private unsafe void UpdateGeometry() { DestroyGeometry(); Curve positionCurve = GetPositionCurve(); Curve radiusCurve = null; { bool existsSpecialRadius = false; foreach (MapCurvePoint point in Points) { RenderableCurvePoint point2 = point as RenderableCurvePoint; if (point2 != null && point2.OverrideRadius >= 0) { existsSpecialRadius = true; break; } } if (existsSpecialRadius) { switch (radiusCurveType) { case RadiusCurveTypes.UniformCubicSpline: radiusCurve = new UniformCubicSpline(); break; case RadiusCurveTypes.Bezier: radiusCurve = new BezierCurve(); break; case RadiusCurveTypes.Line: radiusCurve = new LineCurve(); break; } for (int n = 0; n < Points.Count; n++) { MapCurvePoint point = Points[n]; if (!point.Editor_IsExcludedFromWorld()) { float rad = radius; RenderableCurvePoint renderableCurvePoint = point as RenderableCurvePoint; if (renderableCurvePoint != null && renderableCurvePoint.OverrideRadius >= 0) rad = renderableCurvePoint.OverrideRadius; radiusCurve.AddValue(point.Time, new Vec3(rad, 0, 0)); } } } } //create mesh Vertex[] vertices = null; int[] indices = null; if (positionCurve != null && positionCurve.Values.Count > 1 && Points.Count >= 2) { Vec3 positionOffset = -Position; int steps = (Points.Count - 1) * pathSteps + 1; int vertexCount = steps * (shapeSegments + 1); int indexCount = (steps - 1) * shapeSegments * 2 * 3; vertices = new Vertex[vertexCount]; indices = new int[indexCount]; //fill data { int currentVertex = 0; int currentIndex = 0; float currentDistance = 0; Vec3 lastPosition = Vec3.Zero; Quat lastRot = Quat.Identity; for (int nStep = 0; nStep < steps; nStep++) { int startStepVertexIndex = currentVertex; float coefficient = (float)nStep / (float)(steps - 1); Vec3 pos = CalculateCurvePointByCoefficient(coefficient) + positionOffset; Quat rot; { Vec3 v = CalculateCurvePointByCoefficient(coefficient + .3f / (float)(steps - 1)) - CalculateCurvePointByCoefficient(coefficient); if (v != Vec3.Zero) rot = Quat.FromDirectionZAxisUp(v.GetNormalize()); else rot = lastRot; } if (nStep != 0) currentDistance += (pos - lastPosition).Length(); float rad; if (radiusCurve != null) { Range range = new Range(radiusCurve.Times[0], radiusCurve.Times[radiusCurve.Times.Count - 1]); float t = range.Minimum + (range.Maximum - range.Minimum) * coefficient; rad = radiusCurve.CalculateValueByTime(t).X; } else rad = radius; for (int nSegment = 0; nSegment < shapeSegments + 1; nSegment++) { float rotateCoefficient = ((float)nSegment / (float)(shapeSegments)); float angle = rotateCoefficient * MathFunctions.PI * 2; Vec3 p = pos + rot * new Vec3(0, MathFunctions.Cos(angle) * rad, MathFunctions.Sin(angle) * rad); Vertex vertex = new Vertex(); vertex.position = p; Vec3 pp = p - pos; if (pp != Vec3.Zero) vertex.normal = pp.GetNormalize(); else vertex.normal = Vec3.XAxis; //vertex.normal = ( p - pos ).GetNormalize(); vertex.texCoord = new Vec2(currentDistance * textureCoordinatesTilesPerMeter, rotateCoefficient + .25f); vertex.tangent = new Vec4(rot.GetForward(), 1); vertices[currentVertex++] = vertex; } if (nStep < steps - 1) { for (int nSegment = 0; nSegment < shapeSegments; nSegment++) { indices[currentIndex++] = startStepVertexIndex + nSegment; indices[currentIndex++] = startStepVertexIndex + nSegment + 1; indices[currentIndex++] = startStepVertexIndex + nSegment + 1 + shapeSegments + 1; indices[currentIndex++] = startStepVertexIndex + nSegment + 1 + shapeSegments + 1; indices[currentIndex++] = startStepVertexIndex + nSegment + shapeSegments + 1; indices[currentIndex++] = startStepVertexIndex + nSegment; } } lastPosition = pos; lastRot = rot; } if (currentVertex != vertexCount) Log.Fatal("RenderableCurve: UpdateRenderingGeometry: currentVertex != vertexCount."); if (currentIndex != indexCount) Log.Fatal("RenderableCurve: UpdateRenderingGeometry: currentIndex != indexCount."); } if (vertices.Length != 0 && indices.Length != 0) { //create mesh string meshName = MeshManager.Instance.GetUniqueName( string.Format("__RenderableCurve_{0}_{1}", Name, uniqueMeshIdentifier)); uniqueMeshIdentifier++; //string meshName = MeshManager.Instance.GetUniqueName( string.Format( "__RenderableCurve_{0}", Name ) ); mesh = MeshManager.Instance.CreateManual(meshName); SubMesh subMesh = mesh.CreateSubMesh(); subMesh.UseSharedVertices = false; //init vertexData VertexDeclaration declaration = subMesh.VertexData.VertexDeclaration; declaration.AddElement(0, 0, VertexElementType.Float3, VertexElementSemantic.Position); declaration.AddElement(0, 12, VertexElementType.Float3, VertexElementSemantic.Normal); declaration.AddElement(0, 24, VertexElementType.Float2, VertexElementSemantic.TextureCoordinates, 0); declaration.AddElement(0, 32, VertexElementType.Float4, VertexElementSemantic.Tangent, 0); fixed (Vertex* pVertices = vertices) { subMesh.VertexData = VertexData.CreateFromArray(declaration, (IntPtr)pVertices, vertices.Length * Marshal.SizeOf(typeof(Vertex))); } subMesh.IndexData = IndexData.CreateFromArray(indices, 0, indices.Length, false); //set material subMesh.MaterialName = materialName; //set mesh gabarites Bounds bounds = Bounds.Cleared; foreach (Vertex vertex in vertices) bounds.Add(vertex.position); mesh.SetBoundsAndRadius(bounds, bounds.GetRadius()); } } //create MeshObject, SceneNode if (mesh != null) { meshObject = SceneManager.Instance.CreateMeshObject(mesh.Name); if (meshObject != null) { meshObject.SetMaterialNameForAllSubObjects(materialName); meshObject.CastShadows = true; sceneNode = new SceneNode(); sceneNode.Attach(meshObject); //apply offset sceneNode.Position = Position; MapObject.AssociateSceneNodeWithMapObject(sceneNode, this); } } //create collision body if (mesh != null && collision) { Vec3[] positions = new Vec3[vertices.Length]; for (int n = 0; n < vertices.Length; n++) positions[n] = vertices[n].position; string meshPhysicsMeshName = PhysicsWorld.Instance.AddCustomMeshGeometry(positions, indices, null, MeshShape.MeshTypes.TriangleMesh, 0, 0); collisionBody = PhysicsWorld.Instance.CreateBody(); collisionBody.Static = true; collisionBody._InternalUserData = this; collisionBody.Position = Position; MeshShape shape = collisionBody.CreateMeshShape(); shape.MeshName = meshPhysicsMeshName; shape.MaterialName = CollisionMaterialName; shape.ContactGroup = (int)ContactGroup.Collision; //shape.VehicleDrivableSurface = collisionVehicleDrivableSurface; collisionBody.PushedToWorld = true; } needUpdate = false; }
private unsafe void UpdateGeometry() { DestroyGeometry(); Curve positionCurve = GetPositionCurve(); Curve radiusCurve = null; { bool existsSpecialRadius = false; foreach (MapCurvePoint point in Points) { RenderableCurvePoint point2 = point as RenderableCurvePoint; if (point2 != null && point2.OverrideRadius >= 0) { existsSpecialRadius = true; break; } } if (existsSpecialRadius) { switch (radiusCurveType) { case RadiusCurveTypes.UniformCubicSpline: radiusCurve = new UniformCubicSpline(); break; case RadiusCurveTypes.Bezier: radiusCurve = new BezierCurve(); break; case RadiusCurveTypes.Line: radiusCurve = new LineCurve(); break; } for (int n = 0; n < Points.Count; n++) { MapCurvePoint point = Points[n]; if (!point.Editor_IsExcludedFromWorld()) { float rad = radius; RenderableCurvePoint renderableCurvePoint = point as RenderableCurvePoint; if (renderableCurvePoint != null && renderableCurvePoint.OverrideRadius >= 0) { rad = renderableCurvePoint.OverrideRadius; } radiusCurve.AddValue(point.Time, new Vec3(rad, 0, 0)); } } } } //create mesh Vertex[] vertices = null; int[] indices = null; if (positionCurve != null && positionCurve.Values.Count > 1 && Points.Count >= 2) { Vec3 positionOffset = -Position; int steps = (Points.Count - 1) * pathSteps + 1; int vertexCount = steps * (shapeSegments + 1); int indexCount = (steps - 1) * shapeSegments * 2 * 3; vertices = new Vertex[vertexCount]; indices = new int[indexCount]; //fill data { int currentVertex = 0; int currentIndex = 0; float currentDistance = 0; Vec3 lastPosition = Vec3.Zero; Quat lastRot = Quat.Identity; for (int nStep = 0; nStep < steps; nStep++) { int startStepVertexIndex = currentVertex; float coefficient = (float)nStep / (float)(steps - 1); Vec3 pos = CalculateCurvePointByCoefficient(coefficient) + positionOffset; Quat rot; { Vec3 v = CalculateCurvePointByCoefficient(coefficient + .3f / (float)(steps - 1)) - CalculateCurvePointByCoefficient(coefficient); if (v != Vec3.Zero) { rot = Quat.FromDirectionZAxisUp(v.GetNormalize()); } else { rot = lastRot; } } if (nStep != 0) { currentDistance += (pos - lastPosition).Length(); } float rad; if (radiusCurve != null) { Range range = new