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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-07 11:32:15 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-07 11:32:15 +0000 |
commit | 30e3c9625856c24fa88ec148da6865657414c77d (patch) | |
tree | 76050748b6816606254117b02d3a681edeb77666 /game/network/rail.cpp | |
parent | Fix up the maths in creating curved rails (diff) | |
download | ilt-30e3c9625856c24fa88ec148da6865657414c77d.tar.bz2 ilt-30e3c9625856c24fa88ec148da6865657414c77d.tar.xz ilt-30e3c9625856c24fa88ec148da6865657414c77d.zip |
Links have length, ends have entry direction
Diffstat (limited to 'game/network/rail.cpp')
-rw-r--r-- | game/network/rail.cpp | 100 |
1 files changed, 59 insertions, 41 deletions
diff --git a/game/network/rail.cpp b/game/network/rail.cpp index 93fc9f6..0858b66 100644 --- a/game/network/rail.cpp +++ b/game/network/rail.cpp @@ -12,6 +12,7 @@ #include <glm/gtx/transform.hpp> #include <glm/gtx/vector_angle.hpp> #include <numbers> +#include <type_traits> #include <utility> RailLinks::RailLinks() : texture {Texture::cachedTexture.get("rails.jpg")} { } @@ -27,29 +28,6 @@ RailLinks::render(const Shader & shader) const links.apply(&RailLink::render, shader); } -template<RailLinkConcept T> -std::shared_ptr<T> -RailLinks::addLink(glm::vec3 a, glm::vec3 b) -{ - const auto node1 = *nodes.insert(std::make_shared<Node>(a)).first; - const auto node2 = *nodes.insert(std::make_shared<Node>(b)).first; - // TODO set end flag properly - return links.create<T>(Link::End {node1, true}, Link::End {node2, true}); -} - -template<RailLinkConcept T> -std::shared_ptr<T> -RailLinks::addLink(glm::vec3 a, glm::vec3 b, glm::vec2 centre) -{ - const auto node1 = *nodes.insert(std::make_shared<Node>(a)).first; - const auto node2 = *nodes.insert(std::make_shared<Node>(b)).first; - // TODO set end flag properly - return links.create<T>(Link::End {node1, true}, Link::End {node2, true}, centre); -} - -template std::shared_ptr<RailLinkStraight> RailLinks::addLink(glm::vec3, glm::vec3); -template std::shared_ptr<RailLinkCurve> RailLinks::addLink(glm::vec3, glm::vec3, glm::vec2); - void RailLink::render(const Shader &) const { @@ -69,6 +47,8 @@ constexpr const glm::vec3 up {0, 1, 0}; constexpr const glm::vec3 north {0, 0, 1}; const auto oneeighty {glm::rotate(std::numbers::pi_v<float>, up)}; constexpr auto half_pi {glm::half_pi<float>()}; +constexpr auto pi {glm::pi<float>()}; +constexpr auto two_pi {glm::two_pi<float>()}; constexpr auto sleepers {5.F}; // There are 5 repetitions of sleepers in the texture template<typename V> @@ -103,12 +83,14 @@ round_sleepers(const T & v) return std::round(v / sleepers) * sleepers; } -RailLinkStraight::RailLinkStraight(End a, End b) : RailLink(std::move(a), std::move(b)) +RailLinkStraight::RailLinkStraight(const NodePtr & a, const NodePtr & b) : RailLinkStraight(a, b, b->pos - a->pos) { } + +RailLinkStraight::RailLinkStraight(NodePtr a, NodePtr b, const glm::vec3 & diff) : + RailLink({std::move(a), flat_angle(diff)}, {std::move(b), flat_angle(-diff)}, glm::length(diff)) { vertices.reserve(2 * railCrossSection.size()); indices.reserve(2 * railCrossSection.size()); - const auto diff {ends[1].first->pos - ends[0].first->pos}; - const auto len = round_sleepers(glm::length(diff) / 