public static void ClampTerrainToRoad(HeightField terrain, Path3F road, float defaultWidth, float defaultSideFalloff, int maxNumberOfIterations, float tolerance) { if (terrain == null) { throw new ArgumentNullException("terrain"); } if (road == null) { throw new ArgumentNullException("road"); } // Compute list of line segments. (2 points per line segment!) var flattenedPoints = new List <Vector3F>(); road.Flatten(flattenedPoints, maxNumberOfIterations, tolerance); // Abort if path is empty. int numberOfLineSegments = flattenedPoints.Count / 2; if (numberOfLineSegments <= 0) { return; } // Compute accumulated lengths. (One entry for each entry in flattenedPoints.) float[] accumulatedLengths = new float[flattenedPoints.Count]; accumulatedLengths[0] = 0; for (int i = 1; i < flattenedPoints.Count; i += 2) { Vector3F previous = flattenedPoints[i - 1]; Vector3F current = flattenedPoints[i]; float length = (current - previous).Length; accumulatedLengths[i] = accumulatedLengths[i - 1] + length; if (i + 1 < flattenedPoints.Count) { accumulatedLengths[i + 1] = accumulatedLengths[i]; } } // Create a mapping between accumulatedLength and the path keys. // (accumulatedLength --> key) var pathLengthsAndKeys = new List <Pair <float, TerrainRoadPathKey> >(); { int index = 0; foreach (var key in road) { Vector3F position = key.Point; var roadKey = key as TerrainRoadPathKey; if (roadKey == null) { roadKey = new TerrainRoadPathKey { Point = key.Point, Width = defaultWidth, SideFalloff = defaultSideFalloff, }; } for (; index < flattenedPoints.Count; index++) { if (Vector3F.AreNumericallyEqual(position, flattenedPoints[index])) { pathLengthsAndKeys.Add(new Pair <float, TerrainRoadPathKey>(accumulatedLengths[index], roadKey)); break; } bool isLastLineSegment = (index + 2 == flattenedPoints.Count); if (!isLastLineSegment) { index++; } } index++; } } // Create a list of interpolated road widths and side falloffs. (One entry for each entry in flattenedPoints.) var halfWidths = new float[flattenedPoints.Count]; var sideFalloffs = new float[flattenedPoints.Count]; int previousKeyIndex = 0; var previousKey = pathLengthsAndKeys[0]; var nextKey = pathLengthsAndKeys[1]; halfWidths[0] = 0.5f * pathLengthsAndKeys[0].Second.Width; sideFalloffs[0] = pathLengthsAndKeys[0].Second.SideFalloff; for (int i = 1; i < flattenedPoints.Count; i += 2) { if (accumulatedLengths[i] > nextKey.First) { previousKey = nextKey; previousKeyIndex++; nextKey = pathLengthsAndKeys[previousKeyIndex + 1]; } float p = (accumulatedLengths[i] - previousKey.First) / (nextKey.First - previousKey.First); halfWidths[i] = 0.5f * InterpolationHelper.Lerp(previousKey.Second.Width, nextKey.Second.Width, p); sideFalloffs[i] = InterpolationHelper.Lerp(previousKey.Second.SideFalloff, nextKey.Second.SideFalloff, p); if (i + 1 < flattenedPoints.Count) { halfWidths[i + 1] = halfWidths[i]; sideFalloffs[i + 1] = sideFalloffs[i]; } } // Get AABB of road with the side falloff. Aabb aabbWithSideFalloffs; { Vector3F p = flattenedPoints[0]; float r = halfWidths[0] + sideFalloffs[0]; aabbWithSideFalloffs = new Aabb(new Vector3F(p.X - r, 0, p.Z - r), new Vector3F(p.X + r, 0, p.Z + r)); for (int i = 1; i < flattenedPoints.Count; i += 2) { p = flattenedPoints[i]; r = halfWidths[i] + sideFalloffs[i]; aabbWithSideFalloffs.Grow(new Vector3F(p.X - r, 0, p.Z - r)); aabbWithSideFalloffs.Grow(new Vector3F(p.X + r, 0, p.Z + r)); } } // Terrain