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RaceTrack.cpp
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RaceTrack.cpp
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#include "RaceTrack.h"
#include <mastdlib.h>
using namespace MAUtil;
template <typename T>
inline T catmull_rom_weight(const Vector<T>& points, int i) {
int negative = i-1;
if(negative<0) negative = points.size()-1;
size_t i1 = (size_t)negative;
size_t i2 = (size_t)(i+1) % points.size();
return (points[i2]-points[i1])*0.5f;
}
template<typename T>
T spline_interpolate(float s, const T& P1, const T& P2, const T T1, const T T2) {
float h1 = 2*s*s*s - 3*s*s + 1; // calculate basis function 1
float h2 = -2*s*s*s + 3*s*s; // calculate basis function 2
float h3 = s*s*s - 2*s*s + s; // calculate basis function 3
float h4 = s*s*s - s*s; // calculate basis function 4
T p = P1*h1 + // multiply and sum all funtions
P2*h2 + // together to build the interpolated
T1*h3 + // point along the curve.
T2*h4;
return p;
}
template <typename T>
T catmull_rom_interpolate(const Vector<T>& src, int i, float t) {
const T& P1 = src[(i)%src.size()];
const T& P2 = src[(i+1)%src.size()];
const T T1 = catmull_rom_weight<T>(src, i);
const T T2 = catmull_rom_weight<T>(src, i+1);
return spline_interpolate(t, P1, P2, T1, T2);
}
template <typename T>
void catmull_rom_interpolate(const Vector<T>& src, Vector<T>& dst, int i, int steps) {
const T& P1 = src[(i)%src.size()];
const T& P2 = src[(i+1)%src.size()];
const T T1 = catmull_rom_weight<T>(src, i);
const T T2 = catmull_rom_weight<T>(src, i+1);
for(int t = 0; t < steps; t++) {
float s = (float)t / (float) steps; // scale s to go from 0 to 1
dst.add(spline_interpolate(s, P1, P2, T1, T2));
}
}
void RaceTrack::setFloorTexture(GLuint floorTexture) {
this->floorTexture = floorTexture;
}
float RaceTrack::getWidth()
{
return mTrackWidth;
}
void RaceTrack::init(int numRaceTrackNodes) {
const float totalSize = 400.0;
vec3 upVector(0.0f, 1.0f, 0.0f);
mTrackWidth = 60.0f;
vec3 trackNormal = upVector;
vec3 centriDir = upVector;
vec3 start;
MAUtil::Vector<vec3> iLeftPoints;
MAUtil::Vector<vec3> iRightPoints;
MAUtil::Vector<TriangleStrip> strips;
for(int i = 0; i < numRaceTrackNodes; i++) {
float t = ((float)i/(float)numRaceTrackNodes);
float x = cos(t*2.0*3.14159)*totalSize*3.0;
float z = sin(t*4.0*3.14159)*totalSize*3.0;
float y = z + cos(t*1.0*3.14159)*(totalSize/4.0) + sin(t*8.0*3.14159)*(totalSize/2.0)*sin(t*3.14159);
float trackWidth = mTrackWidth;
vec3 end(x, y, z);
if(i > 0) {
vec3 direction = end-start;
direction.normalize();
float banking = 0.15;
trackNormal += centriDir*banking;
trackNormal.normalize();
vec3 ortho = direction.cross(trackNormal);
ortho.normalize();
centriDir = direction.cross(ortho);
centriDir.normalize();
ortho *= trackWidth;
leftPoints.add(start-ortho);
rightPoints.add(start+ortho);
if(i == numRaceTrackNodes-1) {
leftPoints.add(end-ortho);
rightPoints.add(end+ortho);
}
}
start = end;
}
for(int i = 0; i < leftPoints.size(); i++) {
int steps = 100;
float scale = (leftPoints[(i+1)%leftPoints.size()] - leftPoints[i]).length()/(totalSize);
