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authorDan Goodliffe <dan@randomdan.homeip.net>2023-11-26 13:51:33 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2023-11-26 14:14:13 +0000
commit7fba471728f2216d7e3b7900297fc3b3531e286c (patch)
tree5caef3b2efc23aefccb215ec9005cd8e7d2e91b8 /game/network
parentFix todo for handling a terrain walk from outside the mesh (diff)
parentModel positions as integers (diff)
downloadilt-7fba471728f2216d7e3b7900297fc3b3531e286c.tar.bz2
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Merge branch 'ints' into terrain
Conflicts fix, compiles, some test failures remain. Trees not added, possibility of OM invalid handle assertion failures, normals broken due to integer overflow in Newell's method.
Diffstat (limited to 'game/network')
-rw-r--r--game/network/link.cpp14
-rw-r--r--game/network/link.h14
-rw-r--r--game/network/network.cpp18
-rw-r--r--game/network/network.h44
-rw-r--r--game/network/network.impl.h12
-rw-r--r--game/network/rail.cpp45
-rw-r--r--game/network/rail.h12
7 files changed, 82 insertions, 77 deletions
diff --git a/game/network/link.cpp b/game/network/link.cpp
index bb27a52..498afe4 100644
--- a/game/network/link.cpp
+++ b/game/network/link.cpp
@@ -8,10 +8,10 @@
Link::Link(End a, End b, float l) : ends {{std::move(a), std::move(b)}}, length {l} { }
-LinkCurve::LinkCurve(glm::vec3 c, float r, Arc a) : centreBase {c}, radius {r}, arc {std::move(a)} { }
+LinkCurve::LinkCurve(Position3D c, float r, Arc a) : centreBase {c}, radius {r}, arc {std::move(a)} { }
bool
-operator<(const glm::vec3 & a, const glm::vec3 & b)
+operator<(const Position3D & a, const Position3D & b)
{
// NOLINTNEXTLINE(hicpp-use-nullptr,modernize-use-nullptr)
return std::tie(a.x, a.y, a.z) < std::tie(b.x, b.y, b.z);
@@ -48,7 +48,7 @@ LinkCurve::positionAt(float dist, unsigned char start) const
const auto ang {as.first + ((as.second - as.first) * frac)};
const auto relPos {!sincosf(ang) * radius};
const auto relClimb {vehiclePositionOffset()
- + glm::vec3 {0, 0, es.first->pos.z - centreBase.z + ((es.second->pos.z - es.first->pos.z) * frac)}};
+ + Position3D {0, 0, es.first->pos.z - centreBase.z + ((es.second->pos.z - es.first->pos.z) * frac)}};
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}};
}
@@ -60,14 +60,14 @@ LinkCurve::intersectRay(const Ray & ray) const
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 step {Position3D {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;
+ std::vector<Position3D> 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})};
+ for (Position3D 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})};
points.emplace_back(t * glm::vec4 {0, 0, 0, 1});
}
return ray.passesCloseToEdges(points, 1.F);
diff --git a/game/network/link.h b/game/network/link.h
index 4a9f83f..78d3e91 100644
--- a/game/network/link.h
+++ b/game/network/link.h
@@ -17,12 +17,12 @@ class Ray;
// it has location
class Node : public StdTypeDefs<Node> {
public:
- explicit Node(glm::vec3 p) noexcept : pos(p) {};
+ explicit Node(Position3D p) noexcept : pos(p) {};
virtual ~Node() noexcept = default;
NO_COPY(Node);
NO_MOVE(Node);
- glm::vec3 pos;
+ Position3D pos;
};
// Generic network link
@@ -51,14 +51,14 @@ public:
