void ROADPATCH::AddRacinglineScenenode( SCENENODE & node, const ROADPATCH & nextpatch, std::tr1::shared_ptr<TEXTURE> racingline_texture) { //Create racing line scenenode keyed_container <DRAWABLE>::handle drawhandle = node.GetDrawlist().normal_blend.insert(DRAWABLE()); DRAWABLE & draw = node.GetDrawlist().normal_blend.get(drawhandle); draw.SetDiffuseMap(racingline_texture); draw.SetDecal(true); draw.SetVertArray(&racingline_vertexarray); const MATHVECTOR <float, 3> & r0 = patch.GetRacingLine(); const MATHVECTOR <float, 3> & r1 = nextpatch.patch.GetRacingLine(); MATHVECTOR <float, 3> v0 = r0 + (patch.GetPoint(0,0) - r0).Normalize()*0.1; MATHVECTOR <float, 3> v1 = r0 + (patch.GetPoint(0,3) - r0).Normalize()*0.1; MATHVECTOR <float, 3> v2 = r1 + (nextpatch.GetPatch().GetPoint(0,3) - r1).Normalize()*0.1; MATHVECTOR <float, 3> v3 = r1 + (nextpatch.GetPatch().GetPoint(0,0) - r1).Normalize()*0.1; float trackoffset = 0.1; v0[2] += trackoffset; v1[2] += trackoffset; v2[2] += trackoffset; v3[2] += trackoffset; float vcorners[12]; float uvs[8]; int bfaces[6]; vcorners[0] = v0[0]; vcorners[1] = v0[1]; vcorners[2] = v0[2]; vcorners[3] = v1[0]; vcorners[4] = v1[1]; vcorners[5] = v1[2]; vcorners[6] = v2[0]; vcorners[7] = v2[1]; vcorners[8] = v2[2]; vcorners[9] = v3[0]; vcorners[10] = v3[1]; vcorners[11] = v3[2]; uvs[0] = 0; uvs[1] = 0; uvs[2] = 1; uvs[3] = 0; uvs[4] = 1; uvs[5] = (v2-v1).Magnitude(); uvs[6] = 0; uvs[7] = (v2-v1).Magnitude(); bfaces[0] = 0; bfaces[1] = 2; bfaces[2] = 1; bfaces[3] = 0; bfaces[4] = 3; bfaces[5] = 2; racingline_vertexarray.SetFaces(bfaces, 6); racingline_vertexarray.SetVertices(vcorners, 12); racingline_vertexarray.SetTexCoordSets(1); racingline_vertexarray.SetTexCoords(0, uvs, 8); }
void ROADPATCH::AddRacinglineScenenode( SCENENODE & node, const ROADPATCH & nextpatch, std::tr1::shared_ptr<TEXTURE> racingline_texture) { //Create racing line scenenode keyed_container <DRAWABLE>::handle drawhandle = node.GetDrawlist().normal_blend.insert(DRAWABLE()); DRAWABLE & draw = node.GetDrawlist().normal_blend.get(drawhandle); draw.SetDiffuseMap(racingline_texture); draw.SetDecal(true); draw.SetVertArray(&racingline_vertexarray); MATHVECTOR <float, 3> v0 = racing_line + (patch.GetPoint(0,0) - racing_line).Normalize()*0.1; MATHVECTOR <float, 3> v1 = racing_line + (patch.GetPoint(0,3) - racing_line).Normalize()*0.1; MATHVECTOR <float, 3> v2 = nextpatch.racing_line + (nextpatch.GetPatch().GetPoint(0,3) - nextpatch.racing_line).Normalize()*0.1; MATHVECTOR <float, 3> v3 = nextpatch.racing_line + (nextpatch.GetPatch().GetPoint(0,0) - nextpatch.racing_line).Normalize()*0.1; //transform from bezier space into world space v0.Set(v0[2],v0[0],v0[1]); v1.Set(v1[2],v1[0],v1[1]); v2.Set(v2[2],v2[0],v2[1]); v3.Set(v3[2],v3[0],v3[1]); float trackoffset = 0.1; v0[2] += trackoffset; v1[2] += trackoffset; v2[2] += trackoffset; v3[2] += trackoffset; float vcorners[12]; float uvs[8]; int bfaces[6]; //std::cout << v0 << std::endl; vcorners[0] = v0[0]; vcorners[1] = v0[1]; vcorners[2] = v0[2]; vcorners[3] = v1[0]; vcorners[4] = v1[1]; vcorners[5] = v1[2]; vcorners[6] = v2[0]; vcorners[7] = v2[1]; vcorners[8] = v2[2]; vcorners[9] = v3[0]; vcorners[10] = v3[1]; vcorners[11] = v3[2]; //std::cout << v0 << endl; //std::cout << racing_line << endl; uvs[0] = 0; uvs[1] = 0; uvs[2] = 1; uvs[3] = 0; uvs[4] = 1; uvs[5] = (v2-v1).Magnitude(); uvs[6] = 0; uvs[7] = (v2-v1).Magnitude(); bfaces[0] = 0; bfaces[1] = 2; bfaces[2] = 1; bfaces[3] = 0; bfaces[4] = 3; bfaces[5] = 2; racingline_vertexarray.SetFaces(bfaces, 6); racingline_vertexarray.SetVertices(vcorners, 12); racingline_vertexarray.SetTexCoordSets(1); racingline_vertexarray.SetTexCoords(0, uvs, 8); }