///note that carposition must be in patch space ///returns distance from left side of the track float GetHorizontalDistanceAlongPatch(const BEZIER & patch, MATHVECTOR <float, 3> carposition) { MATHVECTOR <float, 3> leftside = (patch.GetPoint(0,0) + patch.GetPoint(3,0))*0.5; MATHVECTOR <float, 3> rightside = (patch.GetPoint(0,3) + patch.GetPoint(3,3))*0.5; MATHVECTOR <float, 3> patchwidthvector = rightside - leftside; return patchwidthvector.Normalize().dot(carposition-leftside); }
double GetPatchRadius(const BEZIER & patch) { if (patch.GetNextPatch() && patch.GetNextPatch()->GetNextPatch()) { double track_radius = 0; /*MATHVECTOR <float, 3> d1 = -GetPatchDirection(patch); MATHVECTOR <float, 3> d2 = GetPatchDirection(*patch.GetNextPatch());*/ MATHVECTOR <float, 3> d1 = -(patch.GetNextPatch()->GetRacingLine() - patch.GetRacingLine()); MATHVECTOR <float, 3> d2 = patch.GetNextPatch()->GetNextPatch()->GetRacingLine() - patch.GetNextPatch()->GetRacingLine(); d1[1] = 0; d2[1] = 0; float d1mag = d1.Magnitude(); float d2mag = d2.Magnitude(); float diff = d2mag - d1mag; double dd = ((d1mag < 0.0001) || (d2mag < 0.0001)) ? 0.0 : d1.Normalize().dot(d2.Normalize()); float angle = acos((dd>=1.0L)?1.0L:(dd<=-1.0L)?-1.0L:dd); float d1d2mag = d1mag + d2mag; float alpha = (d1d2mag < 0.0001) ? 0.0f : (M_PI * diff + 2.0 * d1mag * angle) / d1d2mag / 2.0; if (fabs(alpha - M_PI/2.0) < 0.001) track_radius = 10000.0; else track_radius = d1mag / 2.0 / cos(alpha); return track_radius; } else //fall back return 0; }
///trim the patch's width in-place void TrimPatch(BEZIER & patch, float trimleft_front, float trimright_front, float trimleft_back, float trimright_back) { MATHVECTOR <float, 3> frontvector = (patch.GetPoint(0,3) - patch.GetPoint(0,0)); MATHVECTOR <float, 3> 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; } MATHVECTOR <float, 3> newfl = patch.GetPoint(0,0); MATHVECTOR <float, 3> newfr = patch.GetPoint(0,3); MATHVECTOR <float, 3> newbl = patch.GetPoint(3,0); MATHVECTOR <float, 3> newbr = patch.GetPoint(3,3); if (frontvector.Magnitude() > 0.001) { MATHVECTOR <float, 3> 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) { MATHVECTOR <float, 3> 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); }
BEZIER AI::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 MATHVECTOR <float, 3> throttle_axis(-1,0,0); //positive is in front of the car std::map <const CAR *, PATH_REVISION> & revmap = path_revisions; for (std::map <const CAR *, PATH_REVISION>::iterator i = revmap.begin(); i != revmap.end(); i++) { if (i->first != c->car) { //compute relative info MATHVECTOR <float, 3> myvel = c->car->GetVelocity(); MATHVECTOR <float, 3> othervel = i->first->GetVelocity(); (-c->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; }
MATHVECTOR <float, 3> GetPatchWidthVector(const BEZIER & patch) { return ((patch.GetPoint(0,0) + patch.GetPoint(3,0)) - (patch.GetPoint(0,3) + patch.GetPoint(3,3))) * 0.5; }
MATHVECTOR <float, 3> GetPatchBackCenter(const BEZIER & patch) { return (patch.GetPoint(3,0) + patch.GetPoint(3,3)) * 0.5; }
MATHVECTOR <float, 3> GetPatchFrontCenter(const BEZIER & patch) { return (patch.GetPoint(0,0) + patch.GetPoint(0,3)) * 0.5; }