float length;
protected:
- [[nodiscard]] virtual glm::vec3
+ [[nodiscard]] virtual Position3D
vehiclePositionOffset() const
{
return {};
}
};
-bool operator<(const glm::vec3 & a, const glm::vec3 & b);
+bool operator<(const Position3D & a, const Position3D & b);
bool operator<(const Node & a, const Node & b);
class LinkStraight : public virtual Link {
@@ -71,20 +71,22 @@ public:
[[nodiscard]] Location positionAt(float dist, unsigned char start) const override;
[[nodiscard]] bool intersectRay(const Ray &) const override;
};
+
LinkStraight::~LinkStraight() = default;
class LinkCurve : public virtual Link {
public:
inline ~LinkCurve() override = 0;
- LinkCurve(glm::vec3, float, Arc);
+ LinkCurve(Position3D, float, Arc);
NO_COPY(LinkCurve);
NO_MOVE(LinkCurve);
[[nodiscard]] Location positionAt(float dist, unsigned char start) const override;
[[nodiscard]] bool intersectRay(const Ray &) const override;
- glm::vec3 centreBase;
+ Position3D centreBase;
float radius;
Arc arc;
};
+
LinkCurve::~LinkCurve() = default;
diff --git a/game/network/network.cpp b/game/network/network.cpp
index 083b08e..d18345c 100644
--- a/game/network/network.cpp
+++ b/game/network/network.cpp
@@ -14,13 +14,13 @@
Network::Network(const std::string & tn) : texture {Texture::cachedTexture.get(tn)} { }
Node::Ptr
-Network::nodeAt(glm::vec3 pos)
+Network::nodeAt(Position3D pos)
{
return newNodeAt(pos).first;
}
Network::NodeInsertion
-Network::newNodeAt(glm::vec3 pos)
+Network::newNodeAt(Position3D pos)
{
if (auto [n, i] = candidateNodeAt(pos); i == NodeIs::NotInNetwork) {
return {*nodes.insert(std::move(n)).first, i};
@@ -31,7 +31,7 @@ Network::newNodeAt(glm::vec3 pos)
}
Node::Ptr
-Network::findNodeAt(glm::vec3 pos) const
+Network::findNodeAt(Position3D pos) const
{
if (const auto n = nodes.find(pos); n != nodes.end()) {
return *n;
@@ -40,7 +40,7 @@ Network::findNodeAt(glm::vec3 pos) const
}
Network::NodeInsertion
-Network::candidateNodeAt(glm::vec3 pos) const
+Network::candidateNodeAt(Position3D pos) const
{
if (const auto n = nodes.find(pos); n != nodes.end()) {
return {*n, NodeIs::InNetwork};
@@ -54,7 +54,7 @@ Network::intersectRayNodes(const Ray & ray) const
// Click within 2m of a node
if (const auto node = std::find_if(nodes.begin(), nodes.end(),
[&ray](const Node::Ptr & node) {
- glm::vec3 ipos, inorm;
+ Position3D ipos, inorm;
return glm::intersectRaySphere(ray.start, ray.direction, node->pos, 2.F, ipos, inorm);
});
node != nodes.end()) {
@@ -79,7 +79,7 @@ Network::joinLinks(const Link::Ptr & l, const Link::Ptr & ol)
}
Link::Nexts
-Network::routeFromTo(const Link::End & start, glm::vec3 dest) const
+Network::routeFromTo(const Link::End & start, Position3D dest) const
{
auto destNode {findNodeAt(dest)};
if (!destNode) {
@@ -95,7 +95,7 @@ Network::routeFromTo(const Link::End & end, const Node::Ptr & dest) const
}
GenCurveDef
-Network::genCurveDef(const glm::vec3 & start, const glm::vec3 & end, float startDir)
+Network::genCurveDef(const Position3D & start, const Position3D & end, float startDir)
{
const auto diff {end - start};
const auto vy {vector_yaw(diff)};
@@ -111,11 +111,11 @@ Network::genCurveDef(const glm::vec3 & start, const glm::vec3 & end, float start
}
std::pair<GenCurveDef, GenCurveDef>