Range(radiusCurve.Times[0], radiusCurve.Times[radiusCurve.Times.Count - 1]); float t = range.Minimum + (range.Maximum - range.Minimum) * coefficient; rad = radiusCurve.CalculateValueByTime(t).X; } else { rad = radius; } for (int nSegment = 0; nSegment < shapeSegments + 1; nSegment++) { float rotateCoefficient = ((float)nSegment / (float)(shapeSegments)); float angle = rotateCoefficient * MathFunctions.PI * 2; Vec3 p = pos + rot * new Vec3(0, MathFunctions.Cos(angle) * rad, MathFunctions.Sin(angle) * rad); Vertex vertex = new Vertex(); vertex.position = p; Vec3 pp = p - pos; if (pp != Vec3.Zero) { vertex.normal = pp.GetNormalize(); } else { vertex.normal = Vec3.XAxis; } //vertex.normal = ( p - pos ).GetNormalize(); vertex.texCoord = new Vec2(currentDistance * textureCoordinatesTilesPerMeter, rotateCoefficient + .25f); vertex.tangent = new Vec4(rot.GetForward(), 1); vertices[currentVertex++] = vertex; } if (nStep < steps - 1) { for (int nSegment = 0; nSegment < shapeSegments; nSegment++) { indices[currentIndex++] = startStepVertexIndex + nSegment; indices[currentIndex++] = startStepVertexIndex + nSegment + 1; indices[currentIndex++] = startStepVertexIndex + nSegment + 1 + shapeSegments + 1; indices[currentIndex++] = startStepVertexIndex + nSegment + 1 + shapeSegments + 1; indices[currentIndex++] = startStepVertexIndex + nSegment + shapeSegments + 1; indices[currentIndex++] = startStepVertexIndex + nSegment; } } lastPosition = pos; lastRot = rot; } if (currentVertex != vertexCount) { Log.Fatal("RenderableCurve: UpdateRenderingGeometry: currentVertex != vertexCount."); } if (currentIndex != indexCount) { Log.Fatal("RenderableCurve: UpdateRenderingGeometry: currentIndex != indexCount."); } } if (vertices.Length != 0 && indices.Length != 0) { //create mesh string meshName = MeshManager.Instance.GetUniqueName( string.Format("__RenderableCurve_{0}_{1}", Name, uniqueMeshIdentifier)); uniqueMeshIdentifier++; //string meshName = MeshManager.Instance.GetUniqueName( string.Format( "__RenderableCurve_{0}", Name ) ); mesh = MeshManager.Instance.CreateManual(meshName); SubMesh subMesh = mesh.CreateSubMesh(); subMesh.UseSharedVertices = false; //init vertexData VertexDeclaration declaration = subMesh.VertexData.VertexDeclaration; declaration.AddElement(0, 0, VertexElementType.Float3, VertexElementSemantic.Position); declaration.AddElement(0, 12, VertexElementType.Float3, VertexElementSemantic.Normal); declaration.AddElement(0, 24, VertexElementType.Float2, VertexElementSemantic.TextureCoordinates, 0); declaration.AddElement(0, 32, VertexElementType.Float4, VertexElementSemantic.Tangent, 0); fixed(Vertex *pVertices = vertices) { subMesh.VertexData = VertexData.CreateFromArray(declaration, (IntPtr)pVertices, vertices.Length * Marshal.SizeOf(typeof(Vertex))); } subMesh.IndexData = IndexData.CreateFromArray(indices, 0, indices.Length, false); //set material subMesh.MaterialName = materialName; //set mesh gabarites Bounds bounds = Bounds.Cleared; foreach (Vertex vertex in vertices) { bounds.Add(vertex.position); } mesh.SetBoundsAndRadius(bounds, bounds.GetRadius()); } } //create MeshObject, SceneNode if (mesh != null) { meshObject = SceneManager.Instance.CreateMeshObject(mesh.Name); if (meshObject != null) { meshObject.SetMaterialNameForAllSubObjects(materialName); meshObject.CastShadows = true; sceneNode = new SceneNode(); sceneNode.Attach(meshObject); //apply offset sceneNode.Position = Position; MapObject.AssociateSceneNodeWithMapObject(sceneNode, this); } } //create collision body if (mesh != null && collision) { Vec3[] positions = new Vec3[vertices.Length]; for (int n = 0; n < vertices.Length; n++) { positions[n] = vertices[n].position; } string meshPhysicsMeshName = PhysicsWorld.Instance.AddCustomMeshGeometry(positions, indices, null, MeshShape.MeshTypes.TriangleMesh, 0, 0); collisionBody = PhysicsWorld.Instance.CreateBody(); collisionBody.Static = true; collisionBody._InternalUserData = this; collisionBody.Position = Position; MeshShape shape = collisionBody.CreateMeshShape(); shape.MeshName = meshPhysicsMeshName; shape.MaterialName = CollisionMaterialName; shape.ContactGroup = (int)ContactGroup.Collision; //shape.VehicleDrivableSurface = collisionVehicleDrivableSurface; collisionBody.PushedToWorld = true; } needUpdate = false; }