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authorDan Goodliffe <dan@randomdan.homeip.net>2022-08-29 21:51:11 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2022-08-29 21:51:11 +0100
commit945a951aec17a7fbc6d69e4492a3a4a75f480ae8 (patch)
tree6856421c78662de1603e9a33166f1e5b71e7d06a /game/network/link.cpp
parentRay function to test if it passes close to a sequence of edges defined by nod... (diff)
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Link functions for testing if a ray clicks them
Diffstat (limited to 'game/network/link.cpp')
-rw-r--r--game/network/link.cpp28
1 files changed, 28 insertions, 0 deletions
diff --git a/game/network/link.cpp b/game/network/link.cpp
index f3a79a6..19b60ab 100644
--- a/game/network/link.cpp
+++ b/game/network/link.cpp
@@ -1,7 +1,9 @@
#include "link.h"
#include <compare>
+#include <glm/gtx/transform.hpp>
#include <location.hpp>
#include <maths.h>
+#include <ray.hpp>
#include <tuple>
Link::Link(End a, End b, float l) : ends {{std::move(a), std::move(b)}}, length {l} { }
@@ -30,6 +32,12 @@ LinkStraight::positionAt(float dist, unsigned char start) const
return Location {es.first->pos + vehiclePositionOffset() + dir * dist, {vector_pitch(dir), vector_yaw(dir), 0}};
}
+bool
+LinkStraight::intersectRay(const Ray & ray) const
+{
+ return ray.passesCloseToEdges(std::array {ends.front().node->pos, ends.back().node->pos}, 1.F);
+}
+
Location
LinkCurve::positionAt(float dist, unsigned char start) const
{
@@ -44,3 +52,23 @@ LinkCurve::positionAt(float dist, unsigned char start) const
const auto pitch {vector_pitch({0, 0, (es.second->pos.z - es.first->pos.z) / length})};
return Location {relPos + relClimb + centreBase, {pitch, normalize(ang + dirOffset[start]), 0}};
}
+
+bool
+LinkCurve::intersectRay(const Ray & ray) const
+{
+ const auto & e0p {ends[0].node->pos};
+ const auto & e1p {ends[1].node->pos};
+ const auto slength = round_frac(length / 2.F, 5.F);
+ const auto segs = std::round(15.F * slength / std::pow(radius, 0.7F));
+ const auto step {glm::vec3 {arc_length(arc), e1p.z - e0p.z, slength} / segs};
+ const auto trans {glm::translate(centreBase)};
+
+ auto segCount = static_cast<std::size_t>(std::lround(segs)) + 1;
+ std::vector<glm::vec3> points;
+ points.reserve(segCount);
+ for (glm::vec3 swing = {arc.first, centreBase.z - e0p.z, 0.F}; segCount; swing += step, --segCount) {
+ const auto t {trans * glm::rotate(half_pi - swing.x, up) * glm::translate(glm::vec3 {radius, 0.F, swing.y})};
+ points.push_back(t * glm::vec4 {0, 0, 0, 1});
+ }
+ return ray.passesCloseToEdges(points, 1.F);
+}