170 lines
6.1 KiB
C++
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 ¢er, 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
|
|
|