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authorDan Goodliffe <dan@randomdan.homeip.net>2021-11-16 00:07:48 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2021-11-16 00:07:48 +0000
commitb7fadd730a78671a0eaf55c36df24c04661ef2c3 (patch)
treea9d5bce62b3c6e42008d7e0f637665aa97b73764 /game
parentDon't write null value for pointers (diff)
downloadilt-b7fadd730a78671a0eaf55c36df24c04661ef2c3.tar.bz2
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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')
-rw-r--r--game/network/link.cpp8
-rw-r--r--game/network/rail.cpp77
-rw-r--r--game/terrain.cpp59
-rw-r--r--game/vehicles/railVehicle.cpp2
-rw-r--r--game/vehicles/railVehicleClass.cpp8
5 files changed, 82 insertions, 72 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
diff --git a/game/terrain.cpp b/game/terrain.cpp
index ddfa31b..ed8bca5 100644
--- a/game/terrain.cpp
+++ b/game/terrain.cpp
@@ -23,12 +23,12 @@ Terrain::Terrain() : grass {Texture::cachedTexture.get("grass.png")}, water {Tex
vertices.resize(verticesCount, {{}, {}, {}});
// Initial coordinates
- for (auto z = 0; z < size; z += 1) {
+ for (auto y = 0; y < size; y += 1) {
for (auto x = 0; x < size; x += 1) {
- auto & vertex = vertices[x + (z * size)];
- vertex.pos = {resolution * (x - offset), -1.5, resolution * (z - offset)};
- vertex.normal = {0, 1, 0};
- vertex.texCoord = {x, z};
+ auto & vertex = vertices[x + (y * size)];
+ vertex.pos = {resolution * (x - offset), resolution * (y - offset), -1.5};
+ vertex.normal = up;
+ vertex.texCoord = {x, y};
}
}
// Add hills
@@ -43,15 +43,15 @@ Terrain::Terrain() : grass {Texture::cachedTexture.get("grass.png")}, water {Tex
if (const auto lim2 = hpos + hsize; lim2.x < size && lim2.y < size) {
const auto height = (float)rheight(gen);
const glm::ivec2 hsizesqrd {hsize.x * hsize.x, hsize.y * hsize.y};
- for (auto z = lim1.y; z < lim2.y; z += 1) {
+ for (auto y = lim1.y; y < lim2.y; y += 1) {
for (auto x = lim1.x; x < lim2.x; x += 1) {
- const auto dist {hpos - glm::ivec2 {x, z}};
+ const auto dist {hpos - glm::ivec2 {x, y}};
const glm::ivec2 distsqrd {dist.x * dist.x, dist.y * dist.y};
- const auto out {rdiv(sq(x - hpos.x), sq(hsize.x)) + rdiv(sq(z - hpos.y), sq(hsize.y))};
+ const auto out {rdiv(sq(x - hpos.x), sq(hsize.x)) + rdiv(sq(y - hpos.y), sq(hsize.y))};
if (out <= 1.0) {
- auto & vertex = vertices[x + (z * size)];
+ auto & vertex = vertices[x + (y * size)];
const auto m {1.F / (7.F * out - 8.F) + 1.F};
- vertex.pos.y += height * m;
+ vertex.pos.z += height * m;
}
}
}
@@ -72,12 +72,11 @@ Terrain::Terrain(const std::string & fileName) :
std::vector<Vertex> vertices;
vertices.reserve((map.width * map.height) + 4);
- for (auto z = 0; z < map.height; z += 1) {
+ for (auto y = 0; y < map.height; y += 1) {
for (auto x = 0; x < map.width; x += 1) {
- vertices.emplace_back(
- glm::vec3 {resolution * (x - (map.width / 2)), ((float)map.data[x + (z * map.width)] * 0.1F) - 1.5F,
- resolution * (z - (map.height / 2))},
- glm::vec2 {(x % 2) / 2.01, (z % 2) / 2.01}, glm::vec3 {0, 1, 0});
+ vertices.emplace_back(glm::vec3 {resolution * (x - (map.width / 2)), resolution * (y - (map.height / 2)),
+ ((float)map.data[x + (y * map.width)] * 0.1F) - 1.5F},
+ glm::vec2 {(x % 2) / 2.01, (y % 2) / 2.01}, up);
}
}
@@ -93,28 +92,28 @@ Terrain::finish(unsigned int width, unsigned int height, std::vector<Vertex> & v
