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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
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')
-rw-r--r--game/activity.h2
-rw-r--r--game/gamestate.h1
-rw-r--r--game/geoData.cpp71
-rw-r--r--game/geoData.h50
-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
-rw-r--r--game/objective.h2
-rw-r--r--game/orders.h1
-rw-r--r--game/scenary/foliage.cpp3
-rw-r--r--game/scenary/foliage.h3
-rw-r--r--game/scenary/plant.cpp2
-rw-r--r--game/scenary/plant.h2
-rw-r--r--game/selectable.h3
-rw-r--r--game/vehicles/linkHistory.cpp2
-rw-r--r--game/vehicles/railVehicle.cpp54
-rw-r--r--game/vehicles/railVehicle.h8
-rw-r--r--game/vehicles/railVehicleClass.cpp8
-rw-r--r--game/vehicles/railVehicleClass.h2
-rw-r--r--game/vehicles/train.cpp2
-rw-r--r--game/vehicles/train.h2
-rw-r--r--game/vehicles/vehicle.h1
26 files changed, 212 insertions, 166 deletions
diff --git a/game/activity.h b/game/activity.h
index e0585f7..38f6524 100644
--- a/game/activity.h
+++ b/game/activity.h
@@ -16,10 +16,12 @@ public:
template<typename T> class Of;
};
+
using ActivityPtr = std::unique_ptr<Activity>;
template<typename T>
concept ActivityConcept = std::is_base_of_v<Activity, T>;
+
template<ActivityConcept AC> class Can {
public:
Can() = default;
diff --git a/game/gamestate.h b/game/gamestate.h
index 6f3f382..f07f844 100644
--- a/game/gamestate.h
+++ b/game/gamestate.h
@@ -19,4 +19,5 @@ public:
std::shared_ptr<GeoData> geoData;
AssetFactory::Assets assets;
};
+
extern GameState * gameState;
diff --git a/game/geoData.cpp b/game/geoData.cpp
index 61dedda..7710efe 100644
--- a/game/geoData.cpp
+++ b/game/geoData.cpp
@@ -21,16 +21,20 @@ GeoData::loadFromAsciiGrid(const std::filesystem::path & input)
f >> *properties.at(property);
properties.erase(property);
}
+ xllcorner *= 1000;
+ yllcorner *= 1000;
+ cellsize *= 1000;
std::vector<VertexHandle> vertices;
vertices.reserve(ncols * nrows);
GeoData mesh;
- mesh.lowerExtent = {xllcorner, yllcorner, std::numeric_limits<float>::max()};
+ mesh.lowerExtent = {xllcorner, yllcorner, std::numeric_limits<GlobalDistance>::max()};
mesh.upperExtent = {xllcorner + (cellsize * (ncols - 1)), yllcorner + (cellsize * (nrows - 1)),
- std::numeric_limits<float>::min()};
+ std::numeric_limits<GlobalDistance>::min()};
for (size_t row = 0; row < nrows; ++row) {
for (size_t col = 0; col < ncols; ++col) {
- float height = 0;
- f >> height;
+ float heightf = 0;
+ f >> heightf;
+ const auto height = static_cast<GlobalDistance>(std::round(heightf * 1000.F));
mesh.upperExtent.z = std::max(mesh.upperExtent.z, height);
mesh.lowerExtent.z = std::min(mesh.lowerExtent.z, height);
vertices.push_back(mesh.add_vertex({xllcorner + (col * cellsize), yllcorner + (row * cellsize), height}));
@@ -60,12 +64,12 @@ GeoData::loadFromAsciiGrid(const std::filesystem::path & input)
};
GeoData
-GeoData::createFlat(glm::vec2 lower, glm::vec2 upper, float h)
+GeoData::createFlat(GlobalPosition2D lower, GlobalPosition2D upper, GlobalDistance h)
{
GeoData mesh;
- mesh.lowerExtent = lower ^ h;
- mesh.upperExtent = upper ^ h;
+ mesh.lowerExtent = {lower, h};
+ mesh.upperExtent = {upper, h};
const auto ll = mesh.add_vertex({lower.x, lower.y, h}), lu = mesh.add_vertex({lower.x, upper.y, h}),