-Network::genCurveDef(const glm::vec3 & start, const glm::vec3 & end, float startDir, float endDir)
+Network::genCurveDef(const Position3D & start, const Position3D & end, float startDir, float endDir)
{
startDir += pi;
endDir += pi;
- const glm::vec2 flatStart {!start}, flatEnd {!end};
+ const Position2D flatStart {!start}, flatEnd {!end};
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)));
diff --git a/game/network/network.h b/game/network/network.h
index b9316eb..8af06a9 100644
--- a/game/network/network.h
+++ b/game/network/network.h
@@ -16,7 +16,7 @@ class Texture;
class SceneShader;
class Ray;
-template<size_t... n> using GenDef = std::tuple<glm::vec<n, float>...>;
+template<size_t... n> using GenDef = std::tuple<glm::vec<n, Distance>...>;
using GenCurveDef = GenDef<3, 3, 2>;
class Network {
@@ -26,32 +26,32 @@ public:
virtual ~Network() = default;
DEFAULT_MOVE_NO_COPY(Network);
- [[nodiscard]] Node::Ptr findNodeAt(glm::vec3) const;
- [[nodiscard]] Node::Ptr nodeAt(glm::vec3);
+ [[nodiscard]] Node::Ptr findNodeAt(Position3D) const;
+ [[nodiscard]] Node::Ptr nodeAt(Position3D);
enum class NodeIs { InNetwork, NotInNetwork };
using NodeInsertion = std::pair<Node::Ptr, NodeIs>;
- [[nodiscard]] NodeInsertion newNodeAt(glm::vec3);
- [[nodiscard]] NodeInsertion candidateNodeAt(glm::vec3) const;
+ [[nodiscard]] NodeInsertion newNodeAt(Position3D);
+ [[nodiscard]] NodeInsertion candidateNodeAt(Position3D) const;
[[nodiscard]] virtual Link::Ptr intersectRayLinks(const Ray &) const = 0;
[[nodiscard]] virtual Node::Ptr intersectRayNodes(const Ray &) const;
- [[nodiscard]] Link::Nexts routeFromTo(const Link::End &, glm::vec3) const;
+ [[nodiscard]] Link::Nexts routeFromTo(const Link::End &, Position3D) const;
[[nodiscard]] Link::Nexts routeFromTo(const Link::End &, const Node::Ptr &) const;
- virtual Link::CCollection candidateStraight(glm::vec3, glm::vec3) = 0;
- virtual Link::CCollection candidateJoins(glm::vec3, glm::vec3) = 0;
- virtual Link::CCollection candidateExtend(glm::vec3, glm::vec3) = 0;
- virtual Link::CCollection addStraight(glm::vec3, glm::vec3) = 0;
- virtual Link::CCollection addJoins(glm::vec3, glm::vec3) = 0;
- virtual Link::CCollection addExtend(glm::vec3, glm::vec3) = 0;
+ virtual Link::CCollection candidateStraight(Position3D, Position3D) = 0;
+ virtual Link::CCollection candidateJoins(Position3D, Position3D) = 0;
+ virtual Link::CCollection candidateExtend(Position3D, Position3D) = 0;
+ virtual Link::CCollection addStraight(Position3D, Position3D) = 0;
+ virtual Link::CCollection addJoins(Position3D, Position3D) = 0;
+ virtual Link::CCollection addExtend(Position3D, Position3D) = 0;
[[nodiscard]] virtual float findNodeDirection(Node::AnyCPtr) const = 0;
protected:
static void joinLinks(const Link::Ptr & l, const Link::Ptr & ol);
- static GenCurveDef genCurveDef(const glm::vec3 & start, const glm::vec3 & end, float startDir);
+ static GenCurveDef genCurveDef(const Position3D & start, const Position3D & end, float startDir);
static std::pair<GenCurveDef, GenCurveDef> genCurveDef(
- const glm::vec3 & start, const glm::vec3 & end, float startDir, float endDir);
+ const Position3D & start, const Position3D & end, float startDir, float endDir);
