stk-code_catmod/src/graphics/show_curve.cpp
2018-01-21 15:35:38 +08:00

170 lines
6.1 KiB
C++

//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2012-2015 Joerg Henrichs
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef SERVER_ONLY
#include "graphics/show_curve.hpp"
#include "graphics/material_manager.hpp"
#include "graphics/sp/sp_dynamic_draw_call.hpp"
#include "graphics/sp/sp_shader_manager.hpp"
#include "utils/mini_glm.hpp"
#include "utils/vec3.hpp"
/** ShowCurve constructor. It just creates an empty dynamic draw call.
*/
ShowCurve::ShowCurve(float width, float height,
const irr::video::SColor &color)
: m_width(width), m_height(height), m_color(color),
m_first_vertices(true), m_visible(true)
{
m_dy_dc = std::make_shared<SP::SPDynamicDrawCall>
(irr::scene::EPT_TRIANGLES,
SP::SPShaderManager::get()->getSPShader("alphablend"),
material_manager->getDefaultSPMaterial("alphablend"));
SP::addDynamicDrawCall(m_dy_dc);
} // ShowCurve
// ----------------------------------------------------------------------------
/** The destructor removes this scene node and frees the mesh. */
ShowCurve::~ShowCurve()
{
m_dy_dc->removeFromSP();
} // ShowCurve
// ----------------------------------------------------------------------------
/** Adds a point to the curve ('tunnel'). This adds 4 vertices, and it creates
* the triangles to connect it to the previous point.
* \param pnt The new point to add.
*/
void ShowCurve::addPoint(const Vec3 &pnt)
{
if (!m_first_vertices)
{
m_previous_vertices = m_current_vertices;
}
// 1. Append the four new vertices
// -------------------------------
const float w2 = 0.5f*m_width, h2 = 0.5f*m_height;
m_current_vertices[0].m_position = Vec3(pnt + Vec3(-w2, -h2, 0)).toIrrVector();
m_current_vertices[1].m_position = Vec3(pnt + Vec3( w2, -h2, 0)).toIrrVector();
m_current_vertices[2].m_position = Vec3(pnt + Vec3( w2, h2, 0)).toIrrVector();
m_current_vertices[3].m_position = Vec3(pnt + Vec3(-w2, h2, 0)).toIrrVector();
m_current_vertices[0].m_normal =
MiniGLM::compressVector3(core::vector3df(-w2, -h2, 0).normalize());
m_current_vertices[1].m_normal =
MiniGLM::compressVector3(core::vector3df( w2, -h2, 0).normalize());
m_current_vertices[2].m_normal =
MiniGLM::compressVector3(core::vector3df( w2, h2, 0).normalize());
m_current_vertices[3].m_normal =
MiniGLM::compressVector3(core::vector3df(-w2, h2, 0).normalize());
m_current_vertices[0].m_color = m_color;
m_current_vertices[1].m_color = m_color;
m_current_vertices[2].m_color = m_color;
m_current_vertices[3].m_color = m_color;
// 2. Handle the first point, which does not define any triangles.
// ----------------------------------------------------------------
// The first point does not create any triangles.
if (m_first_vertices)
{
m_first_vertices = false;
return;
}
// 3. Connect to previous vertices
// ------------------------------
// Create space for the vertices: we need 2 triangles for each of the
// 4 sides of the 'tunnel', so all in all 24 vertices.
for (unsigned int i = 0; i < 4; i++)
{
m_dy_dc->addSPMVertex(m_previous_vertices[i]);
m_dy_dc->addSPMVertex(m_current_vertices[i]);
m_dy_dc->addSPMVertex(m_current_vertices[(i + 1) % 4]);
m_dy_dc->addSPMVertex(m_previous_vertices[i]);
m_dy_dc->addSPMVertex(m_current_vertices[(i + 1) % 4]);
m_dy_dc->addSPMVertex(m_previous_vertices[(i + 1) % 4]);
}
// addPoint can be called more than once per frame, so reload it from the
// beginning every time
m_dy_dc->setUpdateOffset(0);
m_dy_dc->recalculateBoundingBox();
} // addPoint
// ----------------------------------------------------------------------------
void ShowCurve::clear()
{
m_first_vertices = true;
m_dy_dc->setUpdateOffset(-1);
m_dy_dc->getVerticesVector().clear();
} // clear
// ----------------------------------------------------------------------------
/** Makes this curve to show a circle with given center point and radius.
* \param center Center point of the circle.
* \param radius Radius of the circle.
*/
void ShowCurve::makeCircle(const Vec3 &center, float radius)
{
clear();
const float num_segs = 40.0f;
float dx = 2.0f*M_PI/num_segs;
for(float x = 0; x <=2.0f*M_PI; x+=dx)
{
Vec3 xyz(radius*sin(x), 0.2f, radius*cos(x));
addPoint(xyz+center);
}
} // makeCircle
// ----------------------------------------------------------------------------
/** Sets the heading for the curve.
* \param heading The heading (in rad).
*/
void ShowCurve::setHeading(float heading)
{
m_dy_dc->setRotationRadians(core::vector3df(0, heading, 0));
} // setHeading
// ----------------------------------------------------------------------------
/** Makes this scene node visible or not.
*/
void ShowCurve::setVisible(bool isVisible)
{
m_visible = isVisible;
m_dy_dc->setVisible(m_visible);
} // setVisible
// ----------------------------------------------------------------------------
bool ShowCurve::isVisible() const
{
return m_visible;
} // isVisible
// ----------------------------------------------------------------------------
/** Sets the origin of this scene node.
*/
void ShowCurve::setPosition(const Vec3 &xyz)
{
m_dy_dc->setPosition(xyz.toIrrVector());
} // setPosition
// ----------------------------------------------------------------------------
#endif // !SERVER_ONLY