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- /* Copyright (C) Gari Biasillo, 2001.
- * All rights reserved worldwide.
- *
- * This software is provided "as is" without express or implied
- * warranties. You may freely copy and compile this source into
- * applications you distribute provided that the copyright text
- * below is included in the resulting source code, for example:
- * "Portions Copyright (C) Gari Biasillo, 2001"
- */
-
- // A simple approach that works extremely well in practice is
- // to compute the traveled distance parallel to the driving line
- // as shown in the following code snippet.
-
- float DistAlongSector(const CSector& sector, const vector3& pos)
- {
- vector3 delta = pos - sector.drivingLinePos;
- delta.y = 0.0f;
- float dist = DotProduct(sector.drivingLineForward, delta);
- return (dist * lengthScale);
- }
-