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authorDan Goodliffe <dan@randomdan.homeip.net>2025-06-13 21:53:32 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2025-06-13 21:53:32 +0100
commit1e7a924874050674a103f6927f4a3c5ef6459222 (patch)
tree68f8f4b5dd34ff19b8a7cb6778a556775ed45b83
parentHandle edge cases (diff)
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Create a list of snap points for the existing networkbetter-network
These form key positions in the world to ease neat creation.
-rw-r--r--game/network/network.h14
-rw-r--r--game/network/rail.cpp16
-rw-r--r--game/network/rail.h1
-rw-r--r--test/test-network.cpp6
-rw-r--r--ui/editNetwork.cpp15
-rw-r--r--ui/editNetwork.h1
6 files changed, 48 insertions, 5 deletions
diff --git a/game/network/network.h b/game/network/network.h
index d3370b3..7bfd2ce 100644
--- a/game/network/network.h
+++ b/game/network/network.h
@@ -35,6 +35,19 @@ struct CreationDefinition {
CreationDefinitionEnd toEnd;
};
+struct SnapPoint : CreationDefinitionEnd {
+ template<typename... CDE>
+ requires std::is_constructible_v<CreationDefinitionEnd, CDE...>
+ explicit SnapPoint(GlobalPosition3D snapPosition, CDE &&... cde) :
+ CreationDefinitionEnd {std::forward<CDE>(cde)...}, snapPosition(snapPosition)
+ {
+ }
+
+ GlobalPosition3D snapPosition;
+};
+
+using SnapPoints = std::vector<SnapPoint>;
+
class Network {
public:
using LinkEnd = std::pair<Link::Ptr, unsigned char>;
@@ -55,6 +68,7 @@ public:
[[nodiscard]] static Link::Nexts routeFromTo(const Link::End &, const Node::Ptr &);
[[nodiscard]] virtual float findNodeDirection(Node::AnyCPtr) const = 0;
+ [[nodiscard]] virtual SnapPoints getSnapPoints() const = 0;
[[nodiscard]] Link::Collection create(const GeoData *, const CreationDefinition &);
[[nodiscard]] Link::Collection createChain(const GeoData *, std::span<const GlobalPosition3D>);
diff --git a/game/network/rail.cpp b/game/network/rail.cpp
index 342a2ad..45d55d6 100644
--- a/game/network/rail.cpp
+++ b/game/network/rail.cpp
@@ -137,3 +137,19 @@ RailLinks::getBaseWidth() const
static constexpr auto BASE_WIDTH = 5'700;
return BASE_WIDTH;
}
+
+SnapPoints
+RailLinks::getSnapPoints() const
+{
+ static constexpr auto EXTENSION_SNAP_DIST = 1'200.F;
+ SnapPoints out;
+ for (const auto & link : links) {
+ for (const auto & end : link->ends) {
+ // Link end node; directionless, suitable crossings
+ out.emplace_back(end.node->pos, end.node->pos, std::nullopt);
+ // Link end; with direction, suitable for continuing/joining
+ out.emplace_back(end.node->pos - ((sincos(end.dir) * EXTENSION_SNAP_DIST) || 0.F), end.node->pos, end.dir);
+ }
+ }
+ return out;
+}
diff --git a/game/network/rail.h b/game/network/rail.h
index 15b9ae4..48b1410 100644
--- a/game/network/rail.h
+++ b/game/network/rail.h
@@ -78,6 +78,7 @@ public:
[[nodiscard]] const Surface * getBaseSurface() const override;
[[nodiscard]] RelativeDistance getBaseWidth() const override;
+ [[nodiscard]] SnapPoints getSnapPoints() const override;
private:
void tick(TickDuration elapsed) override;
diff --git a/test/test-network.cpp b/test/test-network.cpp
index 9a9ceb3..c3617b2 100644
--- a/test/test-network.cpp
+++ b/test/test-network.cpp
@@ -97,6 +97,12 @@ namespace {
{
return 5'700;
}
+
+ SnapPoints
+ getSnapPoints() const override
+ {
+ return {};
+ }
};
struct TestNetwork : public EmptyNetwork {
diff --git a/ui/editNetwork.cpp b/ui/editNetwork.cpp
index 98a60d3..20ec877 100644
--- a/ui/editNetwork.cpp
+++ b/ui/editNetwork.cpp
@@ -5,7 +5,7 @@
#include <gfx/gl/sceneShader.h>
#include <gfx/models/texture.h>
-EditNetwork::EditNetwork(Network * n) : network {n} { }
+EditNetwork::EditNetwork(Network * n) : network {n}, snapPoints {network->getSnapPoints()} { }
bool
EditNetwork::click(const SDL_MouseButtonEvent & event, const Ray<GlobalPosition3D> & ray)
@@ -34,6 +34,7 @@ EditNetwork::click(const SDL_MouseButtonEvent & event, const Ray<GlobalPosition3
currentStart.reset();
}
candidates.clear();
+ snapPoints = network->getSnapPoints();
}
}
return true;
@@ -63,16 +64,20 @@ EditNetwork::handleInput(const SDL_Event &)
void
EditNetwork::render(const SceneShader &, const Frustum &) const
{
+ // TODO render snapPoints
}
std::optional<CreationDefinitionEnd>
EditNetwork::resolveRay(const Ray<GlobalPosition3D> & ray) const
{
if (const auto position = gameState->terrain->intersectRay(ray)) {
- const auto node = network->intersectRayNodes(ray);
- if (node) {
- const auto direction = network->findNodeDirection(node);
- return CreationDefinitionEnd {.position = node->pos, .direction = direction};
+ if (const auto closestSnapPoint = std::ranges::min_element(snapPoints, {},
+ [position](auto && snapPoint) {
+ return distance(position->first, snapPoint.snapPosition);
+ });
+ closestSnapPoint != snapPoints.end()
+ && distance(position->first, closestSnapPoint->snapPosition) < 1'200.F) {
+ return *closestSnapPoint;
}
return CreationDefinitionEnd {.position = position->first, .direction = std::nullopt};
}
diff --git a/ui/editNetwork.h b/ui/editNetwork.h
index e155105..8011c1e 100644
--- a/ui/editNetwork.h
+++ b/ui/editNetwork.h
@@ -23,6 +23,7 @@ private:
Network * network;
bool continuousMode {false};
+ SnapPoints snapPoints;
std::optional<CreationDefinitionEnd> currentStart;
Link::Collection candidates;
};