u, 0);  m->colour(cr);
				m->position(lx +x*u, ly +y*u, 0);  m->colour(cr);  }

			//  tire line /
			lx = off ? 0.f : t.Fy/z*zy;  ly = off ? 0.f : t.Fx/z;
			for (int y=-2; y<=2; ++y)
			for (int x=-2; x<=2; ++x)  {
				m->position(0  +x*u, 0  +y*u, 0);  m->colour(cl);
				m->position(lx +x*u, ly +y*u, 0);  m->colour(cl);  }

			//  max circle o
			Real rx = off || t.Fym > m_z ? 0.f : t.Fym/z,
			     ry = off || t.Fxm > m_z ? 0.f : t.Fxm/z, a = 0.f;
			Vector3 p(0,0,0),po(0,0,0);
			
			for (int n=0; n <= na; ++n)
			{
				p.x = rx*cosf(a)*zy;  p.y =-ry*sinf(a);
				if (n > 0)  {
					m->position(po);  m->colour(cc);
					m->position(p);   m->colour(cc);  }
				a += ad;  po = p;
			}
			m->end();
		}
	}

	PROFILER.endBlock("g.hud");
}
コード例 #8
0
    //---------------------------------------------------------------------
    void Grid3DPageStrategy::updateDebugDisplay(Page* p, SceneNode* sn)
    {
        uint8 dbglvl = mManager->getDebugDisplayLevel();
        if (dbglvl)
        {
            // we could try to avoid updating the geometry every time here, but this 
            // wouldn't easily deal with paging parameter changes. There shouldn't 
            // be that many pages anyway, and this is debug after all, so update every time
            int32 x, y, z;
            Grid3DPageStrategyData* stratData = static_cast<Grid3DPageStrategyData*>(
                p->getParentSection()->getStrategyData());
            stratData->calculateCell(p->getID(), &x, &y, &z);

            Grid3DPageStrategyData* data = static_cast<Grid3DPageStrategyData*>(p->getParentSection()->getStrategyData());

            // Determine our centre point, we'll anchor here
            Vector3 midPoint;
            data->getMidPointGridSpace(x, y, z, midPoint);
            sn->setPosition(midPoint);

            //--- Get coordinates, relative to midPoint :
            Vector3 corners[8];
            Vector3 hSize = 0.500f * stratData->getCellSize();
            for (int i = 0; i < 8; ++i)
            {
                corners[i].x = i&1 ? hSize.x : -hSize.x;
                corners[i].z = i&2 ? hSize.y : -hSize.y;
                corners[i].y = i&4 ? hSize.z : -hSize.z;
            }

            //--- Get a material
            String matName = "Ogre/G3D/Debug";
            MaterialPtr mat = MaterialManager::getSingleton().getByName(matName);
            if (mat.isNull())
            {
                mat = MaterialManager::getSingleton().create(matName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
                Pass* pass = mat->getTechnique(0)->getPass(0);
                pass->setLightingEnabled(false);
                pass->setVertexColourTracking(TVC_AMBIENT);
                pass->setDepthWriteEnabled(false);
                mat->load();
            }

            ManualObject* mo = 0;
            bool update = sn->numAttachedObjects() > 0;
            if( update )
            {
                mo = static_cast<ManualObject*>(sn->getAttachedObject(0));
                mo->beginUpdate(0);
            }
            else
            {
                mo = p->getParentSection()->getSceneManager()->createManualObject();
                mo->begin(matName, RenderOperation::OT_LINE_STRIP);
            }

            ColourValue vcol = ColourValue::Green;
            mo->position(corners[0]); mo->colour(vcol); // First Square...
            mo->position(corners[1]); mo->colour(vcol);
            mo->position(corners[3]); mo->colour(vcol);
            mo->position(corners[2]); mo->colour(vcol);
            mo->position(corners[0]); mo->colour(vcol);
            mo->position(corners[4]); mo->colour(vcol); // 0-4 link + second square and 
            mo->position(corners[5]); mo->colour(vcol);
            mo->position(corners[7]); mo->colour(vcol);
            mo->position(corners[6]); mo->colour(vcol);
            mo->position(corners[4]); mo->colour(vcol);
            mo->position(corners[5]); mo->colour(vcol); // 5-1 link
            mo->position(corners[1]); mo->colour(vcol);
            mo->position(corners[3]); mo->colour(vcol); // 3-7 link
            mo->position(corners[7]); mo->colour(vcol);
            mo->position(corners[6]); mo->colour(vcol); // 6-2 link
            mo->position(corners[2]); mo->colour(vcol);
            mo->end();

            if(!update)
                sn->attachObject(mo);
        }
    }
コード例 #9
0
ファイル: GridBuilder.cpp プロジェクト: sevas/cologre-ng
void GridBuilder::buildInScene(Ogre::SceneManager *_scene, int _units)
{   using namespace Ogre;