ul = mesh.add_vertex({upper.x, lower.y, h}), uu = mesh.add_vertex({upper.x, upper.y, h});
@@ -80,14 +84,17 @@ GeoData::createFlat(glm::vec2 lower, glm::vec2 upper, float h)
}
OpenMesh::FaceHandle
-GeoData::findPoint(glm::vec2 p) const
+GeoData::findPoint(GlobalPosition2D p) const
{
return findPoint(p, *faces_begin());
}
-GeoData::PointFace::PointFace(const glm::vec2 p, const GeoData * mesh) : PointFace {p, mesh, *mesh->faces_begin()} { }
+GeoData::PointFace::PointFace(const GlobalPosition2D p, const GeoData * mesh) :
+ PointFace {p, mesh, *mesh->faces_begin()}
+{
+}
-GeoData::PointFace::PointFace(const glm::vec2 p, const GeoData * mesh, FaceHandle start) :
+GeoData::PointFace::PointFace(const GlobalPosition2D p, const GeoData * mesh, FaceHandle start) :
PointFace {p, mesh->findPoint(p, start)}
{
}
@@ -113,9 +120,9 @@ GeoData::PointFace::face(const GeoData * mesh) const
namespace {
template<template<typename> typename Op>
[[nodiscard]] constexpr inline auto
- pointLineOp(const glm::vec2 p, const glm::vec2 e1, const glm::vec2 e2)
+ pointLineOp(const GlobalPosition2D p, const GlobalPosition2D e1, const GlobalPosition2D e2)
{
- return Op {}((e2.x - e1.x) * (p.y - e1.y), (e2.y - e1.y) * (p.x - e1.x));
+ return Op {}(int64_t(e2.x - e1.x) * int64_t(p.y - e1.y), int64_t(e2.y - e1.y) * int64_t(p.x - e1.x));
}
constexpr auto pointLeftOfLine = pointLineOp<std::greater>;
@@ -125,9 +132,13 @@ namespace {
static_assert(pointLeftOfLine({2, 1}, {2, 2}, {1, 1}));
static_assert(pointLeftOfLine({2, 2}, {1, 2}, {2, 1}));
static_assert(pointLeftOfLine({1, 1}, {2, 1}, {1, 2}));
+ static_assert(pointLeftOfOrOnLine({310000000, 490000000}, {310000000, 490000000}, {310050000, 490050000}));
+ static_assert(pointLeftOfOrOnLine({310000000, 490000000}, {310050000, 490050000}, {310000000, 490050000}));
+ static_assert(pointLeftOfOrOnLine({310000000, 490000000}, {310000000, 490050000}, {310000000, 490000000}));
[[nodiscard]] constexpr inline bool
- linesCross(const glm::vec2 a1, const glm::vec2 a2, const glm::vec2 b1, const glm::vec2 b2)
+ linesCross(
+ const GlobalPosition2D a1, const GlobalPosition2D a2, const GlobalPosition2D b1, const GlobalPosition2D b2)
{
return (pointLeftOfLine(a2, b1, b2) == pointLeftOfLine(a1, b2, b1))
&& (pointLeftOfLine(b1, a1, a2) == pointLeftOfLine(b2, a2, a1));
@@ -137,7 +148,8 @@ namespace {
static_assert(linesCross({2, 2}, {1, 1}, {1, 2}, {2, 1}));
[[nodiscard]] constexpr inline bool
- linesCrossLtR(const glm::vec2 a1, const glm::vec2 a2, const glm::vec2 b1, const glm::vec2 b2)
+ linesCrossLtR(
+ const GlobalPosition2D a1, const GlobalPosition2D a2, const GlobalPosition2D b1, const GlobalPosition2D b2)
{
return pointLeftOfLine(a2, b1, b2) && pointLeftOfLine(a1, b2, b1) && pointLeftOfLine(b1, a1, a2)
&& pointLeftOfLine(b2, a2, a1);
@@ -148,7 +160,7 @@ namespace {
}
OpenMesh::FaceHandle
-GeoData::findPoint(glm::vec2 p, OpenMesh::FaceHandle f) const
+GeoData::findPoint(GlobalPosition2D p, OpenMesh::FaceHandle f) const
{
while (f.is_valid() && !triangleContainsPoint(p, triangle<2>(f))) {
for (auto next = cfh_iter(f); next.is_valid(); ++next) {
@@ -166,30 +178,31 @@ GeoData::findPoint(glm::vec2 p, OpenMesh::FaceHandle f) const
return f;
}