using Nodes = std::set<Node::Ptr, PtrMemberSorter<Node::Ptr, &Node::pos>>;
Nodes nodes;
@@ -71,7 +71,7 @@ protected:
public:
template<typename L, typename... Params>
std::shared_ptr<L>
- candidateLink(glm::vec3 a, glm::vec3 b, Params &&... params)
+ candidateLink(Position3D a, Position3D b, Params &&... params)
requires std::is_base_of_v<T, L>
{
const auto node1 = candidateNodeAt(a).first, node2 = candidateNodeAt(b).first;
@@ -80,7 +80,7 @@ public:
template<typename L, typename... Params>
std::shared_ptr<L>
- addLink(glm::vec3 a, glm::vec3 b, Params &&... params)
+ addLink(Position3D a, Position3D b, Params &&... params)
requires std::is_base_of_v<T, L>
{
const auto node1 = nodeAt(a), node2 = nodeAt(b);
@@ -89,12 +89,12 @@ public:
return l;
}
- Link::CCollection candidateStraight(glm::vec3 n1, glm::vec3 n2) override;
- Link::CCollection candidateJoins(glm::vec3, glm::vec3) override;
- Link::CCollection candidateExtend(glm::vec3, glm::vec3) override;
- Link::CCollection addStraight(glm::vec3 n1, glm::vec3 n2) override;
- Link::CCollection addJoins(glm::vec3, glm::vec3) override;
- Link::CCollection addExtend(glm::vec3, glm::vec3) override;
+ Link::CCollection candidateStraight(Position3D n1, Position3D n2) override;
+ Link::CCollection candidateJoins(Position3D, Position3D) override;
+ Link::CCollection candidateExtend(Position3D, Position3D) override;
+ Link::CCollection addStraight(Position3D n1, Position3D n2) override;
+ Link::CCollection addJoins(Position3D, Position3D) override;
+ Link::CCollection addExtend(Position3D, Position3D) override;
[[nodiscard]] float findNodeDirection(Node::AnyCPtr) const override;
diff --git a/game/network/network.impl.h b/game/network/network.impl.h
index 045335f..8e9e85c 100644
--- a/game/network/network.impl.h
+++ b/game/network/network.impl.h
@@ -54,14 +54,14 @@ NetworkOf<T>::findNodeDirection(Node::AnyCPtr n) const
template<typename T>
Link::CCollection
-NetworkOf<T>::candidateStraight(glm::vec3 n1, glm::vec3 n2)
+NetworkOf<T>::candidateStraight(Position3D n1, Position3D n2)
{
return {candidateLink<typename T::StraightLink>(n1, n2)};
}
template<typename T>
Link::CCollection
-NetworkOf<T>::candidateJoins(glm::vec3 start, glm::vec3 end)
+NetworkOf<T>::candidateJoins(Position3D start, Position3D end)
{
if (glm::distance(start, end) < 2.F) {
return {};
@@ -75,7 +75,7 @@ NetworkOf<T>::candidateJoins(glm::vec3 start, glm::vec3 end)
template<typename T>
Link::CCollection
-NetworkOf<T>::candidateExtend(glm::vec3 start, glm::vec3 end)
+NetworkOf<T>::candidateExtend(Position3D start, Position3D end)
{
const auto [cstart, cend, centre] = genCurveDef(start, end, findNodeDirection(candidateNodeAt(start).first));
return {candidateLink<typename T::CurveLink>(cstart, cend, centre)};
@@ -83,14 +83,14 @@ NetworkOf<T>::candidateExtend(glm::vec3 start, glm::vec3 end)
template<typename T>
Link::CCollection
-NetworkOf<T>::addStraight(glm::vec3 n1, glm::vec3 n2)
+NetworkOf<T>::addStraight(Position3D n1, Position3D n2)
{
return {addLink<typename T::StraightLink>(n1, n2)};
}
template<typename T>
Link::CCollection
-NetworkOf<T>::addJoins(glm::vec3 start, glm::vec3 end)
+NetworkOf<T>::addJoins(Position3D start, Position3D end)
{
