diff options
-rw-r--r-- | assetFactory/faceController.cpp | 2 | ||||
-rw-r--r-- | game/geoData.cpp | 12 | ||||
-rw-r--r-- | game/geoData.h | 4 | ||||
-rw-r--r-- | game/network/link.cpp | 9 | ||||
-rw-r--r-- | game/network/link.h | 8 | ||||
-rw-r--r-- | game/network/network.cpp | 7 | ||||
-rw-r--r-- | game/network/network.h | 8 | ||||
-rw-r--r-- | game/network/network.impl.h | 2 | ||||
-rw-r--r-- | game/selectable.h | 5 | ||||
-rw-r--r-- | game/vehicles/railVehicle.cpp | 6 | ||||
-rw-r--r-- | game/vehicles/railVehicle.h | 4 | ||||
-rw-r--r-- | game/vehicles/train.cpp | 4 | ||||
-rw-r--r-- | game/vehicles/train.h | 4 | ||||
-rw-r--r-- | gfx/gl/camera.cpp | 2 | ||||
-rw-r--r-- | gfx/gl/camera.h | 2 | ||||
-rw-r--r-- | lib/geometricPlane.h | 2 | ||||
-rw-r--r-- | lib/ray.cpp | 36 | ||||
-rw-r--r-- | lib/ray.h | 78 | ||||
-rw-r--r-- | test/test-geoData.cpp | 4 | ||||
-rw-r--r-- | test/test-maths.cpp | 2 | ||||
-rw-r--r-- | ui/builders/freeExtend.cpp | 6 | ||||
-rw-r--r-- | ui/builders/freeExtend.h | 6 | ||||
-rw-r--r-- | ui/builders/join.cpp | 5 | ||||
-rw-r--r-- | ui/builders/join.h | 6 | ||||
-rw-r--r-- | ui/builders/straight.cpp | 6 | ||||
-rw-r--r-- | ui/builders/straight.h | 6 | ||||
-rw-r--r-- | ui/editNetwork.cpp | 4 | ||||
-rw-r--r-- | ui/editNetwork.h | 10 | ||||
-rw-r--r-- | ui/gameMainSelector.cpp | 6 | ||||
-rw-r--r-- | ui/gameMainSelector.h | 8 |
30 files changed, 153 insertions, 111 deletions
diff --git a/assetFactory/faceController.cpp b/assetFactory/faceController.cpp index d045b3c..10a0c1e 100644 --- a/assetFactory/faceController.cpp +++ b/assetFactory/faceController.cpp @@ -90,7 +90,7 @@ FaceController::split( const size_t nextIdx = (curIdx + 1) % vertexRelations.size(); const auto ¤t = vertexRelations[curIdx], next = vertexRelations[nextIdx]; if (GeometricPlane::isIntersect(current.second, next.second)) { - const auto ray = Ray::fromPoints(mesh.point(current.first), mesh.point(next.first)); + const auto ray = RayFactory::fromPoints(mesh.point(current.first), mesh.point(next.first)); const auto intersect = split.getRayIntersectPosition(ray); assert(intersect); const auto newv = mesh.add_vertex(intersect->position); diff --git a/game/geoData.cpp b/game/geoData.cpp index 816733f..b30a35b 100644 --- a/game/geoData.cpp +++ b/game/geoData.cpp @@ -194,23 +194,23 @@ GeoData::positionAt(const PointFace & p) const } [[nodiscard]] std::optional<GlobalPosition3D> -GeoData::intersectRay(const Ray & ray) const +GeoData::intersectRay(const Ray<GlobalPosition3D> & ray) const { return intersectRay(ray, findPoint(ray.start)); } [[nodiscard]] std::optional<GlobalPosition3D> -GeoData::intersectRay(const Ray & ray, FaceHandle face) const +GeoData::intersectRay(const Ray<GlobalPosition3D> & ray, FaceHandle face) const { std::optional<GlobalPosition3D> out; walkUntil(PointFace {ray.start, face}, - ray.start.xy() + (ray.direction.xy() * RelativePosition2D(upperExtent.xy() - lowerExtent.xy())), + ray.start.xy() + + GlobalPosition2D(ray.direction.xy() * RelativePosition2D(upperExtent.xy() - lowerExtent.xy())), [&out, &ray, this](FaceHandle face) { BaryPosition bari {}; - float dist {}; + RelativeDistance dist {}; const auto t = triangle<3>(face); - if (glm::intersectRayTriangle<RelativePosition3D::value_type, glm::defaultp>( - ray.start, ray.direction, t[0], t[1], t[2], bari, dist)) { + if (ray.intersectTriangle(t.x, t.y, t.z, bari, dist)) { out = t * bari; return true; } diff --git a/game/geoData.h b/game/geoData.h index d4d0fb3..e234bfe 100644 --- a/game/geoData.h +++ b/game/geoData.h @@ -74,8 +74,8 @@ public: [[nodiscard]] FaceHandle findPoint(GlobalPosition2D, 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; + [[nodiscard]] std::optional<GlobalPosition3D> intersectRay(const Ray<GlobalPosition3D> &) const; + [[nodiscard]] std::optional<GlobalPosition3D> intersectRay(const Ray<GlobalPosition3D> &, FaceHandle start) 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; diff --git a/game/network/link.cpp b/game/network/link.cpp index 703a1ca..e8eaea2 100644 --- a/game/network/link.cpp +++ b/game/network/link.cpp @@ -33,9 +33,10 @@ LinkStraight::positionAt(float dist, unsigned char start) const } bool -LinkStraight::intersectRay(const Ray & ray) const +LinkStraight::intersectRay(const Ray<GlobalPosition3D> & ray) const { - return ray.passesCloseToEdges(std::array {ends.front().node->pos, ends.back().node->pos}, 1.F); + return ray.passesCloseToEdges( + std::array {GlobalPosition3D {ends.front().node->pos}, GlobalPosition3D {ends.back().node->pos}}, 1000); } Location @@ -54,7 +55,7 @@ LinkCurve::positionAt(float dist, unsigned char start) const } bool -LinkCurve::intersectRay(const Ray & ray) const +LinkCurve::intersectRay(const Ray<GlobalPosition3D> & ray) const { const auto & e0p {ends[0].node->pos}; const auto & e1p {ends[1].node->pos}; @@ -64,7 +65,7 @@ LinkCurve::intersectRay(const Ray & ray) const const auto trans {glm::translate(centreBase)}; auto segCount = static_cast<std::size_t>(std::lround(segs)) + 1; - std::vector<Position3D> points; + std::vector<GlobalPosition3D> points; points.reserve(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(Position3D {radius, 0.F, swing.y})}; diff --git a/game/network/link.h b/game/network/link.h index 78d3e91..95c141e 100644 --- a/game/network/link.h +++ b/game/network/link.h @@ -10,7 +10,7 @@ #include <utility> #include <vector> -class Ray; +template<typename> class Ray; // Generic network node // something that can be travelled to @@ -45,7 +45,7 @@ public: NO_MOVE(Link); [[nodiscard]] virtual Location positionAt(float dist, unsigned char start) const = 0; - [[nodiscard]] virtual bool intersectRay(const Ray &) const = 0; + [[nodiscard]] virtual bool intersectRay(const Ray<GlobalPosition3D> &) const = 0; std::array<End, 2> ends; float length; @@ -69,7 +69,7 @@ public: NO_MOVE(LinkStraight); [[nodiscard]] Location positionAt(float dist, unsigned char start) const override; - [[nodiscard]] bool intersectRay(const Ray &) const override; + [[nodiscard]] bool intersectRay(const Ray<GlobalPosition3D> &) const override; }; LinkStraight::~LinkStraight() = default; @@ -82,7 +82,7 @@ public: NO_MOVE(LinkCurve); [[nodiscard]] Location positionAt(float dist, unsigned char start) const override; - [[nodiscard]] bool intersectRay(const Ray &) const override; + [[nodiscard]] bool intersectRay(const Ray<GlobalPosition3D> &) const override; Position3D centreBase; float radius; diff --git a/game/network/network.cpp b/game/network/network.cpp index 1ff5b26..d52e804 100644 --- a/game/network/network.cpp +++ b/game/network/network.cpp @@ -49,13 +49,14 @@ Network::candidateNodeAt(Position3D pos) const } Node::Ptr -Network::intersectRayNodes(const Ray & ray) const +Network::intersectRayNodes(const Ray<GlobalPosition3D> & ray) const { // Click within 2m of a node if (const auto node = std::find_if(nodes.begin(), nodes.end(), [&ray](const Node::Ptr & node) { - Position3D ipos, inorm; - return glm::intersectRaySphere(ray.start, ray.direction, node->pos, 2.F, ipos, inorm); + GlobalPosition3D ipos; + Normal3D inorm; + return ray.intersectSphere(node->pos, 2000, ipos, inorm); }); node != nodes.end()) { return *node; diff --git a/game/network/network.h b/game/network/network.h index 8af06a9..9ce6e81 100644 --- a/game/network/network.h +++ b/game/network/network.h @@ -14,7 +14,7 @@ class Texture; class SceneShader; -class Ray; +template<typename> class Ray; template<size_t... n> using GenDef = std::tuple<glm::vec<n, Distance>...