public void AddSegment(RoadTemplate template, MapObject start, MapObject end) { var startNode = GetOrCreateNode(start); var endNode = GetOrCreateNode(end); var edge = new RoadTopologyEdge( template, startNode, start.RoadType, endNode, end.RoadType); Edges.Add(edge); startNode.Edges.Add(edge); endNode.Edges.Add(edge); }
internal Road( ContentManager contentManager, HeightMap heightMap, RoadTemplate template, Vector3 startPosition, Vector3 endPosition) { const float heightBias = 1f; const float createNewVerticesHeightDeltaThreshold = 0.002f; var distance = Vector3.Distance(startPosition, endPosition); var direction = Vector3.Normalize(endPosition - startPosition); var centerToEdgeDirection = Vector3.Cross(Vector3.UnitZ, direction); var up = Vector3.Cross(direction, centerToEdgeDirection); var halfWidth = template.RoadWidth / 2; var textureAtlasSplit = 1 / 3f; var vertices = new List <RoadVertex>(); // Step along road segment in units of 10. If the delta between // (a) the straight line from previous point to finish and // (b) the actual height of the terrain at this point // is > a threshold, create extra vertices. // TODO: I don't know if this is the right algorithm. void AddVertexPair(in Vector3 position, float distanceAlongRoad) { var u = distanceAlongRoad / 50; var p0 = position - centerToEdgeDirection * halfWidth; p0.Z += heightBias; vertices.Add(new RoadVertex { Position = p0, Normal = up, UV = new Vector2(u, 0) }); var p1 = position + centerToEdgeDirection * halfWidth; p1.Z += heightBias; vertices.Add(new RoadVertex { Position = p1, Normal = up, UV = new Vector2(u, textureAtlasSplit) }); } AddVertexPair(startPosition, 0); var previousPoint = startPosition; var previousPointDistance = 0; for (var currentDistance = 10; currentDistance < distance; currentDistance += 10) { var position = startPosition + direction * currentDistance; var actualHeight = heightMap.GetHeight(position.X, position.Y); var interpolatedHeight = MathUtility.Lerp(previousPoint.Z, endPosition.Z, (currentDistance - previousPointDistance) / distance); if (Math.Abs(actualHeight - interpolatedHeight) > createNewVerticesHeightDeltaThreshold) { AddVertexPair(position, currentDistance); previousPoint = position; previousPointDistance = currentDistance; } } // Add last chunk. AddVertexPair(endPosition, distance); _boundingBox = BoundingBox.CreateFromPoints(vertices.Select(x => x.Position)); _vertexBuffer = AddDisposable(contentManager.GraphicsDevice.CreateStaticBuffer( vertices.ToArray(), BufferUsage.VertexBuffer)); var indices = new List <ushort>(); for (var i = 0; i < vertices.Count - 2; i += 2) { indices.Add((ushort)(i + 0)); indices.Add((ushort)(i + 1)); indices.Add((ushort)(i + 2)); indices.Add((ushort)(i + 1)); indices.Add((ushort)(i + 2)); indices.Add((ushort)(i + 3)); } _numIndices = (uint)indices.Count; _indexBuffer = AddDisposable(contentManager.GraphicsDevice.CreateStaticBuffer( indices.ToArray(), BufferUsage.IndexBuffer)); _material = AddDisposable(new RoadMaterial( contentManager, contentManager.EffectLibrary.Road)); var texture = contentManager.Load <Texture>(Path.Combine("Art", "Textures", template.Texture)); _material.SetTexture(texture); }
internal Road( ContentManager contentManager, HeightMap heightMap, RoadTemplate template, in Vector3 startPosition,
internal Road( AssetLoadContext loadContext, HeightMap heightMap, RoadTemplate template, in Vector3 startPosition,