    SceneNode *gridNode = _scene->getRootSceneNode()->createChildSceneNode("WorldGrid Node");
    ManualObject *axes = _scene->createManualObject("AXES");


    axes->begin("WorldGrid/Axes", RenderOperation::OT_LINE_LIST);
    // X axis
    axes->position(-_units, 0.0, 0.0);     
    axes->colour(0.1, 0.0, 0.0);

    axes->position( _units, 0.0, 0.0);     
    axes->colour(1.0, 0.0, 0.0);

    // Y Axis
    axes->position(0.0, -_units, 0.0);     
    axes->colour(0.0, 0.1, 0.0);

    axes->position(0.0,  _units, 0.0);     
    axes->colour(0.0, 1.0, 0.0);

    // Z axis
    axes->position( 0.0, 0.0, -_units);     
    axes->colour(0.0, 0.0, 0.1);

    axes->position( 0.0, 0.0,  _units);  
    axes->colour(0.0, 0.0, 1.0);

    axes->end();
    gridNode->attachObject(axes);
    axes->setQueryFlags(0x00);

    ManualObject *grid = _scene->createManualObject("Grid Lines");

    grid->begin("WorldGrid/Lines", RenderOperation::OT_LINE_LIST);
    float c;
    for (int i = 10; i<=_units ; i+=10)
    {
        c = (i%100) ? 0.6 : 0.7;

        grid->position(-_units, 0, i);
        grid->colour(c, c, c);
        grid->position( _units, 0, i);
        grid->colour(c, c, c);

        grid->position(-_units, 0, -i);
        grid->colour(c, c, c);
        grid->position( _units, 0, -i);
        grid->colour(c, c, c);


        grid->position(i, 0, -_units);
        grid->colour(c, c, c);
        grid->position(i, 0,  _units);
        grid->colour(c, c, c);

        grid->position(-i, 0, -_units);
        grid->colour(c, c, c);
        grid->position(-i, 0,  _units);
        grid->colour(c, c, c);
    }


    grid->end();
    grid->setQueryFlags(0x00);
    gridNode->attachObject(grid);
}
コード例 #10
0
//-----------------------------------------------------------------------------
void OgreApplication::_createGrid(int _units)
{
    SceneNode *gridNode = mSceneMgr->getRootSceneNode()->createChildSceneNode("WorldGrid Node");
    ManualObject *axes = mSceneMgr->createManualObject("AXES");


    axes->begin("WorldGrid/Axes", RenderOperation::OT_LINE_LIST);
    // X axis
    axes->position(-_units, 0.0, 0.0);     
    axes->colour(0.1, 0.0, 0.0);
    
    axes->position( _units, 0.0, 0.0);     
    axes->colour(1.0, 0.0, 0.0);
    
    // Y Axis
    axes->position(0.0, -_units, 0.0);     
    axes->colour(0.0, 0.1, 0.0);
    
    axes->position(0.0,  _units, 0.0);     
    axes->colour(0.0, 1.0, 0.0);
  
    // Z axis
    axes->position( 0.0, 0.0, -_units);     
    axes->colour(0.0, 0.0, 0.1);
    
    axes->position( 0.0, 0.0,  _units);  
    axes->colour(0.0, 0.0, 1.0);
    
    axes->end();
    gridNode->attachObject(axes);
    axes->setQueryFlags(0x00);

    ManualObject *grid = mSceneMgr->createManualObject("Grid Lines");

    grid->begin("WorldGrid/Lines", RenderOperation::OT_LINE_LIST);
    float c;
    for (int i = 10; i<=_units ; i+=10)
    {
        c = (i%100) ? 0.6 : 0.7;

        grid->position(-_units, 0, i);
        grid->colour(c, c, c);
        grid->position( _units, 0, i);
        grid->colour(c, c, c);

        grid->position(-_units, 0, -i);
        grid->colour(c, c, c);
        grid->position( _units, 0, -i);
        grid->colour(c, c, c);


        grid->position(i, 0, -_units);
        grid->colour(c, c, c);
        grid->position(i, 0,  _units);
        grid->colour(c, c, c);

        grid->position(-i, 0, -_units);
        grid->colour(c, c, c);
        grid->position(-i, 0,  _units);
        grid->colour(c, c, c);
    }