properties. int numberOfSamplesX = terrain.NumberOfSamplesX; int numberOfSamplesZ = terrain.NumberOfSamplesZ; int numberOfCellsX = numberOfSamplesX - 1; int numberOfCellsZ = numberOfSamplesZ - 1; float widthX = terrain.WidthX; float cellSizeX = widthX / numberOfCellsX; float widthZ = terrain.WidthZ; float cellSizeZ = widthZ / numberOfCellsZ; float cellSizeDiagonal = (float)Math.Sqrt(cellSizeX * cellSizeX + cellSizeZ * cellSizeZ); bool isClosed = Vector3F.AreNumericallyEqual(flattenedPoints[0], flattenedPoints[flattenedPoints.Count - 1]); { // Get the line segments which of the road border. List <Vector4F> segments = new List <Vector4F>(); // 2 points per segment. Vector3F lastOrthonormal = Vector3F.Right; Vector4F previousV1 = Vector4F.Zero; Vector4F previousV2 = Vector4F.Zero; for (int i = 0; i < flattenedPoints.Count; i++) { Vector3F start = flattenedPoints[i]; Vector3F previous; bool isFirstPoint = (i == 0); if (!isFirstPoint) { previous = flattenedPoints[i - 1]; } else if (isClosed && road.SmoothEnds) { previous = flattenedPoints[flattenedPoints.Count - 2]; } else { previous = start; } Vector3F next; bool isLastPoint = (i + 1 == flattenedPoints.Count); if (!isLastPoint) { next = flattenedPoints[i + 1]; } else if (isClosed && road.SmoothEnds) { next = flattenedPoints[1]; } else { next = start; } Vector3F tangent = next - previous; Vector3F orthonormal = new Vector3F(tangent.Z, 0, -tangent.X); if (!orthonormal.TryNormalize()) { orthonormal = lastOrthonormal; } // Add 2 vertices two segments for the road side border. // // pV1 pV2 (previous vertices) // x x // | | // x x // v1 v2 (current vertices) // // We store the side falloff with the vertex: // Vectors are 4D. Height is y. Side falloff is w. Vector4F v1 = new Vector4F(start - orthonormal * (halfWidths[i] + 0), sideFalloffs[i]); Vector4F v2 = new Vector4F(start + orthonormal * (halfWidths[i] + 0), sideFalloffs[i]); if (i > 0) { segments.Add(previousV1); segments.Add(v1); segments.Add(previousV2); segments.Add(v2); if (isLastPoint && !isClosed) { // A segment for the end of the road. segments.Add(v1); segments.Add(v2); } } else { if (!isClosed) { // A segment for the start of the road. segments.Add(v1); segments.Add(v2); } } previousV1 = v1; previousV2 = v2; lastOrthonormal = orthonormal; // The flattened points list contains 2 points per line segment, which means that there // are duplicate intermediate points, which we skip. bool isLastLineSegment = (i + 2 == flattenedPoints.Count); if (!isLastLineSegment) { i++; } } // Apply the side falloff to the terrain heights. // We use a padding where the road influence is 100% because we want road width to be flat // but that means that we also have to set some triangle vertices outside the road width to // full 100% road height. float padding = cellSizeDiagonal; ClampHeightsToLineSegments(terrain, aabbWithSideFalloffs, segments, padding); } // Clamp the terrain heights to the inner part of the road. // We create quads for the road mesh and clamp the heights to the quad triangles. { Vector3F previousV1 = Vector3F.Zero; Vector3F previousV2 = Vector3F.Zero; Vector3F lastOrthonormal = Vector3F.Right; for (int i = 0; i < flattenedPoints.Count; i++) { Vector3F start = flattenedPoints[i]; Vector3F previous; bool isFirstPoint = (i == 0); if (!isFirstPoint) { previous = flattenedPoints[i - 1]; } else if (isClosed && road.SmoothEnds) { previous = flattenedPoints[flattenedPoints.Count - 2]; } else { previous = start; } Vector3F next; bool isLastPoint = (i + 1 == flattenedPoints.Count); if (!isLastPoint) { next = flattenedPoints[i + 1]; } else if (isClosed && road.SmoothEnds) { next = flattenedPoints[1]; } else { next = start; } Vector3F tangent = next - previous; Vector3F orthonormal = new Vector3F(tangent.Z, 0, -tangent.X); if (!orthonormal.TryNormalize()) { orthonormal = lastOrthonormal; } // Add 2 vertices to create a mesh like this: // // pV1 pV2 (previous vertices) // x---------------x // | | // x---------------x // v1 v2 (current vertices) // // Then we check all height samples against these triangles. // Vectors are 4D. Height is y. Influence is w. Vector3F v1 = start - orthonormal * halfWidths[i]; Vector3F v2 = start + orthonormal * halfWidths[i]; if (i > 0) { ClampHeightsToQuad(terrain, previousV1, previousV2, v1, v2); } previousV1 = v1; previousV2 = v2; lastOrthonormal = orthonormal; // The flattened points list contains 2 points per line segment, which means that there // are duplicate intermediate points, which we skip. bool isLastLineSegment = (i + 2 == flattenedPoints.Count); if (!isLastLineSegment) { i++; } } } terrain.Invalidate(); }
public static void ClampTerrainToRoad(HeightField terrain, Path3F road, float defaultWidth, float defaultSideFalloff, int maxNumberOfIterations, float tolerance) { if (terrain == null) throw new ArgumentNullException("terrain"); if (road == null) throw new ArgumentNullException("road"); // Compute list of line segments. (2 points per line segment!) var flattenedPoints = new List<Vector3F>(); road.Flatten(flattenedPoints, maxNumberOfIterations, tolerance); // Abort if path is empty. int numberOfLineSegments = flattenedPoints.Count / 2; if (numberOfLineSegments <= 0) return; // Compute accumulated lengths. (One entry for each entry in flattenedPoints.) float[] accumulatedLengths = new float[flattenedPoints.Count]; accumulatedLengths[0] = 0; for (int i = 1; i < flattenedPoints.Count; i += 2) { Vector3F previous = flattenedPoints[i - 1]; Vector3F current = flattenedPoints[i]; float length = (current - previous).Length; accumulatedLengths[i] = accumulatedLengths[i - 1] + length; if (i + 1 < flattenedPoints.Count) accumulatedLengths[i + 1] = accumulatedLengths[i]; } // Create a mapping between accumulatedLength and the path keys. // (accumulatedLength --> key) var pathLengthsAndKeys = new List<Pair<float, TerrainRoadPathKey>>(); { int index = 0; foreach (var key in road) { Vector3F position = key.Point; var roadKey = key as TerrainRoadPathKey; if (roadKey == null) { roadKey = new TerrainRoadPathKey { Point = key.Point, Width = defaultWidth, SideFalloff = defaultSideFalloff, }; } for (; index < flattenedPoints.Count; index++) { if (Vector3F.AreNumericallyEqual(position, flattenedPoints[index])) { pathLengthsAndKeys.Add(new Pair<float, TerrainRoadPathKey>(accumulatedLengths[index], roadKey)); break; } bool isLastLineSegment = (index + 2 == flattenedPoints.Count); if (!isLastLineSegment) index++; } index++; } } // Create a list of interpolated road widths and side falloffs. (One entry for each entry in flattenedPoints.) var halfWidths = new float[flattenedPoints.Count]; var sideFalloffs = new float[flattenedPoints.Count]; int previousKeyIndex = 0; var previousKey = pathLengthsAndKeys[0]; var nextKey = pathLengthsAndKeys[1]; halfWidths[0] = 