void BEZIER::Attach(BEZIER & other, bool reverse) { /*if (!reverse) { //move the other patch to the location of this patch and force its // intermediate points into a nice grid layout other.SetFromCorners(other.points[0][0], other.points[0][3], points[0][0], points[0][3]); for (int x = 0; x < 4; x++) { //slope points in the forward direction MATHVECTOR<float,3> slope = other.points[0][x] - points[3][x]; if (slope.Magnitude() > 0.0001) slope = slope.Normalize(); float otherlen = (other.points[0][x] - other.points[3][x]).Magnitude(); float mylen = (points[0][x] - points[3][x]).Magnitude(); float meanlen = (otherlen + mylen)/2.0; float leglen = meanlen / 3.0; if (slope.Magnitude() > 0.0001) { other.points[2][x] = other.points[3][x] + slope*leglen; points[1][x] = points[0][x] + slope*(-leglen); } else { other.points[2][x] = other.points[3][x]; points[1][x] = points[0][x]; } } }*/ //CheckForProblems(); //store the pointer to next patch next_patch = &other; //calculate the track radius at the connection of this patch and next patch MATHVECTOR<float,3> a = SurfCoord(0.5,0.0); MATHVECTOR<float,3> b = SurfCoord(0.5,1.0); MATHVECTOR<float,3> c = other.SurfCoord(0.5,1.0); if (reverse) { a = SurfCoord(0.5,1.0); b = SurfCoord(0.5,0.0); c = other.SurfCoord(0.5,0.0); //Reverse(); } //racing_line = a; MATHVECTOR<float,3> d1 = a - b; MATHVECTOR<float,3> d2 = c - b; float diff = d2.Magnitude() - d1.Magnitude(); double dd = ((d1.Magnitude() < 0.0001) || (d2.Magnitude() < 0.0001)) ? 0.0 : d1.Normalize().dot(d2.Normalize()); float angle = acos((dd>=1.0L)?1.0L:(dd<=-1.0L)?-1.0L:dd); float d1d2mag = d1.Magnitude() + d2.Magnitude(); float alpha = (d1d2mag < 0.0001) ? 0.0f : (M_PI * diff + 2.0 * d1.Magnitude() * angle) / d1d2mag / 2.0; if (fabs(alpha - M_PI/2.0) < 0.001) track_radius = 10000.0; else track_radius = d1.Magnitude() / 2.0 / cos(alpha); if (d1.Magnitude() < 0.0001) track_curvature = 0.0; else track_curvature = 2.0 * cos(alpha) / d1.Magnitude(); //determine it's a left or right turn at the connection MATHVECTOR<float,3> d = d1.cross(d2); if (fabs(d[0]) < 0.1 && fabs(d[1]) < 0.1 && fabs(d[2]) < 0.1) { turn = 0; //straight ahead } else if (d[1] > 0.0) turn = -1; //left turn ahead else turn = 1; //right turn ahead //calculate distance from start of the road if (other.next_patch == NULL || reverse) other.dist_from_start = dist_from_start + d1.Magnitude(); length = d1.Magnitude(); }
void AutoTrace() { if (activestrip != NULL) { BEZIER * lastbez = activestrip->GetLastPatch(); if (lastbez != NULL && editordata.numbezinput == 4) { VERTEX tvec[4]; /*VERTEX fl = lastbez->points[0][0]; VERTEX fr = lastbez->points[0][3]; VERTEX bl = lastbez->points[3][0]; VERTEX br = lastbez->points[3][3];*/ bool success(true); BEZIER patch; if (vertmode == TWOVERTS) { success = success && objects.AutoFindClosestVert(lastbez->points[0][0], lastbez->points[0][3], (lastbez->points[0][0]-lastbez->points[3][0]), tvec[0]); success = success && objects.AutoFindClosestVert(lastbez->points[0][3], lastbez->points[0][0], (lastbez->points[0][3]-lastbez->points[3][3]), tvec[1]); if (success) { patch.SetFromCorners(tvec[0], tvec[1], editordata.bezinput[0], editordata.bezinput[3]); } } else if (vertmode == THREEVERTS) { success = success && objects.AutoFindClosestVert(lastbez->points[0][0], lastbez->points[0][1], (lastbez->points[0][0]-lastbez->points[3][0]), tvec[0]); success = success && objects.AutoFindClosestVert(lastbez->points[0][1], lastbez->points[0][3], (lastbez->points[0][1]-lastbez->points[3][1]), tvec[1]); tvec[2] = tvec[1]; success = success && objects.AutoFindClosestVert(lastbez->points[0][3], lastbez->points[0][1], (lastbez->points[0][3]-lastbez->points[3][3]), tvec[3]); if (success) { for (int i = 0; i < 4; i++) patch.points[3][i] = editordata.bezinput[i]; for (int i = 0; i < 4; i++) patch.points[0][i] = tvec[i]; patch.CalculateMiddleRows(); } } else if (vertmode == FOURVERTS) { for (int i = 0; i < 4; i++) { int nextvert = i + 1; if (nextvert >= 4) nextvert = 2; success = success && objects.AutoFindClosestVert(lastbez->points[0][i], lastbez->points[0][nextvert], (lastbez->points[0][i]-lastbez->points[3][i]), tvec[i]); } if (success) { for (int i = 0; i < 4; i++) patch.points[3][i] = editordata.bezinput[i]; for (int i = 0; i < 4; i++) patch.points[0][i] = tvec[i]; patch.CalculateMiddleRows(); } } else assert(0); if (success) { activestrip->Add(patch); editordata.numbezinput = 4; editordata.bezinput[0] = patch.points[0][0]; editordata.bezinput[1] = patch.points[0][1]; editordata.bezinput[2] = patch.points[0][2]; editordata.bezinput[3] = patch.points[0][3]; mq1.AddMessage("Auto-traced road"); } else { mq1.AddMessage("Can't auto-trace road: found no candidate points"); } } else { mq1.AddMessage("Can't auto-trace road: must start road first"); } } else { mq1.AddMessage("Can't auto-trace road: no roads selected"); } }
/* Here goes our drawing code */ int drawGLScene() { #ifdef PERFORMANCE_PROFILE suseconds_t t1, t2; t1 = GetMicroSeconds(); t1 = GetMicroSeconds(); #endif //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); #ifdef PERFORMANCE_PROFILE t2 = GetMicroSeconds(); cout << "RenderReflectedScene() ticks: " << t2-t1 << endl; t1 = GetMicroSeconds(); #endif glMatrixMode( GL_PROJECTION ); glLoadIdentity( ); gluPerspective( 45.0f, (float)SCREEN_WIDTH/SCREEN_HEIGHT, 0.1f, settings.GetViewDistance() ); glMatrixMode( GL_MODELVIEW ); glSetup(); glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); //glClearColor( 255.0f, 0.0f, 0.0f, 0.0f ); #ifdef PERFORMANCE_PROFILE t2 = GetMicroSeconds(); cout << "glSetup() ticks: " << t2-t1 << endl; t1 = GetMicroSeconds(); #endif utility.Tex2D(3, false); utility.Tex2D(2, false); utility.Tex2D(1, false); utility.Tex2D(0, true); glStencilMask(~0); glClearStencil(0); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Clear Screen And Depth Buffer glDisable(GL_STENCIL_TEST); GLdouble temp_matrix[16]; int i; cam.PutTransformInto(temp_matrix); glLoadMatrixd(temp_matrix); //reset sun position so it's in the correct frame float lp[4]; lp[0] = LightPosition[0]; lp[1] = LightPosition[1]; lp[2] = LightPosition[2]; lp[3] = 0; //lighting hardcoded to reasonable position lp[0] = 3; lp[1] = 3; lp[2] = 3; lp[3] = 0; glLightfv( GL_LIGHT1, GL_POSITION, lp ); #ifdef PERFORMANCE_PROFILE t2 = GetMicroSeconds(); cout << "Matrix setup and light setup ticks: " << t2-t1 << endl; t1 = GetMicroSeconds(); #endif // model the highlighted vertex belongs to OBJECTMODEL * highlighted_model = NULL; //if (state.GetGameState() != STATE_INITIALMENU) { // bool normal = true; glClear (GL_DEPTH_BUFFER_BIT); #ifdef PERFORMANCE_PROFILE t2 = GetMicroSeconds(); cout << "DrawSky() ticks: " << t2-t1 << endl; t1 = GetMicroSeconds(); #endif