-glm::vec3
+GlobalPosition3D
GeoData::positionAt(const PointFace & p) const
{
- glm::vec3 out {};
+ RelativePosition3D out {};
const auto t = triangle<3>(p.face(this));
- glm::intersectLineTriangle(p.point ^ 0.F, up, t[0], t[1], t[2], out);
- return p.point ^ out[0];
+ glm::intersectLineTriangle<RelativePosition3D>({p.point, 0}, up, t[0], t[1], t[2], out);
+ return {p.point, out[0]};
}
-[[nodiscard]] std::optional<glm::vec3>
+[[nodiscard]] std::optional<GlobalPosition3D>
GeoData::intersectRay(const Ray & ray) const
{
return intersectRay(ray, findPoint(ray.start));
}
-[[nodiscard]] std::optional<glm::vec3>
+[[nodiscard]] std::optional<GlobalPosition3D>
GeoData::intersectRay(const Ray & ray, FaceHandle face) const
{
- std::optional<glm::vec3> out;
+ std::optional<GlobalPosition3D> out;
walkUntil(PointFace {ray.start, face}, ray.start + (ray.direction * 10000.F), [&out, &ray, this](FaceHandle face) {
- glm::vec2 bari {};
+ BaryPosition bari {};
float dist {};
const auto t = triangle<3>(face);
- if (glm::intersectRayTriangle(ray.start, ray.direction, t[0], t[1], t[2], bari, dist)) {
+ if (glm::intersectRayTriangle<RelativePosition3D::value_type, glm::defaultp>(
+ ray.start, ray.direction, t[0], t[1], t[2], bari, dist)) {
out = t * bari;
return true;
}
@@ -199,7 +212,7 @@ GeoData::intersectRay(const Ray & ray, FaceHandle face) const
}
void
-GeoData::walk(const PointFace & from, const glm::vec2 to, const std::function<void(FaceHandle)> & op) const
+GeoData::walk(const PointFace & from, const GlobalPosition2D to, const std::function<void(FaceHandle)> & op) const
{
walkUntil(from, to, [&op](const auto & fh) {
op(fh);
@@ -208,7 +221,7 @@ GeoData::walk(const PointFace & from, const glm::vec2 to, const std::function<vo
}
void
-GeoData::walkUntil(const PointFace & from, const glm::vec2 to, const std::function<bool(FaceHandle)> & op) const
+GeoData::walkUntil(const PointFace & from, const GlobalPosition2D to, const std::function<bool(FaceHandle)> & op) const
{
auto f = from.face(this);
if (!f.is_valid()) {
@@ -269,7 +282,7 @@ GeoData::boundaryWalkUntil(const std::function<bool(HalfedgeHandle)> & op, Halfe
}
GeoData::HalfedgeHandle
-GeoData::findEntry(const glm::vec2 from, const glm::vec2 to) const
+GeoData::findEntry(const GlobalPosition2D from, const GlobalPosition2D to) const
{
HalfedgeHandle entry;
boundaryWalkUntil([this, from, to, &entry](auto he) {
@@ -285,14 +298,14 @@ GeoData::findEntry(const glm::vec2 from, const glm::vec2 to) const
}
bool
-GeoData::triangleContainsPoint(const glm::vec2 p, const Triangle<2> & t)
+GeoData::triangleContainsPoint(const GlobalPosition2D p, const Triangle<2> & t)
{
return pointLeftOfOrOnLine(p, t[0], t[1]) && pointLeftOfOrOnLine(p, t[1], t[2])
&& pointLeftOfOrOnLine(p, t[2], t[0]);
}
bool
-GeoData::triangleContainsPoint(const glm::vec2 p, FaceHandle face) const
+GeoData::triangleContainsPoint(const GlobalPosition2D p, FaceHandle face) const
{
return triangleContainsPoint(p, triangle<2>(face));
}
diff --git a/game/geoData.h b/game/geoData.h
index 474731b..3141dbe 100644
--- a/game/geoData.h
+++ b/game/geoData.h
@@ -1,6 +1,7 @@
#pragma once
#include "collections.h" // IWYU pragma: keep IterableCollection
+#include "config/types.h"
#include "ray.h"
