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authorDan Goodliffe <dan@randomdan.homeip.net>2024-01-07 17:13:38 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2024-01-07 17:13:38 +0000
commit381caebb524a5bb8f091d1aa2ca02d384e010961 (patch)
tree1f006fe4bdcecabdb402f999a6fc9d0d52c8f34d /game/network/rail.cpp
parentMerge branch 'template-types' (diff)
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Global positions in network data
Diffstat (limited to 'game/network/rail.cpp')
-rw-r--r--game/network/rail.cpp59
1 files changed, 28 insertions, 31 deletions
diff --git a/game/network/rail.cpp b/game/network/rail.cpp
index 303f1c8..79aaf97 100644
--- a/game/network/rail.cpp
+++ b/game/network/rail.cpp
@@ -9,9 +9,7 @@
#include <gfx/models/vertex.h>
#include <glad/gl.h>
#include <glm/gtx/transform.hpp>
-#include <initializer_list>
#include <maths.h>
-#include <stdexcept>
#include <utility>
#include <vector>
@@ -28,7 +26,7 @@ RailLinks::tick(TickDuration)
}
std::shared_ptr<RailLink>
-RailLinks::addLinksBetween(Position3D start, Position3D end)
+RailLinks::addLinksBetween(GlobalPosition3D start, GlobalPosition3D end)
{
auto node1ins = newNodeAt(start), node2ins = newNodeAt(end);
if (node1ins.second == NodeIs::NotInNetwork && node2ins.second == NodeIs::NotInNetwork) {
@@ -41,31 +39,32 @@ RailLinks::addLinksBetween(Position3D start, Position3D end)
std::swap(start, end);
}
// Find start link/end - opposite entry dir to existing link; so pi +...
- const float dir = pi + findNodeDirection(node1ins.first);
+ const Angle dir = pi + findNodeDirection(node1ins.first);
if (dir == vector_yaw(end - start)) {
return addLink<RailLinkStraight>(start, end);
}
- const Position2D flatStart {start.xy()}, flatEnd {end.xy()};
+ const auto flatStart {start.xy()}, flatEnd {end.xy()};
if (node2ins.second == NodeIs::InNetwork) {
auto midheight = [&](auto mid) {
- const auto sm = glm::distance(flatStart, mid), em = glm::distance(flatEnd, mid);
- return start.z + ((end.z - start.z) * (sm / (sm + em)));
+ const auto sm = glm::length(RelativePosition2D(flatStart - mid)),
+ em = glm::length(RelativePosition2D(flatEnd - mid));
+ return start.z + GlobalDistance(RelativeDistance(end.z - start.z) * (sm / (sm + em)));
};
const float dir2 = pi + findNodeDirection(node2ins.first);
if (const auto radii = find_arcs_radius(flatStart, dir, flatEnd, dir2); radii.first < radii.second) {
const auto radius {radii.first};
- const auto c1 = flatStart + sincosf(dir + half_pi) * radius;
- const auto c2 = flatEnd + sincosf(dir2 + half_pi) * radius;
- const auto mid = (c1 + c2) / 2.F;
+ const auto c1 = flatStart + GlobalPosition2D(sincosf(dir + half_pi) * radius);
+ const auto c2 = flatEnd + GlobalPosition2D(sincosf(dir2 + half_pi) * radius);
+ const auto mid = (c1 + c2) / 2;
const auto midh = mid || midheight(mid);
addLink<RailLinkCurve>(start, midh, c1);
return addLink<RailLinkCurve>(end, midh, c2);
}
else {
const auto radius {radii.second};
- const auto c1 = flatStart + sincosf(dir - half_pi) * radius;
- const auto c2 = flatEnd + sincosf(dir2 - half_pi) * radius;
- const auto mid = (c1 + c2) / 2.F;
+ const auto c1 = flatStart + GlobalPosition2D(sincosf(dir - half_pi) * radius);
+ const auto c2 = flatEnd + GlobalPosition2D(sincosf(dir2 - half_pi) * radius);
+ const auto mid = (c1 + c2) / 2;
const auto midh = mid || midheight(mid);
addLink<RailLinkCurve>(midh, start, c1);
return addLink<RailLinkCurve>(midh, end, c2);
@@ -100,7 +99,7 @@ RailLink::render(const SceneShader &) const
mesh->Draw();
}
