Esempio n. 1
0
        private Mesh GenerateFlatRightWall(float tableWidth, float tableHeight, RampVertex rv)
        {
            var invTableWidth  = 1.0f / tableWidth;
            var invTableHeight = 1.0f / tableHeight;
            var numVertices    = rv.VertexCount * 2;
            var numIndices     = (rv.VertexCount - 1) * 6;

            var mesh = new Mesh("RightWall")
            {
                Vertices = new Vertex3DNoTex2[numVertices],
                Indices  = new int[numIndices]
            };

            for (var i = 0; i < rv.VertexCount; i++)
            {
                var rgv3d1 = new Vertex3DNoTex2();
                var rgv3d2 = new Vertex3DNoTex2();

                rgv3d1.X = rv.RgvLocal[i].X;
                rgv3d1.Y = rv.RgvLocal[i].Y;
                rgv3d1.Z = rv.PointHeights[i];

                rgv3d2.X = rv.RgvLocal[i].X;
                rgv3d2.Y = rv.RgvLocal[i].Y;
                rgv3d2.Z = (rv.PointHeights[i] + _data.RightWallHeightVisible);

                if (_data.ImageAlignment == RampImageAlignment.ImageModeWorld)
                {
                    rgv3d1.Tu = rgv3d1.X * invTableWidth;
                    rgv3d1.Tv = rgv3d1.Y * invTableHeight;
                }
                else
                {
                    rgv3d1.Tu = 0;
                    rgv3d1.Tv = rv.PointRatios[i];
                }
                rgv3d2.Tu = rgv3d1.Tu;
                rgv3d2.Tv = rgv3d1.Tv;


                mesh.Vertices[i * 2]     = rgv3d1;
                mesh.Vertices[i * 2 + 1] = rgv3d2;

                if (i == rv.VertexCount - 1)
                {
                    break;
                }

                mesh.Indices[i * 6]     = i * 2;
                mesh.Indices[i * 6 + 1] = i * 2 + 1;
                mesh.Indices[i * 6 + 2] = i * 2 + 3;
                mesh.Indices[i * 6 + 3] = i * 2;
                mesh.Indices[i * 6 + 4] = i * 2 + 3;
                mesh.Indices[i * 6 + 5] = i * 2 + 2;
            }

            Mesh.ComputeNormals(mesh.Vertices, numVertices, mesh.Indices, (rv.VertexCount - 1) * 6);
            return(mesh);
        }
Esempio n. 2
0
        public RampVertex GetRampVertex(float tableHeight, float accuracy, bool incWidth)
        {
            var result = new RampVertex();

            // vvertex are the 2D vertices forming the central curve of the ramp as seen from above
            var vertex = GetCentralCurve(accuracy);

            var numVertices = vertex.Length;

            result.VertexCount  = numVertices;
            result.PointHeights = new float[numVertices];
            result.Cross        = new bool[numVertices];
            result.PointRatios  = new float[numVertices];
            result.MiddlePoints = new Vertex2D[numVertices];
            result.RgvLocal     = new Vertex2D[_data.Type != RampType.RampTypeFlat ? (numVertices + 1) * 2 : numVertices * 2];

            // Compute an approximation to the length of the central curve
            // by adding up the lengths of the line segments.
            var totalLength  = 0f;
            var bottomHeight = _data.HeightBottom + tableHeight;
            var topHeight    = _data.HeightTop + tableHeight;

            for (var i = 0; i < numVertices - 1; i++)
            {
                var v1 = vertex[i];
                var v2 = vertex[i + 1];

                var dx     = v1.X - v2.X;
                var dy     = v1.Y - v2.Y;
                var length = MathF.Sqrt(dx * dx + dy * dy);

                totalLength += length;
            }

            var currentLength = 0f;

            for (var i = 0; i < numVertices; i++)
            {
                // clamp next and prev as ramps do not loop
                var prev   = vertex[i > 0 ? i - 1 : i];
                var next   = vertex[i < numVertices - 1 ? i + 1 : i];
                var middle = vertex[i];

                result.Cross[i] = middle.IsControlPoint;

                var normal = new Vertex2D();
                // Get normal at this point
                // Notice that these values equal the ones in the line
                // equation and could probably be substituted by them.
                var v1Normal = new Vertex2D(prev.Y - middle.Y, middle.X - prev.X);                 // vector vmiddle-vprev rotated RIGHT
                var v2Normal = new Vertex2D(middle.Y - next.Y, next.X - middle.X);                 // vector vnext-vmiddle rotated RIGHT

                // special handling for beginning and end of the ramp, as ramps do not loop
                if (i == numVertices - 1)
                {
                    v1Normal.Normalize();
                    normal = v1Normal;
                }
                else if (i == 0)
                {
                    v2Normal.Normalize();
                    normal = v2Normal;
                }
                else
                {
                    v1Normal.Normalize();
                    v2Normal.Normalize();

                    if (MathF.Abs(v1Normal.X - v2Normal.X) < 0.0001 && MathF.Abs(v1Normal.Y - v2Normal.Y) < 0.0001)
                    {
                        // Two parallel segments
                        normal = v1Normal;
                    }
                    else
                    {
                        // Find intersection of the two edges meeting this points, but
                        // shift those lines outwards along their normals