2.F); + const auto len = round_sleepers(length / 2.F); const auto e {flat_orientation(diff)}; for (int ei = 0; ei < 2; ei++) { const auto trans {glm::translate(ends[ei].first->pos) * e}; @@ -124,36 +106,72 @@ RailLinkStraight::RailLinkStraight(End a, End b) : RailLink(std::move(a), std::m meshes.create<Mesh>(vertices, indices, GL_TRIANGLE_STRIP); } -RailLinkCurve::RailLinkCurve(End a, End b, glm::vec2 c) : RailLink(std::move(a), std::move(b)), centre(c) +constexpr inline glm::vec3 +operator!(const glm::vec2 & v) +{ + return {v.x, 0, v.y}; +} + +constexpr inline float +arc_length(const Arc & arc) +{ + return arc.second - arc.first; +} + +constexpr inline float +normalize(float ang) +{ + while (ang > pi) { + ang -= two_pi; + } + while (ang <= -pi) { + ang += two_pi; + } + return ang; +} + +inline Arc +create_arc(const glm::vec3 centre3, glm::vec3 e0p, glm::vec3 e1p) { - const auto & e0p {ends[0].first->pos}; - const auto & e1p {ends[1].first->pos}; - const glm::vec3 centre3 {centre.x, e0p.y, centre.y}; const auto diffa = centre3 - e0p; const auto diffb = centre3 - e1p; const auto anga = flat_angle(diffa); const auto angb = [&diffb, &anga]() { const auto angb = flat_angle(diffb); - return (angb < anga) ? angb + glm::two_pi<float>() : angb; + return (angb < anga) ? angb + two_pi : angb; }(); - const auto radius = glm::length(e0p - centre3); - const auto length = round_sleepers(radius * (angb - anga) / 2.F); - const auto segs = std::round(5.F * length / std::pow(radius, 0.7F)); - const auto step {glm::vec3 {angb - anga, e1p.y - e0p.y, length} / segs}; - const auto trans {glm::translate(centre3)}; + return {anga, angb}; +} + +RailLinkCurve::RailLinkCurve(const NodePtr & a, const NodePtr & b, glm::vec2 c) : + RailLinkCurve(a, b, {c.x, a->pos.y, c.y}, create_arc(!c, a->pos, b->pos)) +{ +} + +RailLinkCurve::RailLinkCurve(const NodePtr & a, const NodePtr & b, glm::vec3 c, const Arc arc) : + RailLink({a, normalize(arc.first - half_pi)}, {b, normalize(arc.second + half_pi)}, + (glm::length(a->pos - c)) * arc_length(arc)), + centreBase(c) +{ + const auto & e0p {ends[0].first->pos}; + const auto & e1p {ends[1].first->pos}; + const auto radius = glm::length(e0p - centreBase); + const auto slength = round_sleepers(length / 2.F); + const auto segs = std::round(5.F * slength / std::pow(radius, 0.7F)); + const auto step {glm::vec3 {arc_length(arc), e1p.y - e0p.y, slength} / segs}; + const auto trans {glm::translate(centreBase)}; auto addRcs = [this, trans, radius](auto arc) { - const auto t {trans * glm::rotate(glm::half_pi<float>() - arc.x, up) - * glm::translate(glm::vec3 {radius, arc.y, 0.F})}; + const auto t {trans * glm::rotate(half_pi - arc.x, up) * glm::translate(glm::vec3 {radius, arc.y, 0.F})}; for (const auto & rcs : railCrossSection) { const glm::vec3 m {(t * glm::vec4 {rcs.first, 1})}; vertices.emplace_back(m, glm::vec2 {rcs.second, arc.z}, up); } }; - for (glm::vec3 arc = {anga, 0.F, 0.F}; arc.x < angb; arc += step) { - addRcs(arc); + for (glm::vec3 swing = {arc.first, 0.F, 0.F}; swing.x < arc.second; swing += step) { + addRcs(swing); } - addRcs(glm::vec3 {angb, e1p.y - e0p.y, length}); + addRcs(glm::vec3 {arc.second, e1p.y - e0p.y, slength}); for (auto n = 4U; n < vertices.size(); n += 1) { indices.push_back(n - 4); |