    grid->end();
    grid->setQueryFlags(0x00);
    gridNode->attachObject(grid);
}
コード例 #11
0
ファイル: TrackVdr.cpp プロジェクト: HaohaoLau/stuntrally
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;
}
コード例 #12
0
void EUClient::createScene(void)
{

	mSceneMgr->setAmbientLight(ColourValue(1, 1, 1));
    //mSceneMgr->setSkyDome(true, "Examples/CloudySky", 5, 8);
    mSceneMgr->setSkyBox( true, "Examples/SpaceSkyBox" );
	mCamera->setPosition (0, 0, 0);	// Required or else the camera will have an offset


	LogManager::getSingletonPtr()->logMessage("adding Character...");
	ogre = new OgreCharacter ("Ogre 1", mSceneMgr,Vector3(0,0,0),Vector3(0,0,0));
	cam = new EUCamera("EUCamera/woot/woot", mSceneMgr, mCamera, ogre->getMainNode());
	CPM = new CheckPointManager("TestCPM", mSceneMgr, Vector3(10000,0,0));


	SceneNode *mNode;
	Entity *mEntity;
	mNode = mSceneMgr->getRootSceneNode()->createChildSceneNode("Sun");
	mEntity = mSceneMgr->createEntity("sun", "iss.mesh");
	mNode->attachObject (mEntity);
	mNode->scale(1000,1000,1000);
	mEntity->setMaterialName("wurmloch/BlackHole");

	
	//DEBUG
	//GRIDWÜRFEL
	ManualObject* manual = mSceneMgr->createManualObject("manual");
	manual->begin("BaseWhiteNoLighting", RenderOperation::OT_LINE_LIST);

	int Max = MAX_RAND;
	int Step = MAX_STEP;
	int j = Max;
    for( int i = -Max; i <= Max ; i += Step )
    {         
		//XY
		manual->position(i,-j,j);	manual->colour(ColourValue(0,0,1));
		manual->position(i,j,j);	manual->colour(ColourValue(0,0,1));
		manual->position(-j,i,j);	manual->colour(ColourValue(0,0,1));
		manual->position(j,i,j);	manual->colour(ColourValue(0,0,1));
			
		//XZ
		manual->position(i,j,-j);	manual->colour(ColourValue(0,1,0));
		manual->position(i,j,j);	manual->colour(ColourValue(0,1,0));
		manual->position(-j,j,i);	manual->colour(ColourValue(0,1,0));
		manual->position(j,j,i);	manual->colour(ColourValue(0,1,0));
        //YZ           
        manual->position(j,-j,i);	manual->colour(ColourValue(1,0,0));
		manual->position(j,j,i);	manual->colour(ColourValue(1,0,0));
        manual->position(j,i,-j);	manual->colour(ColourValue(1,0,0));
		manual->position(j,i,j);	manual->colour(ColourValue(1,0,0));

		//XY
		manual->position(i,-j,-j);	manual->colour(ColourValue(0,0,1));
		manual->position(i,j,-j);	manual->colour(ColourValue(0,0,1));
		manual->position(-j,i,-j);	manual->colour(ColourValue(0,0,1));
		manual->position(j,i,-j);	manual->colour(ColourValue(0,0,1));
			
		//XZ
		manual->position(i,-j,-j);	manual->colour(ColourValue(0,1,0));
		manual->position(i,-j,j);	manual->colour(ColourValue(0,1,0));
		manual->position(-j,-j,i);	manual->colour(ColourValue(0,1,0));
		manual->position(j,-j,i);	manual->colour(ColourValue(0,1,0));

		//YZ           
        manual->position(-j,-j,i);	manual->colour(ColourValue(1,0,0));
		manual->position(-j,j,i);	manual->colour(ColourValue(1,0,0));
        manual->position(-j,i,-j);	manual->colour(ColourValue(1,0,0));
		manual->position(-j,i,j);	manual->colour(ColourValue(1,0,0));
	}

	manual->position(0,0,-j);	manual->colour(ColourValue(0,0,1));
	manual->position(0,0,j);	manual->colour(ColourValue(0,0,1));
	manual->position(0,-j,0);	manual->colour(ColourValue(0,1,0));
	manual->position(0,j,0);	manual->colour(ColourValue(0,1,0));
	manual->position(-j,0,0);	manual->colour(ColourValue(1,0,0));
	manual->position(j,0,0);	manual->colour(ColourValue(1,0,0));

	manual->end();
	mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(manual);

}