diff options
author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-11-16 00:07:48 +0000 |
---|---|---|
committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-11-16 00:07:48 +0000 |
commit | b7fadd730a78671a0eaf55c36df24c04661ef2c3 (patch) | |
tree | a9d5bce62b3c6e42008d7e0f637665aa97b73764 /game/network | |
parent | Don't write null value for pointers (diff) | |
download | ilt-b7fadd730a78671a0eaf55c36df24c04661ef2c3.tar.bz2 ilt-b7fadd730a78671a0eaf55c36df24c04661ef2c3.tar.xz ilt-b7fadd730a78671a0eaf55c36df24c04661ef2c3.zip |
Swap y,z axis
This was a pain... but all the coords make much more sense now and a lot of mystery negation has disappeared.
Diffstat (limited to 'game/network')
-rw-r--r-- | game/network/link.cpp | 8 | ||||
-rw-r--r-- | game/network/rail.cpp | 77 |
2 files changed, 48 insertions, 37 deletions
diff --git a/game/network/link.cpp b/game/network/link.cpp index e45126f..f3a79a6 100644 --- a/game/network/link.cpp +++ b/game/network/link.cpp @@ -12,7 +12,7 @@ bool operator<(const glm::vec3 & a, const glm::vec3 & b) { // NOLINTNEXTLINE(hicpp-use-nullptr,modernize-use-nullptr) - return std::tie(a.x, a.z, a.y) < std::tie(b.x, b.z, b.y); + return std::tie(a.x, a.y, a.z) < std::tie(b.x, b.y, b.z); } bool @@ -27,7 +27,7 @@ LinkStraight::positionAt(float dist, unsigned char start) const const auto es {std::make_pair(ends[start].node.get(), ends[1 - start].node.get())}; const auto diff {es.second->pos - es.first->pos}; const auto dir {glm::normalize(diff)}; - return Location {es.first->pos + vehiclePositionOffset() + dir * dist, {-vector_pitch(dir), vector_yaw(dir), 0}}; + return Location {es.first->pos + vehiclePositionOffset() + dir * dist, {vector_pitch(dir), vector_yaw(dir), 0}}; } Location @@ -40,7 +40,7 @@ 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, -centreBase.y + es.first->pos.y + ((es.second->pos.y - es.first->pos.y) * frac), 0}}; - const auto pitch {vector_pitch({0, (es.first->pos.y - es.second->pos.y) / length, 0})}; + + glm::vec3 {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}}; } diff --git a/game/network/rail.cpp b/game/network/rail.cpp index 1f432cb..5127e34 100644 --- a/game/network/rail.cpp +++ b/game/network/rail.cpp @@ -15,10 +15,13 @@ template class NetworkOf<RailLink>; constexpr auto RAIL_CROSSSECTION_VERTICES {5U}; -constexpr glm::vec3 RAIL_HEIGHT {0, .25F, 0}; +constexpr glm::vec3 RAIL_HEIGHT {0, 0, .25F}; RailLinks::RailLinks() : NetworkOf<RailLink> {"rails.jpg"} { } -void RailLinks::tick(TickDuration) { } +void +RailLinks::tick(TickDuration) +{ +} std::shared_ptr<RailLink> RailLinks::addLinksBetween(glm::vec3 start, glm::vec3 end) @@ -46,11 +49,14 @@ RailLinks::addLinksBetween(glm::vec3 start, glm::vec3 end) throw std::runtime_error("Node exists but couldn't find it"); }; float dir = pi + findDir(node1ins.first); + if (dir == vector_yaw(end - start)) { + return addLink<RailLinkStraight>(start, end); + } const glm::vec2 flatStart {!start}, flatEnd {!end}; if (!node2ins.second) { auto midheight = [&](auto mid) { const auto sm = glm::distance(flatStart, mid), em = glm::distance(flatEnd, mid); - return start.y + ((end.y - start.y) * (sm / (sm + em))); + return start.z + ((end.z - start.z) * (sm / (sm + em))); }; float dir2 = pi + findDir(node2ins.first); if (const auto radii = find_arcs_radius(flatStart, dir, flatEnd, dir2); radii.first < radii.second) { @@ -106,9 +112,9 @@ constexpr const std::array<std::pair<glm::vec3, float>, RAIL_CROSSSECTION_VERTIC // _/ \_ // left to right {{-1.9F, 0.F, 0.F}, 0.F}, - {{-.608F, RAIL_HEIGHT.y, 0.F}, 0.34F}, - {{0, RAIL_HEIGHT.y * .7F, 0.F}, 0.5F}, - {{.608F, RAIL_HEIGHT.y, 0.F}, 0.66F}, + {{-.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}, }}; constexpr auto sleepers {5.F}; // There are 5 repetitions of sleepers in the texture @@ -124,22 +130,24 @@ RailLinkStraight::RailLinkStraight(const NodePtr & a, const NodePtr & b) : RailL RailLinkStraight::RailLinkStraight(NodePtr a, NodePtr b, const glm::vec3 & diff) : Link({std::move(a), vector_yaw(diff)}, {std::move(b), vector_yaw(-diff)}, glm::length(diff)) { - std::vector<Vertex> vertices; - vertices.reserve(2 * railCrossSection.size()); - 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].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, ei ? len : 0.F}, up); + if (glGenVertexArrays) { + std::vector<Vertex> vertices; + vertices.reserve(2 * railCrossSection.size()); + const auto len = round_sleepers(length / 2.F); + const auto e {flat_orientation(diff)}; + for (int ei : {1, 0}) { + 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); + } } + mesh = defaultMesh(vertices); } - mesh = defaultMesh(vertices); } RailLinkCurve::RailLinkCurve(const NodePtr & a, const NodePtr & b, glm::vec2 c) : - RailLinkCurve(a, b, {c.x, a->pos.y, c.y}, {!c, a->pos, b->pos}) + RailLinkCurve(a, b, c ^ a->pos.z, {!c, a->pos, b->pos}) { } @@ -148,24 +156,27 @@ RailLinkCurve::RailLinkCurve(const NodePtr & a, const NodePtr & b, glm::vec3 c, (glm::length(a->pos - c)) * arc_length(arc)), LinkCurve {c, glm::length(ends[0].node->pos - c), arc} { - 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(5.F * slength / std::pow(radius, 0.7F)); - const auto step {glm::vec3 {-arc_length(arc), e0p.y - e1p.y, slength} / segs}; - const auto trans {glm::translate(centreBase)}; - - auto segCount = std::lround(segs); - std::vector<Vertex> vertices; - vertices.reserve((segCount + 1) * railCrossSection.size()); - for (glm::vec3 swing = {arc.second, e1p.y - centreBase.y, 0.F}; segCount >= 0; swing += step, --segCount) { - const auto t {trans * glm::rotate(swing.x - half_pi, up) * glm::translate(glm::vec3 {radius, swing.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, swing.z}, up); + 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(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 = std::lround(segs); + std::vector<Vertex> vertices; + vertices.reserve((segCount + 1) * railCrossSection.size()); + for (glm::vec3 swing = {arc.first, centreBase.z - e0p.z, 0.F}; segCount >= 0; swing += step, --segCount) { + const auto t { + trans * glm::rotate(half_pi - swing.x, up) * glm::translate(glm::vec3 {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); + } } + mesh = defaultMesh(vertices); } - mesh = defaultMesh(vertices); } glm::vec3 |