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authorDan Goodliffe <dan@randomdan.homeip.net>2022-10-22 19:06:14 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2022-10-22 19:06:14 +0100
commit873ef1436e233b5b4c542f35838a7cd73432ede6 (patch)
treead5b0f0bba71c5da5791471216855a1af221c26e /game/network
parentMove -Wold-style-cast to gcc only list, clang triggers in some SDL headers (diff)
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Tidy network node insertion/searching
Diffstat (limited to 'game/network')
-rw-r--r--game/network/network.cpp17
-rw-r--r--game/network/network.h9
-rw-r--r--game/network/rail.cpp10
3 files changed, 22 insertions, 14 deletions
diff --git a/game/network/network.cpp b/game/network/network.cpp
index d78f672..ad501b5 100644
--- a/game/network/network.cpp
+++ b/game/network/network.cpp
@@ -19,14 +19,15 @@ Network::nodeAt(glm::vec3 pos)
return newNodeAt(pos).first;
}
-std::pair<Node::Ptr, bool>
+Network::NodeInsertion
Network::newNodeAt(glm::vec3 pos)
{
- const auto [n, i] = candidateNodeAt(pos);
- if (!i) {
- nodes.insert(n);
+ if (const auto [n, i] = candidateNodeAt(pos); i == NodeIs::NotInNetwork) {
+ return {*nodes.insert(std::move(n)).first, i};
+ }
+ else {
+ return {n, NodeIs::InNetwork};
}
- return {n, !i};
}
Node::Ptr
@@ -38,13 +39,13 @@ Network::findNodeAt(glm::vec3 pos) const
return {};
}
-std::pair<Node::Ptr, bool>
+Network::NodeInsertion
Network::candidateNodeAt(glm::vec3 pos) const
{
if (const auto n = nodes.find(pos); n != nodes.end()) {
- return {*n, true};
+ return {*n, NodeIs::InNetwork};
}
- return {std::make_shared<Node>(pos), false};
+ return {std::make_shared<Node>(pos), NodeIs::NotInNetwork};
}
Node::Ptr
diff --git a/game/network/network.h b/game/network/network.h
index b95dfdc..25f0200 100644
--- a/game/network/network.h
+++ b/game/network/network.h
@@ -23,8 +23,10 @@ public:
[[nodiscard]] Node::Ptr findNodeAt(glm::vec3) const;
[[nodiscard]] Node::Ptr nodeAt(glm::vec3);
- [[nodiscard]] std::pair<Node::Ptr, bool> newNodeAt(glm::vec3);
- [[nodiscard]] std::pair<Node::Ptr, bool> candidateNodeAt(glm::vec3) const;
+ enum class NodeIs { InNetwork, NotInNetwork };
+ using NodeInsertion = std::pair<Node::Ptr, NodeIs>;
+ [[nodiscard]] NodeInsertion newNodeAt(glm::vec3);
+ [[nodiscard]] NodeInsertion candidateNodeAt(glm::vec3) const;
[[nodiscard]] virtual Link::Ptr intersectRayLinks(const Ray &) const = 0;
[[nodiscard]] virtual Node::Ptr intersectRayNodes(const Ray &) const;
@@ -85,4 +87,7 @@ public:
Link::CCollection addExtend(glm::vec3, glm::vec3) override;
void render(const Shader &) const override;
+
+protected:
+ Link::CCollection addJoins();
};
diff --git a/game/network/rail.cpp b/game/network/rail.cpp
index 635ee6e..95b6d24 100644
--- a/game/network/rail.cpp
+++ b/game/network/rail.cpp
@@ -30,11 +30,11 @@ std::shared_ptr<RailLink>
RailLinks::addLinksBetween(glm::vec3 start, glm::vec3 end)
{
auto node1ins = newNodeAt(start), node2ins = newNodeAt(end);
- if (node1ins.second && node2ins.second) {
+ if (node1ins.second == NodeIs::NotInNetwork && node2ins.second == NodeIs::NotInNetwork) {
// Both nodes are new, direct link, easy
return addLink<RailLinkStraight>(start, end);
}
- if (node1ins.second && !node2ins.second) {
+ if (node1ins.second == NodeIs::NotInNetwork && node2ins.second == NodeIs::InNetwork) {
// node1 is new, node2 exists, but we build from existing outwards
std::swap(node1ins, node2ins);
std::swap(start, end);
@@ -56,7 +56,7 @@ RailLinks::addLinksBetween(glm::vec3 start, glm::vec3 end)
return addLink<RailLinkStraight>(start, end);
}
const glm::vec2 flatStart {!start}, flatEnd {!end};
- if (!node2ins.second) {
+ 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)));
@@ -128,7 +128,9 @@ round_sleepers(const float v)
return round_frac(v, sleepers);
}
-RailLinkStraight::RailLinkStraight(const Node::Ptr & a, const Node::Ptr & b) : RailLinkStraight(a, b, b->pos - a->pos) { }
+RailLinkStraight::RailLinkStraight(const Node::Ptr & a, const Node::Ptr & b) : RailLinkStraight(a, b, b->pos - a->pos)
+{
+}
RailLinkStraight::RailLinkStraight(Node::Ptr a, Node::Ptr b, const glm::vec3 & diff) :
Link({std::move(a), vector_yaw(diff)}, {std::move(b), vector_yaw(-diff)}, glm::length(diff))