std::vector<unsigned int> indices;
indices.reserve(indicesCount + 6);
// Indices
- for (auto z = 0U; z < height - 1; z += 1) {
+ for (auto y = 0U; y < height - 1; y += 1) {
for (auto x = 0U; x < width - 1; x += 1) {
- indices.push_back(x + (z * width));
- indices.push_back((x + 1) + ((z + 1) * width));
- indices.push_back((x + 1) + (z * width));
- indices.push_back(x + (z * width));
- indices.push_back(x + ((z + 1) * width));
- indices.push_back((x + 1) + ((z + 1) * width));
+ indices.push_back(x + (y * width));
+ indices.push_back((x + 1) + (y * width));
+ indices.push_back((x + 1) + ((y + 1) * width));
+ indices.push_back(x + (y * width));
+ indices.push_back((x + 1) + ((y + 1) * width));
+ indices.push_back(x + ((y + 1) * width));
}
}
// Normals
- auto v = [&vertices](unsigned int width, unsigned int x, unsigned int z) -> Vertex & {
- return vertices[x + (z * width)];
+ auto v = [&vertices](unsigned int width, unsigned int x, unsigned int y) -> Vertex & {
+ return vertices[x + (y * width)];
};
- for (auto z = 1U; z < height - 1; z += 1) {
+ for (auto y = 1U; y < height - 1; y += 1) {
for (auto x = 1U; x < width - 1; x += 1) {
- const auto a = v(width, x - 1, z).pos;
- const auto b = v(width, x, z - 1).pos;
- const auto c = v(width, x + 1, z).pos;
- const auto d = v(width, x, z + 1).pos;
- v(width, x, z).normal = -glm::normalize(glm::cross(c - a, d - b));
+ const auto a = v(width, x - 1, y).pos;
+ const auto b = v(width, x, y - 1).pos;
+ const auto c = v(width, x + 1, y).pos;
+ const auto d = v(width, x, y + 1).pos;
+ v(width, x, y).normal = -glm::normalize(glm::cross(b - d, a - c));
}
}
meshes.create<Mesh>(vertices, indices);
diff --git a/game/vehicles/railVehicle.cpp b/game/vehicles/railVehicle.cpp
index a2373e7..aea7f8c 100644
--- a/game/vehicles/railVehicle.cpp
+++ b/game/vehicles/railVehicle.cpp
@@ -21,6 +21,6 @@ RailVehicle::move(const Train * t, float & trailBy)
const auto & b2Pos = bogies[1] = t->getBogiePosition(t->linkDist, trailBy += rvClass->wheelBase);
const auto diff = glm::normalize(b2Pos.pos - b1Pos.pos);
location.pos = (b1Pos.pos + b2Pos.pos) / 2.F;
- location.rot = {-vector_pitch(diff), vector_yaw(diff), 0};
+ location.rot = {vector_pitch(diff), vector_yaw(diff), 0};
trailBy += 0.6F + overhang;
}
diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp
index 83eb9a0..52b7dbe 100644
--- a/game/vehicles/railVehicleClass.cpp
+++ b/game/vehicles/railVehicleClass.cpp
@@ -60,12 +60,12 @@ RailVehicleClass::bogieOffset(ObjParser & o)
std::set<std::pair<float, int>> vertexIds;
for (const auto & face : object.second) {
for (const auto & faceElement : face) {
- vertexIds.emplace(o.vertices[faceElement.x - 1].z, faceElement.x - 1);
+ vertexIds.emplace(o.vertices[faceElement.x - 1].y, faceElement.x - 1);
}
}
const auto offset = (vertexIds.begin()->first + vertexIds.rbegin()->first) / 2;
for (const auto & v : vertexIds) {
- o.vertices[v.second].z -= offset;
+ o.vertices[v.second].y -= offset;
}
wheelBase += std::abs(offset);
}
@@ -76,7 +76,7 @@ float
RailVehicleClass::objectLength(ObjParser & o)
{
const auto mme = std::minmax_element(o.vertices.begin(), o.vertices.end(), [](const auto & v1, const auto & v2) {
- return v1.z < v2.z;
+ return v1.y < v2.y;
});
- return mme.second->z - mme.first->z;
+ return mme.second->y - mme.first->y;
}