-constexpr const std::array<std::pair<Position3D, float>, RAIL_CROSSSECTION_VERTICES> railCrossSection {{
+constexpr const std::array<std::pair<RelativePosition3D, float>, RAIL_CROSSSECTION_VERTICES> railCrossSection {{
// ___________
// _/ \_
// left to right
@@ -122,59 +121,57 @@ RailLinkStraight::RailLinkStraight(const Node::Ptr & a, const Node::Ptr & b) : R
{
}
-RailLinkStraight::RailLinkStraight(Node::Ptr a, Node::Ptr b, const Position3D & diff) :
+RailLinkStraight::RailLinkStraight(Node::Ptr a, Node::Ptr b, const RelativePosition3D & diff) :
Link({std::move(a), vector_yaw(diff)}, {std::move(b), vector_yaw(-diff)}, glm::length(diff))
{
if (glGenVertexArrays) {
std::vector<Vertex> vertices;
vertices.reserve(2 * railCrossSection.size());
const auto len = round_sleepers(length / 2000.F);
- const auto e {flat_orientation(diff)};
+ const glm::mat3 trans {flat_orientation(diff)};
for (auto ei : {1U, 0U}) {
- const auto trans {glm::translate(ends[ei].node->pos) * e};
for (const auto & rcs : railCrossSection) {
- const Position3D m {(trans * (rcs.first || 1.F))};
- vertices.emplace_back(m, Position2D {rcs.second, len * static_cast<float>(ei)}, up);
+ const auto m {ends[ei].node->pos + GlobalPosition3D(trans * rcs.first)};
+ vertices.emplace_back(m, TextureRelCoord {rcs.second, len * static_cast<float>(ei)}, up);
}
}
mesh = defaultMesh(vertices);
}
}
-RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, Position2D c) :
- RailLinkCurve(a, b, c || a->pos.z, {c || 0.F, a->pos, b->pos})
+RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, GlobalPosition2D c) :
+ RailLinkCurve(a, b, c || a->pos.z, {c || 0, a->pos, b->pos})
{
}
-RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, Position3D c, const Arc arc) :
+RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, GlobalPosition3D c, const Arc arc) :
Link({a, normalize(arc.first + half_pi)}, {b, normalize(arc.second - half_pi)},
- (glm::length(a->pos - c)) * arc_length(arc)),
- LinkCurve {c, glm::length(ends[0].node->pos - c), arc}
+ glm::length(RelativePosition3D(a->pos - c)) * arc_length(arc)),
+ LinkCurve {c, glm::length(RelativePosition3D(ends[0].node->pos - c)), arc}
{
if (glGenVertexArrays) {
const auto & e0p {ends[0].node->pos};
const auto & e1p {ends[1].node->pos};
const auto slength = round_sleepers(length / 2.F);
const auto segs = std::round(slength / std::pow(radius, 0.7F));
- const auto step {Position3D {arc_length(arc), e1p.z - e0p.z, slength / 1000.F} / segs};
- const auto trans {glm::translate(centreBase)};
+ const auto step {RelativePosition3D {arc_length(arc), e1p.z - e0p.z, slength / 1000.F} / segs};
auto segCount = static_cast<std::size_t>(std::lround(segs)) + 1;
std::vector<Vertex> vertices;
vertices.reserve(segCount * railCrossSection.size());
- for (Position3D swing = {arc.first, centreBase.z - e0p.z, 0.F}; segCount; swing += step, --segCount) {
+ for (RelativePosition3D 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(Position3D {radius, 0.F, swing.y})};
+ glm::rotate(half_pi - swing.x, up) * glm::translate(RelativePosition3D {radius, 0.F, swing.y})};
for (const auto & rcs : railCrossSection) {
- const Position3D m {(t * (rcs.first || 1.F))};
- vertices.emplace_back(m, Position2D {rcs.second, swing.z}, up);
+ const auto m {centreBase + GlobalPosition3D(t * (rcs.first || 1.F))};
+ vertices.emplace_back(m, TextureRelCoord {rcs.second, swing.z}, up);
}
}
mesh = defaultMesh(vertices);
}
}
-Position3D
+RelativePosition3D
RailLink::vehiclePositionOffset() const
{
return RAIL_HEIGHT;