#include <OpenMesh/Core/Mesh/TriMesh_ArrayKernelT.hh>
#include <filesystem>
@@ -13,8 +14,8 @@ struct GeoDataTraits : public OpenMesh::DefaultTraits {
EdgeAttributes(OpenMesh::Attributes::Status);
VertexAttributes(OpenMesh::Attributes::Normal | OpenMesh::Attributes::Status);
HalfedgeAttributes(OpenMesh::Attributes::Normal | OpenMesh::Attributes::Status);
- using Point = glm::vec3;
- using Normal = glm::vec3;
+ using Point = GlobalPosition3D;
+ using Normal = Normal3D;
};
class GeoData : public OpenMesh::TriMesh_ArrayKernelT<GeoDataTraits> {
@@ -23,18 +24,18 @@ private:
public:
static GeoData loadFromAsciiGrid(const std::filesystem::path &);
- static GeoData createFlat(glm::vec2 lower, glm::vec2, float h);
+ static GeoData createFlat(GlobalPosition2D lower, GlobalPosition2D upper, GlobalDistance h);
struct PointFace {
// NOLINTNEXTLINE(hicpp-explicit-conversions)
- PointFace(const glm::vec2 p) : point {p} { }
+ PointFace(const GlobalPosition2D p) : point {p} { }
- PointFace(const glm::vec2 p, FaceHandle face) : point {p}, _face {face} { }
+ PointFace(const GlobalPosition2D p, FaceHandle face) : point {p}, _face {face} { }
- PointFace(const glm::vec2 p, const GeoData *);
- PointFace(const glm::vec2 p, const GeoData *, FaceHandle start);
+ PointFace(const GlobalPosition2D p, const GeoData *);
+ PointFace(const GlobalPosition2D p, const GeoData *, FaceHandle start);
- const glm::vec2 point;
+ const GlobalPosition2D point;
[[nodiscard]] FaceHandle face(const GeoData *) const;
[[nodiscard]] FaceHandle face(const GeoData *, FaceHandle start) const;
@@ -48,8 +49,8 @@ public:
mutable FaceHandle _face {};
};
- template<glm::length_t Dim> struct Triangle : public glm::vec<3, glm::vec<Dim, glm::vec2::value_type>> {
- using base = glm::vec<3, glm::vec<Dim, glm::vec2::value_type>>;
+ template<glm::length_t Dim> struct Triangle : public glm::vec<3, glm::vec<Dim, GlobalDistance>> {
+ using base = glm::vec<3, glm::vec<Dim, GlobalDistance>>;
using base::base;
template<IterableCollection Range> Triangle(const GeoData * m, Range range)
@@ -60,30 +61,31 @@ public:
});
}
- glm::vec<Dim, glm::vec2::value_type>
- operator*(glm::vec2 bari) const
+ glm::vec<Dim, GlobalDistance>
+ operator*(BaryPosition bari) const
{
const auto & t {*this};
- return t[0] + ((t[1] - t[0]) * bari.x) + ((t[2] - t[1]) * bari.y);
+ return t[0] + GlobalPosition<Dim>(RelativePosition<Dim>(t[1] - t[0]) * bari.x)
+ + GlobalPosition<Dim>(RelativePosition<Dim>(t[2] - t[1]) * bari.y);
}
};
- [[nodiscard]] FaceHandle findPoint(glm::vec2) const;
- [[nodiscard]] FaceHandle findPoint(glm::vec2, FaceHandle start) const;
+ [[nodiscard]] FaceHandle findPoint(GlobalPosition2D) const;
+ [[nodiscard]] FaceHandle findPoint(GlobalPosition2D, FaceHandle start) const;
- [[nodiscard]] glm::vec3 positionAt(const PointFace &) const;
- [[nodiscard]] std::optional<glm::vec3> intersectRay(const Ray &) const;
- [[nodiscard]] std::optional<glm::vec3> intersectRay(const Ray &, FaceHandle start) const;
+ [[nodiscard]] GlobalPosition3D positionAt(const PointFace &) const;
+ [[nodiscard]] std::optional<GlobalPosition3D> intersectRay(const Ray &) const;
+ [[nodiscard]] std::optional<GlobalPosition3D> intersectRay(const Ray &, FaceHandle start) const;