0.5f * pathLengthsAndKeys[0].Second.Width; sideFalloffs[0] = pathLengthsAndKeys[0].Second.SideFalloff; for (int i = 1; i < flattenedPoints.Count; i += 2) { if (accumulatedLengths[i] > nextKey.First) { previousKey = nextKey; previousKeyIndex++; nextKey = pathLengthsAndKeys[previousKeyIndex + 1]; } float p = (accumulatedLengths[i] - previousKey.First) / (nextKey.First - previousKey.First); halfWidths[i] = 0.5f * InterpolationHelper.Lerp(previousKey.Second.Width, nextKey.Second.Width, p); sideFalloffs[i] = InterpolationHelper.Lerp(previousKey.Second.SideFalloff, nextKey.Second.SideFalloff, p); if (i + 1 < flattenedPoints.Count) { halfWidths[i + 1] = halfWidths[i]; sideFalloffs[i + 1] = sideFalloffs[i]; } } // Get AABB of road with the side falloff. Aabb aabbWithSideFalloffs; { Vector3F p = flattenedPoints[0]; float r = halfWidths[0] + sideFalloffs[0]; aabbWithSideFalloffs = new Aabb(new Vector3F(p.X - r, 0, p.Z - r), new Vector3F(p.X + r, 0, p.Z + r)); for (int i = 1; i < flattenedPoints.Count; i += 2) { p = flattenedPoints[i]; r = halfWidths[i] + sideFalloffs[i]; aabbWithSideFalloffs.Grow(new Vector3F(p.X - r, 0, p.Z - r)); aabbWithSideFalloffs.Grow(new Vector3F(p.X + r, 0, p.Z + r)); } } // Terrain properties. int numberOfSamplesX = terrain.NumberOfSamplesX; int numberOfSamplesZ = terrain.NumberOfSamplesZ; int numberOfCellsX = numberOfSamplesX - 1; int numberOfCellsZ = numberOfSamplesZ - 1; float widthX = terrain.WidthX; float cellSizeX = widthX / numberOfCellsX; float widthZ = terrain.WidthZ; float cellSizeZ = widthZ / numberOfCellsZ; float cellSizeDiagonal = (float)Math.Sqrt(cellSizeX * cellSizeX + cellSizeZ * cellSizeZ); bool isClosed = Vector3F.AreNumericallyEqual(flattenedPoints[0], flattenedPoints[flattenedPoints.Count - 1]); { // Get the line segments which of the road border. List<Vector4F> segments = new List<Vector4F>(); // 2 points per segment. Vector3F lastOrthonormal = Vector3F.Right; Vector4F previousV1 = Vector4F.Zero; Vector4F previousV2 = Vector4F.Zero; for (int i = 0; i < flattenedPoints.Count; i++) { Vector3F start = flattenedPoints[i]; Vector3F previous; bool isFirstPoint = (i == 0); if (!isFirstPoint) previous = flattenedPoints[i - 1]; else if (isClosed && road.SmoothEnds) previous = flattenedPoints[flattenedPoints.Count - 2]; else previous = start; Vector3F next; bool isLastPoint = (i + 1 == flattenedPoints.Count); if (!isLastPoint) next = flattenedPoints[i + 1]; else if (isClosed && road.SmoothEnds) next = flattenedPoints[1]; else next = start; Vector3F tangent = next - previous; Vector3F orthonormal = new Vector3F(tangent.Z, 0, -tangent.X); if (!orthonormal.TryNormalize()) orthonormal = lastOrthonormal; // Add 2 vertices two segments for the road side border. // // pV1 pV2 (previous vertices) // x x // | | // x x // v1 v2 (current vertices) // // We store the side falloff with the vertex: // Vectors are 4D. Height is y. Side falloff is w. Vector4F v1 = new Vector4F(start - orthonormal * (halfWidths[i] + 0), sideFalloffs[i]); Vector4F v2 = new Vector4F(start + orthonormal * (halfWidths[i] + 0), sideFalloffs[i]); if (i > 0) { segments.Add(previousV1); segments.Add(v1); segments.Add(previousV2); segments.Add(v2); if (isLastPoint && !isClosed) { // A segment for the end of the road. segments.Add(v1); segments.Add(v2); } } else { if (!isClosed) { // A segment for the start of the road. segments.Add(v1); segments.Add(v2); } } previousV1 = v1; previousV2 = v2; lastOrthonormal = orthonormal; // The flattened points list contains 2 points per line segment, which means that there // are duplicate intermediate points, which we skip. bool isLastLineSegment = (i + 2 == flattenedPoints.Count); if (!isLastLineSegment) i++; } // Apply the side falloff to the terrain heights. // We use a padding where the road influence is 100% because we want road width to be flat // but that means that we also have to set some triangle vertices outside the road width to // full 100% road height. float padding = cellSizeDiagonal; ClampHeightsToLineSegments(terrain, aabbWithSideFalloffs, segments, padding); } // Clamp the terrain heights to the inner part of the road. // We create quads for the road mesh and clamp the heights to the quad triangles. { Vector3F previousV1 = Vector3F.Zero; Vector3F previousV2 = Vector3F.Zero; Vector3F lastOrthonormal = Vector3F.Right; for (int i = 0; i < flattenedPoints.Count; i++) { Vector3F start = flattenedPoints[i]; Vector3F previous; bool isFirstPoint = (i == 0); if (!isFirstPoint) previous = flattenedPoints[i - 1]; else if (isClosed && road.SmoothEnds) previous = flattenedPoints[flattenedPoints.Count - 2]; else previous = start; Vector3F next; bool isLastPoint = (i + 1 == flattenedPoints.Count); if (!isLastPoint) next = flattenedPoints[i + 1]; else if (isClosed && road.SmoothEnds) next = flattenedPoints[1]; else next = start; Vector3F tangent = next - previous; Vector3F orthonormal = new Vector3F(tangent.Z, 0, -tangent.X); if (!orthonormal.TryNormalize()) orthonormal = lastOrthonormal; // Add 2 vertices to create a mesh like this: // // pV1 pV2 (previous vertices) // x---------------x // | | // x---------------x // v1 v2 (current vertices) // // Then we check all height samples against these triangles. // Vectors are 4D. Height is y. Influence is w. Vector3F v1 = start - orthonormal * halfWidths[i]; Vector3F v2 = start + orthonormal * halfWidths[i]; if (i > 0) ClampHeightsToQuad(terrain, previousV1, previousV2, v1, v2); previousV1 = v1; previousV2 = v2; lastOrthonormal = orthonormal; // The flattened points list contains 2 points per line segment, which means that there // are duplicate intermediate points, which we skip. bool isLastLineSegment = (i + 2 == flattenedPoints.Count); if (!isLastLineSegment) i++; } } terrain.Invalidate(); }
public static void CreateMesh(GraphicsDevice graphicsDevice, Path3F path, float defaultWidth, int maxNumberOfIterations, float tolerance, out Submesh submesh, out Aabb aabb, out float roadLength) { if (graphicsDevice == null) { throw new ArgumentNullException("graphicsDevice"); } if (path == null) { throw new ArgumentNullException("path"); } // Compute list of line segments. (2 points per line segment!) var flattenedPoints = new List <Vector3F>(); path.Flatten(flattenedPoints, maxNumberOfIterations, tolerance); // Abort if path is empty. int numberOfLineSegments = flattenedPoints.Count / 2; if (numberOfLineSegments <= 0) { submesh = null; aabb = new Aabb(); roadLength = 0; return; } // Compute accumulated lengths. (One entry for each entry in flattenedPoints.) float[] accumulatedLengths = new float[flattenedPoints.Count]; accumulatedLengths[0] = 0; for (int i = 1; i < flattenedPoints.Count; i += 2) { Vector3F previous = flattenedPoints[i - 1]; Vector3F current = flattenedPoints[i]; float length = (current - previous).Length; accumulatedLengths[i] = accumulatedLengths[i - 1] + length; if (i + 1 < flattenedPoints.Count) { accumulatedLengths[i + 1] = accumulatedLengths[i]; } } // Total road length. roadLength = accumulatedLengths[accumulatedLengths.Length - 1]; // Create a mapping between accumulatedLength and the path key widths. // (accumulatedLength --> TerrainRoadPathKey.Width) var widthKeys = new List <Pair <float, float> >(); { int index = 0; foreach (var key in path) { Vector3F position = key.Point; var roadKey = key as TerrainRoadPathKey; float width = (roadKey != null) ? roadKey.Width : defaultWidth; for (; index < flattenedPoints.Count; index++) { if (Vector3F.AreNumericallyEqual(position, flattenedPoints[index])) { widthKeys.Add(new Pair <float, float>(accumulatedLengths[index], width)); break; } bool isLastLineSegment = (index + 2 == flattenedPoints.Count); if (!isLastLineSegment) { index++; } } index++; } } // Create a list of interpolated road widths. (One entry for each entry in flattenedPoints.) var widths = new float[flattenedPoints.Count]; int previousKeyIndex = 0; var previousKey = widthKeys[0]; var nextKey = widthKeys[1]; widths[0] = widthKeys[0].Second; for (int i = 1; i < flattenedPoints.Count; i += 2) { if (accumulatedLengths[i] > nextKey.First) { previousKey = nextKey; previousKeyIndex++; nextKey = widthKeys[previousKeyIndex + 1]; } float p = (accumulatedLengths[i] - previousKey.First) / (nextKey.First - previousKey.First); widths[i] = InterpolationHelper.Lerp(previousKey.Second, nextKey.Second, p); if (i + 1 < flattenedPoints.Count) { widths[i + 1] = widths[i]; } } // Compute vertices and indices. var vertices = new List <TerrainLayerVertex>(numberOfLineSegments * 2 + 2); var indices = new List <int>(numberOfLineSegments * 6); // Two triangles per line segment. Vector3F lastOrthonormal = Vector3F.UnitX; aabb = new Aabb(flattenedPoints[0], flattenedPoints[0]); bool isClosed = Vector3F.AreNumericallyEqual(flattenedPoints[0], flattenedPoints[flattenedPoints.Count - 1]); for (int i = 0; i < flattenedPoints.Count; i++) { Vector3F start = flattenedPoints[i]; Vector3F previous; bool isFirstPoint = (i == 0); if (!isFirstPoint) { previous = flattenedPoints[i - 1]; } else if (isClosed && path.SmoothEnds) { previous = flattenedPoints[flattenedPoints.Count - 2]; } else { previous = start; } Vector3F next; bool isLastPoint = (i + 1 == flattenedPoints.Count); if (!isLastPoint) { next = flattenedPoints[i + 1]; } else if (isClosed && path.SmoothEnds) { next = flattenedPoints[1]; } else { next = start; } Vector3F tangent = next - previous; Vector3F orthonormal = new Vector3F(tangent.Z, 0, -tangent.X); if (!orthonormal.TryNormalize()) { orthonormal = lastOrthonormal; } // Add indices to add two triangles between the current and the next vertices. if (!isLastPoint) { int baseIndex = vertices.Count; // 2 3 // x----x // |\ | ^ // | \ | | road // | \ | | direction // | \| | // x----x // 0 1 indices.Add(baseIndex); indices.Add(baseIndex + 1); indices.Add(baseIndex + 2); indices.Add(baseIndex + 1); indices.Add(baseIndex + 3); indices.Add(baseIndex + 2); } // Add two vertices. Vector3F leftVertex = start - orthonormal * (widths[i] / 2); Vector3F rightVertex = start + orthonormal * (widths[i] / 2); vertices.Add(new TerrainLayerVertex(new Vector2(leftVertex.X, leftVertex.Z), new Vector2(0, accumulatedLengths[i]))); vertices.Add(new TerrainLayerVertex(new