glTranslatef(cam.GetPosition().x,cam.GetPosition().y,cam.GetPosition().z); /*GLdouble equation[4]; VERTEX earthnormal = temp - cam.position; earthnormal.y += EARTH_RADIUS; earthnormal = earthnormal.normalize(); equation[0] = earthnormal.x; equation[1] = -earthnormal.y; equation[2] = earthnormal.z; equation[3] = (waterheight); glClipPlane(GL_CLIP_PLANE1, equation); if (underwater) glEnable(GL_CLIP_PLANE1); else glDisable(GL_CLIP_PLANE1); */ #ifdef PERFORMANCE_PROFILE t2 = GetMicroSeconds(); cout << "terrain.SetFrustum() ticks: " << t2-t1 << endl; t1 = GetMicroSeconds(); #endif //glPolygonOffset(1.0,1.0); //glPolygonOffset(0.0,10.0); //glEnable(GL_POLYGON_OFFSET_FILL); /*if (normal) { //GLfloat LightAmbient2[] = { 0.3f, 0.3f, 0.3f, 1.0f }; //glLightfv( GL_LIGHT1, GL_AMBIENT, LightAmbient2 ); glDisable(GL_STENCIL_TEST); #ifdef PERFORMANCE_PROFILE t2 = GetMicroSeconds(); cout << "terrain.Draw() ticks: " << t2-t1 << endl; t1 = GetMicroSeconds(); #endif utility.SelectTU(3); glDisable(GL_TEXTURE_2D); utility.SelectTU(0); glEnable(GL_TEXTURE_2D); #ifdef PERFORMANCE_PROFILE t2 = GetMicroSeconds(); cout << "trees.Draw() ticks: " << t2-t1 << endl; t1 = GetMicroSeconds(); #endif objects.Draw(); #ifdef PERFORMANCE_PROFILE t2 = GetMicroSeconds(); cout << "objects.Draw() ticks: " << t2-t1 << endl; t1 = GetMicroSeconds(); #endif //glLightfv( GL_LIGHT1, GL_AMBIENT, LightAmbient ); } glDisable(GL_POLYGON_OFFSET_FILL);*/ //glClear (GL_DEPTH_BUFFER_BIT); //glDisable(GL_LIGHTING); objects.Draw(); #ifdef PERFORMANCE_PROFILE t2 = GetMicroSeconds(); cout << "normal draw done" << t2-t1 << endl; t1 = GetMicroSeconds(); #endif /* //draw trees foliage.Draw(terrain, cam); #ifdef PERFORMANCE_PROFILE t2 = GetMicroSeconds(); cout << "foliage.Draw() ticks: " << t2-t1 << endl; t1 = GetMicroSeconds(); #endif //glDisable(GL_CLIP_PLANE1); ships.Draw(false); terrain.Draw(cam, 1.0f, false, false, true, false, timefactor, fps, day_time); //terrain.Draw(cam, 1.0f, false, false, true, false, timefactor, fps, day_time); //rain is drawn over everything else if (!underwater) backdrop.DrawRain(day_time); #ifdef PERFORMANCE_PROFILE t2 = GetMicroSeconds(); cout << "DrawRain() ticks: " << t2-t1 << endl; t1 = GetMicroSeconds(); #endif glDisable(GL_CLIP_PLANE1); */ //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /*if (0) { //experimental bezier stuff BEZIER patch; VERTEX fl, fr, bl, br; //fl.Set(20,40,0); fl.Set(5,10,0); fr = fl; bl = fl; br = fl; fr.x += 15; fr.y += 3; br.x += 12; br.z += 8; bl.z += 10; bl.y -= 2; patch.SetFromCorners(fl, fr, bl, br); BEZIER nextpatch; VERTEX offset; offset.x += -7; offset.z += -10; fl = fl + offset; fr = fr + offset; bl = bl + offset; br = br + offset; nextpatch.SetFromCorners(fl, fr, bl, br); //patch.Attach(nextpatch); BEZIER thirdpatch; offset.zero(); offset.y += -3; offset.z += -10; fl = fl + offset; fr = fr + offset; bl = bl + offset; br = br + offset; thirdpatch.SetFromCorners(fl, fr, bl, br); //nextpatch.Attach(thirdpatch); TRACK track; ROADSTRIP * teststrip = track.AddNewRoad(); teststrip->Add(patch); teststrip->Add(nextpatch); teststrip->Add(thirdpatch); //teststrip.DeleteLastPatch(); track.VisualizeRoads(true, true); VERTEX down; down.y = -1; VERTEX colpoint; if (patch.Collide(cam.position.ScaleR(-1.0), down, colpoint)) { //colpoint.DebugPrint(); } }*/ VERTEX camray; camray.z = -1; camray = cam.dir.ReturnConjugate().RotateVec(camray); /*camray.z = 1; camray = cam.dir.RotateVec(camray);*/ VERTEX selvert; bool highlightedvert = false; if (objects.FindClosestVert(cam.position.ScaleR(-1.0), camray, selvert, highlighted_model)) { /*cam.position.ScaleR(-1.0).DebugPrint(); selvert.DebugPrint(); cout << endl;*/ //draw a highlighted vert highlightedvert = true; glPushAttrib(GL_ALL_ATTRIB_BITS); glDisable(GL_LIGHTING); glDisable(GL_TEXTURE_2D); glDisable(GL_DEPTH_TEST); //glEnable(GL_BLEND); //glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glPointSize(4.0); //glColor4f(1,1,0,0.75); glColor4f(1,1,0,1); glBegin(GL_POINTS); glVertex3fv(selvert.v3()); glEnd(); glDisable(GL_BLEND); glColor4f(1,1,1,1); glPopAttrib(); } //left click if (highlightedvert && mouse.ButtonDown(1) && !editordata.mousebounce[1]) { int oldnumbezinput = editordata.numbezinput; //left click on a highlighted vert if (vertmode == TWOVERTS) { if (editordata.numbezinput == 0) editordata.numbezinput = 3; else if (editordata.numbezinput <= 3) editordata.numbezinput = 4; else if (editordata.numbezinput <= 4) editordata.numbezinput = 7; else if (editordata.numbezinput <= 7) editordata.numbezinput = 8; } else { editordata.numbezinput++; if (vertmode == THREEVERTS && (editordata.numbezinput == 2 || editordata.numbezinput == 6)) editordata.numbezinput++; } if (editordata.numbezinput >= 8) { //create bezier patch BEZIER patch; if (vertmode == TWOVERTS) patch.SetFromCorners(editordata.bezinput[4], selvert, editordata.bezinput[0], editordata.bezinput[3]); else { //copy the front and back selected rows to the patch, then tell it to do the math to find the other points // plus center and radius calculations editordata.bezinput[7] = selvert; for (int i = 0; i < 4; i++) patch.points[3][i] = editordata.bezinput[i]; for (int i = 0; i < 4; i++) patch.points[0][i] = editordata.bezinput[i+4]; /*if (vertmode == THREEVERTS) { //recalculate the middle two verts for (int i = 0; i < 4; i += 3) { if ((patch.points[i][1] - patch.points[i][2]).len() < 0.0001) { VERTEX leftslope = patch.points[i][1] - patch.points[i][0]; VERTEX rightslope = patch.points[i][2] - patch.points[i][3]; patch.points[i][1] = patch.points[i][0] + leftslope.ScaleR(0.5); patch.points[i][2] = patch.points[i][3] + rightslope.ScaleR(0.5); } } }*/ patch.CalculateMiddleRows(); } if (activestrip == NULL) { activestrip = track.AddNewRoad(); mq1.AddMessage("New road created to hold new patch."); } activestrip->Add(patch); //editordata.numbezinput = 0; editordata.numbezinput = 4; editordata.bezinput[0] = patch.points[0][0]; editordata.bezinput[1] = patch.points[0][1]; editordata.bezinput[2] = patch.points[0][2]; editordata.bezinput[3] = patch.points[0][3]; } else { editordata.bezinput[oldnumbezinput] = selvert; if (vertmode == THREEVERTS && (oldnumbezinput == 1 || oldnumbezinput == 5)) editordata.bezinput[oldnumbezinput+1] = selvert; } } editordata.mousebounce[1] = mouse.ButtonDown(1); glPushAttrib(GL_ALL_ATTRIB_BITS); glDisable(GL_LIGHTING); glDisable(GL_TEXTURE_2D); glDisable(GL_DEPTH_TEST); glPointSize(4.0); glColor4f(1,0,0,1); glBegin(GL_POINTS); for (i = 0; i < editordata.numbezinput; i++) { if (vertmode != TWOVERTS || i == 0 || i == 3 || i == 4 || i == 