steps = (int)((float)steps*scale);
if(steps<1)steps = 1;
catmull_rom_interpolate<vec3>(leftPoints, iLeftPoints, i, steps);
catmull_rom_interpolate<vec3>(rightPoints, iRightPoints, i, steps);
}
mTotalLength = 0;
strips.resize(1);
for(int i = 0; i <= iLeftPoints.size(); i++) {
int startIndex = i-1;
if(startIndex<0) startIndex = iLeftPoints.size()-1;
vec3 startLeft = iLeftPoints[startIndex];
vec3 startRight = iRightPoints[startIndex];
float distance = (float)i / (float) iLeftPoints.size();
float scale = 50.0f;
distance *= scale;
float uLeftStart = 0.0;
float vLeftStart = distance;
float uRightStart = 1.0;
float vRightStart = distance;
strips[0].vertices.add(startLeft);
strips[0].vertices.add(startRight);
strips[0].textureCoordinates.add(vec2(uLeftStart, vLeftStart));
strips[0].textureCoordinates.add(vec2(uRightStart, vRightStart));
vec3 mid_start = startLeft + (startRight-startLeft)*0.5;
vec3 mid_end = iLeftPoints[i] + (iRightPoints[i]-iLeftPoints[i])*0.5;
mTotalLength += (mid_end-mid_start).length();
}
initVBO(strips);
}
void RaceTrack::getCameraVectors(float t, vec3& position, vec3& direction, vec3& up) {
t+=mTotalLength;
t/=mTotalLength;
t = fmod(t, 1.0f);
float location = t*(float)(leftPoints.size());
float flooredLocation = floor(location);
int i = (int)flooredLocation;
location -= flooredLocation;
// spline interpolation
vec3 leftPos = catmull_rom_interpolate(leftPoints, i, location);
vec3 rightPos = catmull_rom_interpolate(rightPoints, i, location);
vec3 nextLeftPos = catmull_rom_interpolate(leftPoints, i, location + 0.001f);
vec3 nextRightPos = catmull_rom_interpolate(rightPoints, i, location + 0.001f);
vec3 target = nextLeftPos + (nextRightPos - nextLeftPos)*0.5f;
vec3 pos = leftPos + (rightPos - leftPos)*0.5f;
direction = target-pos;
direction.normalize();
vec3 ortho = (rightPos-leftPos);
position = leftPos + (ortho/2.0);
ortho.normalize();
up = direction.cross(ortho);
up.normalize();
position += up*20.0;
}
void RaceTrack::render() {
glColor4x(0xffff, 0xffff, 0xffff, 0xffff);
glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glBindTexture(GL_TEXTURE_2D, floorTexture);
renderVBO();
}
void RaceTrack::renderMap(const vec3 &pos, const vec3& dir)
{
glColor4x(0xffff, 0xffff, 0xffff, 0xffff>>2);
glDisable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
glPushMatrix();
glLoadIdentity();
glTranslatef(3.2,-2.2, -5);
glRotatef(-90, 1, 0, 0);
vec2 up = vec2(0, 1);
vec2 dir2d = vec2(dir.x, dir.z);
dir2d.normalize();
float angle = up.signed_angle(dir2d);
glRotatef(angle*360/(M_PI*2.0), 0, 1, 0);
glScalef(0.00075, 0.0000, 0.00075);
renderVBO();
// render marker
// Set up the vertex array.
GLfloat vcoords[4*3] = {
-30.0f, 0.0f, -30.0f,
30.0f, 0.0f, -30.0f,
-30.0f, 0.0f, 30.0f,
30.0f, 0.0f, 30.0f,
};
for(int i = 0; i < 4; i++)
{
vcoords[i*3+0] += pos.x;
vcoords[i*3+1] += pos.y;
vcoords[i*3+2] += pos.z;
}
glDisable(GL_BLEND);
glColor4x(0xffff, 0, 0, 0xffff);
// Set pointers to vertex coordinates and colors.
glVertexPointer(3, GL_FLOAT, 0, vcoords);
glEnableClientState( GL_VERTEX_ARRAY );
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
}