Vector2(rightVertex.X, rightVertex.Z), new Vector2(1, accumulatedLengths[i]))); // Grow AABB aabb.Grow(leftVertex); aabb.Grow(rightVertex); lastOrthonormal = orthonormal; // The flattened points list contains 2 points per line segment, which means that there // are duplicate intermediate points, which we skip. bool isLastLineSegment = (i + 2 == flattenedPoints.Count); if (!isLastLineSegment) { i++; } } Debug.Assert(vertices.Count == (numberOfLineSegments * 2 + 2)); Debug.Assert(indices.Count == (numberOfLineSegments * 6)); // The road is projected onto the terrain, therefore the computed y limits are not correct. // (unless the terrain was clamped to the road). aabb.Minimum.Y = 0; aabb.Maximum.Y = 0; // Convert to submesh. submesh = new Submesh { PrimitiveCount = indices.Count / 3, PrimitiveType = PrimitiveType.TriangleList, VertexCount = vertices.Count, VertexBuffer = new VertexBuffer(graphicsDevice, TerrainLayerVertex.VertexDeclaration, vertices.Count, BufferUsage.WriteOnly), IndexBuffer = new IndexBuffer(graphicsDevice, IndexElementSize.ThirtyTwoBits, indices.Count, BufferUsage.WriteOnly) }; submesh.VertexBuffer.SetData(vertices.ToArray()); submesh.IndexBuffer.SetData(indices.ToArray()); }
public static void CreateMesh(GraphicsDevice graphicsDevice, Path3F path, float defaultWidth, int maxNumberOfIterations, float tolerance, out Submesh submesh, out Aabb aabb, out float roadLength) { if (graphicsDevice == null) throw new ArgumentNullException("graphicsDevice"); if (path == null) throw new ArgumentNullException("path"); // Compute list of line segments. (2 points per line segment!) var flattenedPoints = new List<Vector3F>(); path.Flatten(flattenedPoints, maxNumberOfIterations, tolerance); // Abort if path is empty. int numberOfLineSegments = flattenedPoints.Count / 2; if (numberOfLineSegments <= 0) { submesh = null; aabb = new Aabb(); roadLength = 0; return; } // Compute accumulated lengths. (One entry for each entry in flattenedPoints.) float[] accumulatedLengths = new float[flattenedPoints.Count]; accumulatedLengths[0] = 0; for (int i = 1; i < flattenedPoints.Count; i += 2) { Vector3F previous = flattenedPoints[i - 1]; Vector3F current = flattenedPoints[i]; float length = (current - previous).Length; accumulatedLengths[i] = accumulatedLengths[i - 1] + length; if (i + 1 < flattenedPoints.Count) accumulatedLengths[i + 1] = accumulatedLengths[i]; } // Total road length. roadLength = accumulatedLengths[accumulatedLengths.Length - 1]; // Create a mapping between accumulatedLength and the path key widths. // (accumulatedLength --> TerrainRoadPathKey.Width) var widthKeys = new List<Pair<float, float>>(); { int index = 0; foreach (var key in path) { Vector3F position = key.Point; var roadKey = key as TerrainRoadPathKey; float width = (roadKey != null) ? roadKey.Width : defaultWidth; for (; index < flattenedPoints.Count; index++) { if (Vector3F.AreNumericallyEqual(position, flattenedPoints[index])) { widthKeys.Add(new Pair<float, float>(accumulatedLengths[index], width)); break; } bool isLastLineSegment = (index + 2 == flattenedPoints.Count); if (!isLastLineSegment) index++; } index++; } } // Create a list of interpolated road widths. (One entry for each entry in flattenedPoints.) var widths = new float[flattenedPoints.Count]; int previousKeyIndex = 0; var previousKey = widthKeys[0]; var nextKey = widthKeys[1]; widths[0] = widthKeys[0].Second; for (int i = 1; i < flattenedPoints.Count; i += 2) { if (accumulatedLengths[i] > nextKey.First) { previousKey = nextKey; previousKeyIndex++; nextKey = widthKeys[previousKeyIndex + 1]; } float p = (accumulatedLengths[i] - previousKey.First) / (nextKey.First - previousKey.First); widths[i] = InterpolationHelper.Lerp(previousKey.Second, nextKey.Second, p); if (i + 1 < flattenedPoints.Count) widths[i + 1] = widths[i]; } // Compute vertices and indices. var vertices = new List<TerrainLayerVertex>(numberOfLineSegments * 2 + 2); var indices = new List<int>(numberOfLineSegments * 6); // Two triangles per line segment. Vector3F lastOrthonormal = Vector3F.UnitX; aabb = new Aabb(flattenedPoints[0], flattenedPoints[0]); bool isClosed = Vector3F.AreNumericallyEqual(flattenedPoints[0], flattenedPoints[flattenedPoints.Count - 1]); for (int i = 0; i < flattenedPoints.Count; i++) { Vector3F start = flattenedPoints[i]; Vector3F previous; bool isFirstPoint = (i == 0); if (!isFirstPoint) previous = flattenedPoints[i - 1]; else if (isClosed && path.SmoothEnds) previous = flattenedPoints[flattenedPoints.Count - 2]; else previous = start; Vector3F next; bool isLastPoint = (i + 1 == flattenedPoints.Count); if (!isLastPoint) next = flattenedPoints[i + 1]; else if (isClosed && path.SmoothEnds) next = flattenedPoints[1]; else next = start; Vector3F tangent = next - previous; Vector3F orthonormal = new Vector3F(tangent.Z, 0, -tangent.X); if (!orthonormal.TryNormalize()) orthonormal = lastOrthonormal; // Add indices to add two triangles between the current and the next vertices. if (!isLastPoint) { int baseIndex = vertices.Count; // 2 3 // x----x // |\ | ^ // | \ | | road // | \ | | direction // | \| | // x----x // 0 1 indices.Add(baseIndex); indices.Add(baseIndex + 1); indices.Add(baseIndex + 2); indices.Add(baseIndex + 1); indices.Add(baseIndex + 3); indices.Add(baseIndex + 2); } // Add two vertices. Vector3F leftVertex = start - orthonormal * (widths[i] / 2); Vector3F rightVertex = start + orthonormal * (widths[i] / 2); vertices.Add(new TerrainLayerVertex(new Vector2(leftVertex.X, leftVertex.Z), new Vector2(0, accumulatedLengths[i]))); vertices.Add(new TerrainLayerVertex(new Vector2(rightVertex.X, rightVertex.Z), new Vector2(1, accumulatedLengths[i]))); // Grow AABB aabb.Grow(leftVertex); aabb.Grow(rightVertex); lastOrthonormal = orthonormal; // The flattened points list contains 2 points per line segment, which means that there // are duplicate intermediate points, which we skip. bool isLastLineSegment = (i + 2 == flattenedPoints.Count); if (!isLastLineSegment) i++; } Debug.Assert(vertices.Count == (numberOfLineSegments * 2 + 2)); Debug.Assert(indices.Count == (numberOfLineSegments * 6)); // The road is projected onto the terrain, therefore the computed y limits are not correct. // (unless the terrain was clamped to the road). aabb.Minimum.Y = 0; aabb.Maximum.Y = 0; // Convert to submesh. submesh = new Submesh { PrimitiveCount = indices.Count / 3, PrimitiveType = PrimitiveType.TriangleList, VertexCount = vertices.Count, VertexBuffer = new VertexBuffer(graphicsDevice, TerrainLayerVertex.VertexDeclaration, vertices.Count, BufferUsage.WriteOnly), IndexBuffer = new IndexBuffer(graphicsDevice, IndexElementSize.ThirtyTwoBits, indices.Count, BufferUsage.WriteOnly) }; submesh.VertexBuffer.SetData(vertices.ToArray()); submesh.IndexBuffer.SetData(indices.ToArray()); }