                        // First line
                        var a = prev.Y - middle.Y;
                        var b = middle.X - prev.X;

                        // Shift line along the normal
                        var c = -(a * (prev.X - v1Normal.X) + b * (prev.Y - v1Normal.Y));

                        // Second line
                        var d = next.Y - middle.Y;
                        var e = middle.X - next.X;

                        // Shift line along the normal
                        var f = -(d * (next.X - v2Normal.X) + e * (next.Y - v2Normal.Y));

                        var det    = a * e - b * d;
                        var invDet = det != 0.0 ? 1.0f / det : 0.0f;

                        var intersectX = (b * f - e * c) * invDet;
                        var intersectY = (c * d - a * f) * invDet;

                        normal.X = middle.X - intersectX;
                        normal.Y = middle.Y - intersectY;
                    }
                }

                // Update current length along the ramp.
                var dx     = prev.X - middle.X;
                var dy     = prev.Y - middle.Y;
                var length = MathF.Sqrt(dx * dx + dy * dy);

                currentLength += length;

                var percentage   = currentLength / totalLength;
                var currentWidth = percentage * (_data.WidthTop - _data.WidthBottom) + _data.WidthBottom;
                result.PointHeights[i] = middle.Z + percentage * (topHeight - bottomHeight) + bottomHeight;

                AssignHeightToControlPoint(new Vertex2D(vertex[i].X, vertex[i].Y), middle.Z + percentage * (topHeight - bottomHeight) + bottomHeight);
                result.PointRatios[i] = 1.0f - percentage;

                // only change the width if we want to create vertices for rendering or for the editor
                // the collision engine uses flat type ramps
                if (IsHabitrail() && _data.Type != RampType.RampType1Wire)
                {
                    currentWidth = _data.WireDistanceX;
                    if (incWidth)
                    {
                        currentWidth += 20.0f;
                    }
                }
                else if (_data.Type == RampType.RampType1Wire)
                {
                    currentWidth = _data.WireDiameter;
                }

                result.MiddlePoints[i] = new Vertex2D(middle.X, middle.Y) + normal;
                result.RgvLocal[i]     = new Vertex2D(middle.X, middle.Y) + currentWidth * 0.5f * normal;
                result.RgvLocal[numVertices * 2 - i - 1] = new Vertex2D(middle.X, middle.Y) - currentWidth * 0.5f * normal;
            }

            return(result);
        }
        private Mesh GenerateFlatFloorMesh(Table.Table table, RampVertex rv)
        {
            var invTableWidth  = 1.0f / table.Width;
            var invTableHeight = 1.0f / table.Height;
            var numVertices    = rv.VertexCount * 2;
            var numIndices     = (rv.VertexCount - 1) * 6;

            var mesh = new Mesh("Floor")
            {
                Vertices = new Vertex3DNoTex2[numVertices],
                Indices  = new int[numIndices]
            };

            for (var i = 0; i < rv.VertexCount; i++)
            {
                var rgv3d1 = new Vertex3DNoTex2();
                var rgv3d2 = new Vertex3DNoTex2();

                rgv3d1.X = rv.RgvLocal[i].X;
                rgv3d1.Y = rv.RgvLocal[i].Y;
                rgv3d1.Z = rv.PointHeights[i] * table.GetScaleZ();

                rgv3d2.X = rv.RgvLocal[rv.VertexCount * 2 - i - 1].X;
                rgv3d2.Y = rv.RgvLocal[rv.VertexCount * 2 - i - 1].Y;
                rgv3d2.Z = rgv3d1.Z;

                if (_data.Image != null)
                {
                    if (_data.ImageAlignment == RampImageAlignment.ImageModeWorld)
                    {
                        rgv3d1.Tu = rgv3d1.X * invTableWidth;
                        rgv3d1.Tv = rgv3d1.Y * invTableHeight;
                        rgv3d2.Tu = rgv3d2.X * invTableWidth;
                        rgv3d2.Tv = rgv3d2.Y * invTableHeight;
                    }
                    else
                    {
                        rgv3d1.Tu = 1.0f;
                        rgv3d1.Tv = rv.PointRatios[i];
                        rgv3d2.Tu = 0.0f;
                        rgv3d2.Tv = rv.PointRatios[i];
                    }
                }
                else
                {
                    rgv3d1.Tu = 0.0f;
                    rgv3d1.Tv = 0.0f;
                    rgv3d2.Tu = 0.0f;
                    rgv3d2.Tv = 0.0f;
                }

                mesh.Vertices[i * 2]     = rgv3d1;
                mesh.Vertices[i * 2 + 1] = rgv3d2;

                if (i == rv.VertexCount - 1)
                {
                    break;
                }

                mesh.Indices[i * 6]     = i * 2;
                mesh.Indices[i * 6 + 1] = i * 2 + 1;
                mesh.Indices[i * 6 + 2] = i * 2 + 3;
                mesh.Indices[i * 6 + 3] = i * 2;
                mesh.Indices[i * 6 + 4] = i * 2 + 3;
                mesh.Indices[i * 6 + 5] = i * 2 + 2;
            }

            Mesh.ComputeNormals(mesh.Vertices, numVertices, mesh.Indices, (rv.VertexCount - 1) * 6);
            return(mesh);
        }