if (glm::distance(start, end) < 2.F) {
return {};
@@ -103,7 +103,7 @@ NetworkOf<T>::addJoins(glm::vec3 start, glm::vec3 end)
template<typename T>
Link::CCollection
-NetworkOf<T>::addExtend(glm::vec3 start, glm::vec3 end)
+NetworkOf<T>::addExtend(Position3D start, Position3D end)
{
const auto [cstart, cend, centre] = genCurveDef(start, end, findNodeDirection(nodeAt(start)));
return {addLink<typename T::CurveLink>(cstart, cend, centre)};
diff --git a/game/network/rail.cpp b/game/network/rail.cpp
index bd24a2b..ff101d4 100644
--- a/game/network/rail.cpp
+++ b/game/network/rail.cpp
@@ -18,16 +18,17 @@
template class NetworkOf<RailLink>;
constexpr auto RAIL_CROSSSECTION_VERTICES {5U};
-constexpr glm::vec3 RAIL_HEIGHT {0, 0, .25F};
+constexpr Size3D RAIL_HEIGHT {0, 0, 250.F};
RailLinks::RailLinks() : NetworkOf<RailLink> {"rails.jpg"} { }
+
void
RailLinks::tick(TickDuration)
{
}
std::shared_ptr<RailLink>
-RailLinks::addLinksBetween(glm::vec3 start, glm::vec3 end)
+RailLinks::addLinksBetween(Position3D start, Position3D end)
{
auto node1ins = newNodeAt(start), node2ins = newNodeAt(end);
if (node1ins.second == NodeIs::NotInNetwork && node2ins.second == NodeIs::NotInNetwork) {
@@ -44,7 +45,7 @@ RailLinks::addLinksBetween(glm::vec3 start, glm::vec3 end)
if (dir == vector_yaw(end - start)) {
return addLink<RailLinkStraight>(start, end);
}
- const glm::vec2 flatStart {!start}, flatEnd {!end};
+ const Position2D flatStart {!start}, flatEnd {!end};
if (node2ins.second == NodeIs::InNetwork) {
auto midheight = [&](auto mid) {
const auto sm = glm::distance(flatStart, mid), em = glm::distance(flatEnd, mid);
@@ -99,15 +100,15 @@ RailLink::render(const SceneShader &) const
mesh->Draw();
}
-constexpr const std::array<std::pair<glm::vec3, float>, RAIL_CROSSSECTION_VERTICES> railCrossSection {{
+constexpr const std::array<std::pair<Position3D, float>, RAIL_CROSSSECTION_VERTICES> railCrossSection {{
// ___________
// _/ \_
// left to right
- {{-1.9F, 0.F, 0.F}, 0.F},
- {{-.608F, 0.F, RAIL_HEIGHT.z}, 0.34F},
- {{0, 0.F, RAIL_HEIGHT.z * .7F}, 0.5F},
- {{.608F, 0.F, RAIL_HEIGHT.z}, 0.66F},
- {{1.9F, 0.F, 0.F}, 1.F},
+ {{-1900.F, 0.F, 0.F}, 0.F},
+ {{-608.F, 0.F, RAIL_HEIGHT.z}, .34F},
+ {{0, 0.F, RAIL_HEIGHT.z * .7F}, .5F},
+ {{608.F, 0.F, RAIL_HEIGHT.z}, .66F},
+ {{1900.F, 0.F, 0.F}, 1.F},
}};
constexpr auto sleepers {5.F}; // There are 5 repetitions of sleepers in the texture
@@ -121,31 +122,31 @@ RailLinkStraight::RailLinkStraight(const Node::Ptr & a, const Node::Ptr & b) : R
{
}
-RailLinkStraight::RailLinkStraight(Node::Ptr a, Node::Ptr b, const glm::vec3 & diff) :
+RailLinkStraight::RailLinkStraight(Node::Ptr a, Node::Ptr b, const Position3D & 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 / 2.F);
+ const auto len = round_sleepers(length / 2000.F);
const auto e {flat_orientation(diff)};
for (auto ei : {1U, 0U}) {
const auto trans {glm::translate(ends[ei].node->pos) * e};
for (const auto & rcs : railCrossSection) {
- const glm::vec3 m {(trans * glm::vec4 {rcs.first, 1})};
- vertices.emplace_back(m, glm::vec2 {rcs.second, len * static_cast<float>(ei)}, up);
+ const Position3D m {(trans * (rcs.first ^ 1))};
+ vertices.emplace_back(m, Position2D {rcs.second, len * static_cast<float>(ei)}, up);
