Esempio n. 1
0
 private void LoadTrack()
 {
     _tri       = new TriFile(GameConfig.SelectedTrackDescription.FileName);
     _assembler = new TrackAssembler();
     GameConfig.CurrentTrack             = _assembler.Assemble(_tri);
     GameConfig.CurrentTrack.Description = GameConfig.SelectedTrackDescription;
 }
Esempio n. 2
0
        public Track Assemble(TriFile tri)
        {
            _tri = tri;
            AddProgress("Reading track scenery file");
            _trackFam = tri.IsOpenRoad ? new OpenRoadTrackfamFile(tri.FileName, GameConfig.AlternativeTimeOfDay) : new TrackfamFile(tri.FileName, GameConfig.AlternativeTimeOfDay);
            AssembleTrackSegments();

            Track track = new Track();

            track.RoadNodes           = _tri.Nodes;
            track.SceneryItems        = AssembleSceneryItems();
            track.TerrainSegments     = _tri.Segments;
            track.TerrainVertexBuffer = AssembleTerrainVertices();
            track.FenceVertexBuffer   = AssembleFenceVertices();
            track.TrackFam            = _trackFam;
            track.IsOpenRoad          = _tri.IsOpenRoad;

            // Find checkpoint scenery object and use it to mark the end of the track.
            // Or ignore it and mark the end of the track as the last node to allow us to drive past the checkpoint!
            if (tri.IsOpenRoad && GameConfig.RespectOpenRoadCheckpoints)
            {
                foreach (var obj in _tri.Scenery)
                {
                    if (obj.Descriptor.ResourceId == OPEN_ROAD_CHECKPOINT_SCENERYITEM_ID)
                    {
                        track.CheckpointNode = obj.ReferenceNode;
                        break;
                    }
                }
            }
            else
            {
                track.CheckpointNode = _tri.Nodes.Count - 2;
            }

            track.Initialize();
            return(track);
        }