- void walk(const PointFace & from, const glm::vec2 to, const std::function<void(FaceHandle)> & op) const;
- void walkUntil(const PointFace & from, const glm::vec2 to, const std::function<bool(FaceHandle)> & op) const;
+ void walk(const PointFace & from, const GlobalPosition2D to, const std::function<void(FaceHandle)> & op) const;
+ void walkUntil(const PointFace & from, const GlobalPosition2D to, const std::function<bool(FaceHandle)> & op) const;
void boundaryWalk(const std::function<void(HalfedgeHandle)> &) const;
void boundaryWalk(const std::function<void(HalfedgeHandle)> &, HalfedgeHandle start) const;
void boundaryWalkUntil(const std::function<bool(HalfedgeHandle)> &) const;
void boundaryWalkUntil(const std::function<bool(HalfedgeHandle)> &, HalfedgeHandle start) const;
- [[nodiscard]] HalfedgeHandle findEntry(const glm::vec2 from, const glm::vec2 to) const;
+ [[nodiscard]] HalfedgeHandle findEntry(const GlobalPosition2D from, const GlobalPosition2D to) const;
[[nodiscard]] auto
getExtents() const
@@ -99,10 +101,10 @@ protected:
return {this, fv_range(f)};
}
- [[nodiscard]] static bool triangleContainsPoint(const glm::vec2, const Triangle<2> &);
- [[nodiscard]] bool triangleContainsPoint(const glm::vec2, FaceHandle) const;
+ [[nodiscard]] static bool triangleContainsPoint(const GlobalPosition2D, const Triangle<2> &);
+ [[nodiscard]] bool triangleContainsPoint(const GlobalPosition2D, FaceHandle) const;
[[nodiscard]] HalfedgeHandle findBoundaryStart() const;
private:
- glm::vec3 lowerExtent {}, upperExtent {};
+ GlobalPosition3D lowerExtent {}, upperExtent {};
};
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;
diff --git a/game/objective.h b/game/objective.h
index 130015f..f5c6e48 100644
--- a/game/objective.h
+++ b/game/objective.h
@@ -10,6 +10,7 @@ class Orders;
class Objective {
public:
explicit Objective(Orders * os) : orders(os) { }
+
DEFAULT_MOVE_COPY(Objective);
virtual ~Objective() = default;
@@ -19,4 +20,5 @@ public:
Orders * orders;
};
+
using ObjectivePtr = std::unique_ptr<Objective>;
diff --git a/game/orders.h b/game/orders.h
index f29e208..ca5cfdb 100644
--- a/game/orders.h
+++ b/game/orders.h
@@ -10,4 +10,5 @@ public:
[[nodiscard]] Objective * current() const;
Objective * next();
};
+
using OrdersPtr = std::shared_ptr<Orders>;
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp
index 702a52c..c258b77 100644
--- a/game/scenary/foliage.cpp
+++ b/game/scenary/foliage.cpp
@@ -15,7 +15,8 @@ void
Foliage::postLoad()
{
texture = getTexture();
- bodyMesh->configureVAO(instanceVAO).addAttribs<glm::mat4>(instances.bufferName(), 1);
+ bodyMesh->configureVAO(instanceVAO)
+ .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1);
}
void
diff --git a/game/scenary/foliage.h b/game/scenary/foliage.h
index b72a9c2..bbb6200 100644
--- a/game/scenary/foliage.h
+++ b/game/scenary/foliage.h
@@ -15,7 +15,8 @@ class Foliage : public Asset, public Renderable, public StdTypeDefs<Foliage> {
glVertexArray instanceVAO;
public:
- mutable InstanceVertices<glm::mat4> instances;
+ using LocationVertex = std::pair<glm::mat4, GlobalPosition3D>;
+ mutable InstanceVertices<LocationVertex> instances;
void render(const SceneShader &) const override;
void shadows(const ShadowMapper &) const override;