}
}
mesh = defaultMesh(vertices);
}
}
-RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, glm::vec2 c) :
+RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, Position2D c) :
RailLinkCurve(a, b, c ^ a->pos.z, {!c, a->pos, b->pos})
{
}
-RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, glm::vec3 c, const Arc arc) :
+RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, Position3D 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}
@@ -154,26 +155,26 @@ RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, glm::vec3
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(15.F * slength / std::pow(radius, 0.7F));
- const auto step {glm::vec3 {arc_length(arc), e1p.z - e0p.z, slength} / segs};
+ 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)};
auto segCount = static_cast<std::size_t>(std::lround(segs)) + 1;
std::vector<Vertex> vertices;
vertices.reserve(segCount * railCrossSection.size());
- for (glm::vec3 swing = {arc.first, centreBase.z - e0p.z, 0.F}; segCount; swing += step, --segCount) {
+ for (Position3D 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})};
+ trans * glm::rotate(half_pi - swing.x, up) * glm::translate(Position3D {radius, 0.F, swing.y})};
for (const auto & rcs : railCrossSection) {
- const glm::vec3 m {(t * glm::vec4 {rcs.first, 1})};
- vertices.emplace_back(m, glm::vec2 {rcs.second, swing.z}, up);
+ const Position3D m {(t * (rcs.first ^ 1))};
+ vertices.emplace_back(m, Position2D {rcs.second, swing.z}, up);
}
}
mesh = defaultMesh(vertices);
}
}
-glm::vec3
+Position3D
RailLink::vehiclePositionOffset() const
{
return RAIL_HEIGHT;
diff --git a/game/network/rail.h b/game/network/rail.h
index 611eb67..4a1932f 100644
--- a/game/network/rail.h
+++ b/game/network/rail.h
@@ -18,6 +18,7 @@ struct Arc;
// A piece of rail track
class RailLinkStraight;
class RailLinkCurve;
+
class RailLink : public virtual Link, public Renderable {
public:
RailLink() = default;
@@ -31,11 +32,12 @@ public:
NO_MOVE(RailLink);
protected:
- [[nodiscard]] glm::vec3 vehiclePositionOffset() const override;
+ [[nodiscard]] Position3D vehiclePositionOffset() const override;
[[nodiscard]] static Mesh::Ptr defaultMesh(const std::span<Vertex> vertices);
Mesh::Ptr mesh;
};
+
RailLink::~RailLink() = default;
class RailLinkStraight : public RailLink, public LinkStraight {
@@ -43,22 +45,22 @@ public:
RailLinkStraight(const Node::Ptr &, const Node::Ptr &);
private:
- RailLinkStraight(Node::Ptr, Node::Ptr, const glm::vec3 & diff);
+ RailLinkStraight(Node::Ptr, Node::Ptr, const Position3D & diff);
};
class RailLinkCurve : public RailLink, public LinkCurve {
public:
- RailLinkCurve(const Node::Ptr &, const Node::Ptr &, glm::vec2);
+ RailLinkCurve(const Node::Ptr &, const Node::Ptr &, Position2D);
private:
- RailLinkCurve(const Node::Ptr &, const Node::Ptr &, glm::vec3, const Arc);
+ RailLinkCurve(const Node::Ptr &, const Node::Ptr &, Position3D, const Arc);
};
class RailLinks : public NetworkOf<RailLink>, public WorldObject {
public:
RailLinks();
- std::shared_ptr<RailLink> addLinksBetween(glm::vec3 start, glm::vec3 end);
+ std::shared_ptr<RailLink> addLinksBetween(Position3D start, Position3D end);
private:
void tick(TickDuration elapsed) override;