7) { glVertex3fv(editordata.bezinput[i].v3()); } } glEnd(); glColor4f(1,1,1,1); glPopAttrib(); track.VisualizeRoads(true, false, activestrip); for (int l = 0; l < track.NumLapSeqs(); l++) { BEZIER * lapbez = track.GetLapSeq(l); if (lapbez != NULL) { VERTEX reddish; reddish.x = 0.5; reddish.y = 0.2; reddish.z = 0.2; lapbez->Visualize(true, false, reddish); } } //image in the framebuffer is now complete. /*//add a brightness/contrast adjustment glClear (GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glPushAttrib(GL_ALL_ATTRIB_BITS); glDisable(GL_TEXTURE_2D); glEnable(GL_BLEND); glDisable(GL_FOG); glDisable(GL_LIGHTING); glTranslatef(0,0,-40.0f); glBlendFunc(GL_ONE, GL_SRC_ALPHA); float rd = (float) weathersystem.GetRainDrops(); float rainscale = 0.7f; float clearscale = 1.1f; float rainbias = 0.035f; float clearbias = 0.0f; float rainmax = 50.0f; float rainfactor = (rd/rainmax); if (rainfactor > 1.0f) rainfactor = 1.0f; float scale = rainfactor*rainscale+(1.0f-rainfactor)*clearscale; float bias = rainfactor*rainbias+(1.0f-rainfactor)*clearbias; glColor4f(bias, bias, bias, scale); float x1, y1, x2, y2; x1 = -30; y1 = -30; x2 = 30; y2 = 30; if (scale > 1.0) { float remainingScale; remainingScale = scale; glBlendFunc(GL_DST_COLOR, GL_ONE); if (remainingScale > 2.0) { glColor4f(1, 1, 1, 1); while (remainingScale > 2.0) { glRectf(x1,y1,x2,y2); remainingScale /= 2.0; } } glColor4f(remainingScale - 1, remainingScale - 1, remainingScale - 1, 1); glRectf(x1,y1,x2,y2); glBlendFunc(GL_ONE, GL_ONE); if (bias != 0) { if (bias > 0) { glColor4f(bias, bias, bias, 0.0); } else { glColor4f(-bias, -bias, -bias, 0.0); //can't do bias < 0 } glRectf(x1,y1,x2,y2); } } else { if (bias > 0) { glColor4f(bias, bias, bias, scale); } else { glColor4f(-bias, -bias, -bias, scale); //can't do bias < 0 } glBlendFunc(GL_ONE, GL_SRC_ALPHA); glRectf(x1,y1,x2,y2); } glPopAttrib();*/ //timer.Draw(); } float w, h; w = 0.02; h = w*(4/3.0); utility.Tex2D(0,true); utility.Draw2D(0.5-w, 0.5-h, 0.5+w, 0.5+h, editordata.cursortex); if (fps > 0.0f) mq1.Draw(timefactor, fps, font); #ifdef PERFORMANCE_PROFILE t2 = GetMicroSeconds(); cout << "Brightness/contrast adjustment ticks: " << t2-t1 << endl; t1 = GetMicroSeconds(); #endif Frames++; frameno++; if (frameno >= 30011) frameno -= 30011; lfps[lfpspos] = pfps; lfpspos++; if (lfpspos >= AVERAGEFRAMES) { lfpspos = lfpspos % AVERAGEFRAMES; lfpsfull = true; } float tfps = 0.0f; int tnum = 0; for (i = 0; i < AVERAGEFRAMES; i++) { if (!(!lfpsfull && i >= lfpspos)) { tfps += lfps[i]; tnum++; } } fps = std::min(1000.0f,tfps / (float) tnum); /*lfps += pfps; { //const int freq = (int) MIN_FPS; const int freq = 60; if (Frames >= freq) { fps = lfps / freq; Frames = 0; lfps = 0; } }*/ char tempchar[1024]; sprintf(tempchar, "Frames per second: %f\n", fps); //font.Print(0.5,0,tempchar,0,0,1,1,0); if (showfps) font.Print( 0.75, 0.0, tempchar, 1, 5, 1.0 ); // print camera position VERTEX pos = cam.GetPosition(); sprintf(tempchar, "Position: %0.2f, %0.2f, %0.2f\n", -pos.x, -pos.y, -pos.z); font.Print( 0.75, 0.025, tempchar, 1, 5, 1.0 ); //VERTEX ang = cam.dir.GetEulerZYX(); //sprintf(tempchar, "Angle: %0.2f, %0.2f, %0.2f\n", 180/M_PI*ang.x, -180/M_PI*ang.y, 180/M_PI*ang.z); //font.Print( 0.75, 0.05, tempchar, 1, 5, 1.0 ); // print object name the highlighted