diff --git a/game/scenary/plant.cpp b/game/scenary/plant.cpp
index 4fb3cb5..b39c28b 100644
--- a/game/scenary/plant.cpp
+++ b/game/scenary/plant.cpp
@@ -2,6 +2,6 @@
#include "location.h"
Plant::Plant(std::shared_ptr<const Foliage> type, const Location & position) :
- type {std::move(type)}, location {this->type->instances.acquire(position.getTransform())}
+ type {std::move(type)}, location {this->type->instances.acquire(position.getRotationTransform(), position.pos)}
{
}
diff --git a/game/scenary/plant.h b/game/scenary/plant.h
index 82ab0e5..77c9ff7 100644
--- a/game/scenary/plant.h
+++ b/game/scenary/plant.h
@@ -7,7 +7,7 @@ class Location;
class Plant : public WorldObject {
std::shared_ptr<const Foliage> type;
- InstanceVertices<glm::mat4>::InstanceProxy location;
+ InstanceVertices<Foliage::LocationVertex>::InstanceProxy location;
void
tick(TickDuration) override
diff --git a/game/selectable.h b/game/selectable.h
index 31287d8..9732dca 100644
--- a/game/selectable.h
+++ b/game/selectable.h
@@ -1,5 +1,6 @@
#pragma once
+#include "config/types.h"
#include <glm/glm.hpp>
#include <special_members.h>
@@ -11,5 +12,5 @@ public:
virtual ~Selectable() = default;
DEFAULT_MOVE_COPY(Selectable);
- [[nodiscard]] virtual bool intersectRay(const Ray &, glm::vec2 *, float *) const = 0;
+ [[nodiscard]] virtual bool intersectRay(const Ray &, Position2D *, float *) const = 0;
};
diff --git a/game/vehicles/linkHistory.cpp b/game/vehicles/linkHistory.cpp
index 2802109..e6bab36 100644
--- a/game/vehicles/linkHistory.cpp
+++ b/game/vehicles/linkHistory.cpp
@@ -8,7 +8,7 @@ LinkHistory::add(const Link::WPtr & l, unsigned char d)
links.insert(links.begin(), {l, d});
const auto lp = l.lock();
totalLen += lp->length;
- while (totalLen >= 1000.F && !links.empty()) {
+ while (totalLen >= 1000000.F && !links.empty()) {
totalLen -= links.back().first.lock()->length;
links.pop_back();
}
diff --git a/game/vehicles/railVehicle.cpp b/game/vehicles/railVehicle.cpp
index 2d820b6..30b615c 100644
--- a/game/vehicles/railVehicle.cpp
+++ b/game/vehicles/railVehicle.cpp
@@ -12,10 +12,22 @@
#include <ray.h>
RailVehicle::RailVehicle(RailVehicleClassPtr rvc) :
- RailVehicleClass::Instance {rvc->instances.acquire()}, rvClass {std::move(rvc)}, location {&LV::body, *this},
+ RailVehicleClass::Instance {rvc->instances.acquire()}, rvClass {std::move(rvc)},
+ location {[this](const BufferedLocation * l) {
+ this->get()->body = l->getRotationTransform();
+ this->get()->bodyPos = l->position();
+ }},
bogies {{
- {&LV::front, *this, glm::vec3 {0, rvClass->wheelBase / 2.F, 0}},
- {&LV::back, *this, glm::vec3 {0, -rvClass->wheelBase / 2.F, 0}},
+ {[this](const BufferedLocation * l) {
+ this->get()->front = l->getRotationTransform();
+ this->get()->frontPos = l->position();
+ },
+ Position3D {0, rvClass->wheelBase / 2.F, 0}},
+ {[this](const BufferedLocation * l) {
+ this->get()->back = l->getRotationTransform();
+ this->get()->backPos = l->position();
+ },
+ Position3D {0, -rvClass->wheelBase / 2.F, 0}},
}}
{
}
@@ -26,29 +38,29 @@ RailVehicle::move(const Train * t, float & trailBy)
const auto overhang {(rvClass->length - rvClass->wheelBase) / 2};
const auto & b1Pos = bogies[0] = t->getBogiePosition(t->linkDist, trailBy += overhang);
const auto & b2Pos = bogies[1] = t->getBogiePosition(t->linkDist, trailBy += rvClass->wheelBase);
- const auto diff = glm::normalize(b2Pos.position() - b1Pos.position());
- location.setLocation((b1Pos.position() + b2Pos.position()) / 2.F, {vector_pitch(diff), vector_yaw(diff), 0});
- trailBy += 0.6F + overhang;
+ const auto diff = glm::normalize(RelativePosition3D(b2Pos.position() - b1Pos.position()));
+ location.setLocation((b1Pos.position() + b2Pos.position()) / 2, {vector_pitch(diff), vector_yaw(diff), 0});
+ trailBy += 600.F + overhang;
}
bool
-RailVehicle::intersectRay(const Ray & ray, glm::vec2 * baryPos, float * distance) const
+RailVehicle::intersectRay(const Ray & ray, Position2D * baryPos, float * distance) const
{
- constexpr const auto X = 1.35F;
+ constexpr const auto X = 1350.F;
const auto Y = this->rvClass->length / 2.F;
- constexpr const auto Z = 3.9F;
- const auto moveBy = location.getTransform();
- const std::array<glm::vec3, 8> cornerVertices {{
- moveBy * glm::vec4 {-X, Y, 0, 1}, // LFB
- moveBy * glm::vec4 {X, Y, 0, 1}, // RFB
- moveBy * glm::vec4 {-X, Y, Z, 1}, // LFT
- moveBy * glm::vec4 {X, Y, Z, 1}, // RFT
- moveBy * glm::vec4 {-X, -Y, 0, 1}, // LBB
- moveBy * glm::vec4 {X, -Y, 0, 1}, // RBB
- moveBy * glm::vec4 {-X, -Y, Z, 1}, // LBT
- moveBy * glm::vec4 {X, -Y, Z, 1}, // RBT
+ constexpr const auto Z = 3900.F;
+ const auto moveBy = location.getRotationTransform();
+ const std::array<Position3D, 8> cornerVertices {{
+ location.position() + GlobalPosition3D(moveBy * glm::vec4 {-X, Y, 0, 1}).xyz(), // LFB
+ location.position() + GlobalPosition3D(moveBy * glm::vec4 {X, Y, 0, 1}).xyz(), // RFB
+ location.position() + GlobalPosition3D(moveBy * glm::vec4 {-X, Y, Z, 1}).xyz(), // LFT
+ location.position() + GlobalPosition3D(moveBy * glm::vec4 {X, Y, Z, 1}).xyz(), // RFT
+ location.position() + GlobalPosition3D(moveBy * glm::vec4 {-X, -Y, 0, 1}).xyz(), // LBB
+ location.position() + GlobalPosition3D(moveBy * glm::vec4 {X, -Y, 0, 1}).xyz(), // RBB
+ location.position() + GlobalPosition3D(moveBy * glm::vec4 {-X, -Y, Z, 1}).xyz(), // LBT
+ location.position() + GlobalPosition3D(moveBy * glm::vec4 {X, -Y, Z, 1}).xyz(), // RBT
}};
- static constexpr const std::array<glm::uvec3, 10> triangles {{
+ static constexpr const std::array<glm::vec<3, uint8_t>, 10> triangles {{
// Front
{0, 1, 2},
{1, 2, 3},
@@ -66,7 +78,7 @@ RailVehicle::intersectRay(const Ray & ray, glm::vec2 * baryPos, float * distance
{3, 6, 7},
}};
return std::any_of(
- triangles.begin(), triangles.end(), [&cornerVertices, &ray, &baryPos, &distance](const glm::uvec3 idx) {
+ triangles.begin(), triangles.end(), [&cornerVertices, &ray, &baryPos, &distance](const auto & idx) {
return glm::intersectRayTriangle(ray.start, ray.direction, cornerVertices[idx[0]],
cornerVertices[idx[1]], cornerVertices[idx[2]], *baryPos, *distance);
});
diff --git a/game/vehicles/railVehicle.h b/game/vehicles/railVehicle.h
index f34643e..20d1ea1 100644
--- a/game/vehicles/railVehicle.h
+++ b/game/vehicles/railVehicle.h
@@ -17,12 +17,12 @@ public:
void move(const Train *, float & trailBy);
- [[nodiscard]] bool intersectRay(const Ray &, glm::vec2 *, float *) const override;