vertex belongs to if (highlighted_model) { string modelname = highlighted_model->name; sprintf(tempchar, "Model: %s\n", modelname.c_str()); font.Print( 0.75, 0.05, tempchar, 1, 5, 1.0 ); } #ifdef PERFORMANCE_PROFILE t2 = GetMicroSeconds(); cout << "font.Print() ticks: " << t2-t1 << endl; t1 = GetMicroSeconds(); #endif //draw help screen(s) if (editordata.helppage > 2) editordata.helppage = 0; if (editordata.helppage == 1) { font.Print(0.1, 0.1, "VDrift Track Editor Keys (press H again for more help)\n" "Mouse left click\n" "Arrow keys\n" "Page Up\n" "A, F\n" "L\n" "K\n" "N\n" "R\n" "S\n" "I\n" "E\n" "- (minus)\n" "2, 3, 4\n" "BACKSPACE\n" "ESCAPE\n" , 1, 5, 1.0); font.Print(0.3, 0.1, "\n" "Select highligted vertex\n" "Move around\n" "Move forward very fast\n" "Automatically try to create the next bezier patch on this road (F: 25 at a time)\n" "Add the current camera position to the list of car start locations\n" "Remove the last start location from the list\n" "Create a new road (the new road is created once you add patches to it)\n" "Select the road under the cursor\n" "Save the track\n" "Print the object that owns the selected vertex to the console\n" "Mark a road segment as part of a lap sequence\n" "Clear all lap sequences\n" "Select vertices 2 at a time, 3 at a time, 4 at a time\n" "Delete the last bezier patch on this road\n" "Quit the editor\n" , 1, 5, 1.0); } if (editordata.helppage == 2) font.Print(0.1, 0.1, "VDrift Track Editor Textual Help\n" "The editor starts in vertex selection mode. Vertices are highlighted yellow as the mouse pointer\n" "gets close to them. Press the left mouse button to select the highlighted vertex. It will turn\n" "red. Select a vertex on the left side of the road, then a vertex on the right side of the road,\n" "with left and right determined by the direction you'd like to create the road in. You can now select\n" "the next two vertices (left and then right), and a green box will be created to indicate a bezier\n" "patch has been created there. Notice that the last two vertices you select are still colored red\n" "(selected). You can now select the next two vertices (left and right), and continue to create bezier\n" "patches around the track. Once you have created a bezier patch, you can alternatively press A to\n" "have the editor try to automatically select the next two vertices and auto-create the next patch.\n" "This works well in straight areas, not so well in curvy areas. Press BACKSPACE at any time to delete\n" "the last patch that was created." , 1, 5, 1.0); /* Draw it to the screen */ SDL_GL_SwapBuffers( ); GLint t = SDL_GetTicks(); //if (t - T0 >= 50) { GLfloat seconds = (t - T0) / 1000.0; pfps = 1 / seconds; //printf("%d frames in %g seconds = %g FPS\n", Frames, seconds, fps); T0 = t; //Frames = 0; } #ifdef PERFORMANCE_PROFILE t2 = GetMicroSeconds(); cout << "SwapBuffers() ticks: " << t2-t1 << endl; t1 = GetMicroSeconds(); cout << endl; #endif return( TRUE ); }
MATHVECTOR <float, 3> AI_Car_Experimental::GetPatchWidthVector(const BEZIER & patch) { return ((patch.GetPoint(0,0) + patch.GetPoint(3,0)) - (patch.GetPoint(0,3) + patch.GetPoint(3,3))) * 0.5; }
MATHVECTOR <float, 3> AI_Car_Experimental::GetPatchBackCenter(const BEZIER & patch) { return (patch.GetPoint(3,0) + patch.GetPoint(3,3)) * 0.5; }