+ [[nodiscard]] bool intersectRay(const Ray &, Position2D *, float *) const override;
RailVehicleClassPtr rvClass;
using LV = RailVehicleClass::LocationVertex;
- using BLocation = BufferedLocationT<glm::mat4 LV::*, RailVehicleClass::Instance &>;
- BLocation location;
- std::array<BLocation, 2> bogies;
+ BufferedLocationUpdater location;
+ std::array<BufferedLocationUpdater, 2> bogies;
};
+
using RailVehiclePtr = std::unique_ptr<RailVehicle>;
diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp
index 324148c..7a6a9fe 100644
--- a/game/vehicles/railVehicleClass.cpp
+++ b/game/vehicles/railVehicleClass.cpp
@@ -35,13 +35,15 @@ void
RailVehicleClass::postLoad()
{
texture = getTexture();
- bodyMesh->configureVAO(instanceVAO).addAttribs<LocationVertex, &LocationVertex::body>(instances.bufferName(), 1);
+ bodyMesh->configureVAO(instanceVAO)
+ .addAttribs<LocationVertex, &LocationVertex::body, &LocationVertex::bodyPos>(instances.bufferName(), 1);
bogies.front()
->configureVAO(instancesBogiesVAO.front())
- .addAttribs<LocationVertex, &LocationVertex::front>(instances.bufferName(), 1);
+ .addAttribs<LocationVertex, &LocationVertex::front, &LocationVertex::frontPos>(instances.bufferName(), 1);
bogies.back()
->configureVAO(instancesBogiesVAO.back())
- .addAttribs<LocationVertex, &LocationVertex::back>(instances.bufferName(), 1);
+ .addAttribs<LocationVertex, &LocationVertex::back, &LocationVertex::backPos>(instances.bufferName(), 1);
+ static_assert(sizeof(LocationVertex) == 228UL);
}
void
diff --git a/game/vehicles/railVehicleClass.h b/game/vehicles/railVehicleClass.h
index 80b3fda..913feea 100644
--- a/game/vehicles/railVehicleClass.h
+++ b/game/vehicles/railVehicleClass.h
@@ -20,6 +20,7 @@ public:
struct LocationVertex {
glm::mat4 body, front, back;
+ GlobalPosition3D bodyPos, frontPos, backPos;
};
std::array<Mesh::Ptr, 2> bogies;
@@ -41,4 +42,5 @@ private:
glVertexArray instanceVAO;
std::array<glVertexArray, 2> instancesBogiesVAO;
};
+
using RailVehicleClassPtr = std::shared_ptr<RailVehicleClass>;
diff --git a/game/vehicles/train.cpp b/game/vehicles/train.cpp
index 6f3b036..4aa24dc 100644
--- a/game/vehicles/train.cpp
+++ b/game/vehicles/train.cpp
@@ -20,7 +20,7 @@ Train::getBogiePosition(float linkDist, float dist) const
}
bool
-Train::intersectRay(const Ray & ray, glm::vec2 * baryPos, float * distance) const
+Train::intersectRay(const Ray & ray, Position2D * baryPos, float * distance) const
{
return applyOne(&RailVehicle::intersectRay, ray, baryPos, distance) != end();
}
diff --git a/game/vehicles/train.h b/game/vehicles/train.h
index 20c3bc4..7f0bb99 100644
--- a/game/vehicles/train.h
+++ b/game/vehicles/train.h
@@ -27,7 +27,7 @@ public:
return objects.front()->location;
}
- [[nodiscard]] bool intersectRay(const Ray &, glm::vec2 *, float *) const override;
+ [[nodiscard]] bool intersectRay(const Ray &, Position2D *, float *) const override;
void tick(TickDuration elapsed) override;
void doActivity(Go *, TickDuration) override;
diff --git a/game/vehicles/vehicle.h b/game/vehicles/vehicle.h
index 763ade9..354f904 100644
--- a/game/vehicles/vehicle.h
+++ b/game/vehicles/vehicle.h
@@ -27,4 +27,5 @@ protected:
void move(TickDuration dur);
LinkHistory linkHist;
};
+
using VehicleWPtr = std::weak_ptr<Vehicle>;