>; using GenCurveDef = GenDef<3, 3, 2>; @@ -32,8 +32,8 @@ public: using NodeInsertion = std::pair<Node::Ptr, NodeIs>; [[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]] virtual Link::Ptr intersectRayLinks(const Ray<GlobalPosition3D> &) const = 0; + [[nodiscard]] virtual Node::Ptr intersectRayNodes(const Ray<GlobalPosition3D> &) const; [[nodiscard]] Link::Nexts routeFromTo(const Link::End &, Position3D) const; [[nodiscard]] Link::Nexts routeFromTo(const Link::End &, const Node::Ptr &) const; @@ -66,7 +66,7 @@ protected: void joinLinks(const Link::Ptr &) const; protected: - [[nodiscard]] Link::Ptr intersectRayLinks(const Ray &) const override; + [[nodiscard]] Link::Ptr intersectRayLinks(const Ray<GlobalPosition3D> &) const override; public: template<typename L, typename... Params> diff --git a/game/network/network.impl.h b/game/network/network.impl.h index 8e9e85c..4acbb6d 100644 --- a/game/network/network.impl.h +++ b/game/network/network.impl.h @@ -24,7 +24,7 @@ NetworkOf<T>::joinLinks(const Link::Ptr & l) const template<typename T> Link::Ptr -NetworkOf<T>::intersectRayLinks(const Ray & ray) const +NetworkOf<T>::intersectRayLinks(const Ray<GlobalPosition3D> & ray) const { // Click link if (const auto link = std::find_if(links.objects.begin(), links.objects.end(), diff --git a/game/selectable.h b/game/selectable.h index c794461..fc6af4e 100644 --- a/game/selectable.h +++ b/game/selectable.h @@ -4,7 +4,7 @@ #include <glm/glm.hpp> #include <special_members.h> -class Ray; +template<typename> class Ray; class Selectable { public: @@ -12,5 +12,6 @@ public: virtual ~Selectable() = default; DEFAULT_MOVE_COPY(Selectable); - [[nodiscard]] virtual bool intersectRay(const Ray &, BaryPosition &, RelativeDistance &) const = 0; + [[nodiscard]] virtual bool intersectRay(const Ray<GlobalPosition3D> &, BaryPosition &, RelativeDistance &) const + = 0; }; diff --git a/game/vehicles/railVehicle.cpp b/game/vehicles/railVehicle.cpp index c720eb6..985e9f2 100644 --- a/game/vehicles/railVehicle.cpp +++ b/game/vehicles/railVehicle.cpp @@ -44,7 +44,7 @@ RailVehicle::move(const Train * t, float & trailBy) } bool -RailVehicle::intersectRay(const Ray & ray, BaryPosition & baryPos, RelativeDistance & distance) const +RailVehicle::intersectRay(const Ray<GlobalPosition3D> & ray, BaryPosition & baryPos, RelativeDistance & distance) const { constexpr const auto X = 1350.F; const auto Y = this->rvClass->length / 2.F; @@ -73,7 +73,7 @@ RailVehicle::intersectRay(const Ray & ray, BaryPosition & baryPos, RelativeDista }}; return std::any_of( 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); + return ray.intersectTriangle( + cornerVertices[idx[0]], cornerVertices[idx[1]], cornerVertices[idx[2]], baryPos, distance); }); } diff --git a/game/vehicles/railVehicle.h b/game/vehicles/railVehicle.h index f6e4764..bf1e782 100644 --- a/game/vehicles/railVehicle.h +++ b/game/vehicles/railVehicle.h @@ -7,7 +7,7 @@ #include <glm/glm.hpp> #include <memory> -class Ray; +template<typename> class Ray; class Train; class RailVehicle : Selectable, RailVehicleClass::Instance { @@ -16,7 +16,7 @@ public: void move(const Train *, float & trailBy); - [[nodiscard]] bool intersectRay(const Ray &, BaryPosition &, RelativeDistance &) const override; + [[nodiscard]] bool intersectRay(const Ray<GlobalPosition3D> &, BaryPosition &, RelativeDistance &) const override; RailVehicleClassPtr rvClass; using LV = RailVehicleClass::LocationVertex; diff --git a/game/vehicles/train.cpp b/game/vehicles/train.cpp index 05b2d8a..5bddd61 100644 --- a/game/vehicles/train.cpp +++ b/game/vehicles/train.cpp @@ -9,7 +9,7 @@ #include <optional> #include <utility> -class Ray; +template<typename> class Ray; Location Train::getBogiePosition(float linkDist, float dist) const @@ -20,7 +20,7 @@ Train::getBogiePosition(float linkDist, float dist) const } bool -Train::intersectRay(const Ray & ray, BaryPosition & baryPos, RelativeDistance & distance) const +Train::intersectRay(const Ray<GlobalPosition3D> & ray, BaryPosition & baryPos, RelativeDistance & distance) const { return applyOne(&RailVehicle::intersectRay, ray, baryPos, distance) != end(); } diff --git a/game/vehicles/train.h b/game/vehicles/train.h index bb668ed..4320103 100644 --- a/game/vehicles/train.h +++ b/game/vehicles/train.h @@ -13,7 +13,7 @@ class SceneShader; class ShadowMapper; -class Ray; +template<typename> class Ray; class Train : public Vehicle, public Collection<RailVehicle, false>, public Can<Go>, public Can<Idle> { public: @@ -25,7 +25,7 @@ public: return objects.front()->location; } - [[nodiscard]] bool intersectRay(const Ray &, BaryPosition &, RelativeDistance &) const override; + [[nodiscard]] bool intersectRay(const Ray<GlobalPosition3D> &, BaryPosition &, RelativeDistance &) const override; void tick(TickDuration elapsed) override; void doActivity(Go *, TickDuration) override; diff --git a/gfx/gl/camera.cpp b/gfx/gl/camera.cpp index 0bc911a..fb711dd 100644 --- a/gfx/gl/camera.cpp +++ b/gfx/gl/camera.cpp @@ -13,7 +13,7 @@ Camera::Camera(GlobalPosition3D pos, Angle fov, Angle aspect, GlobalDistance zNe updateView(); } -Ray +Ray<GlobalPosition3D> Camera::unProject(const ScreenRelCoord & mouse) const { static constexpr const glm::vec4 screen {0, 0, 1, 1}; diff --git a/gfx/gl/camera.h b/gfx/gl/camera.h index eca7b8f..8d53261 100644 --- a/gfx/gl/camera.h +++ b/gfx/gl/camera.h @@ -15,7 +15,7 @@ public: return viewProjection; } - [[nodiscard]] Ray unProject(const ScreenRelCoord &) const; + [[nodiscard]] Ray<GlobalPosition3D> unProject(const ScreenRelCoord &) const; void setPosition(const GlobalPosition3D & p) diff --git a/lib/geometricPlane.h b/lib/geometricPlane.h index fd3a1d7..3f95d3c 100644 --- a/lib/geometricPlane.h +++ b/lib/geometricPlane.h @@ -32,7 +32,7 @@ public: } [[nodiscard]] inline std::optional<DistAndPosition> - getRayIntersectPosition(const Ray & ray) const + getRayIntersectPosition(const Ray<PositionType> & ray) const { float dist {}; if (!glm::intersectRayPlane(ray.start, ray.direction, origin, normal, dist)) { diff --git a/lib/ray.cpp b/lib/ray.cpp deleted file mode 100644 index 254ad14..0000000 --- a/lib/ray.cpp +++ /dev/null @@ -1,36 +0,0 @@ -#include "ray.h" -#include "maths.h" -#include <algorithm> - -Ray -Ray::fromPoints(Position3D start, Position3D p) -{ - return {start, glm::normalize(p - start)}; -} - -float -Ray::distanceToLine(const Position3D & p1, const Position3D & e1) const -{ - // https://en.wikipedia.org/wiki/Skew_lines - const auto diff = p1 - e1; - const auto d1 = glm::normalize(diff); - const auto &p2 = start, &d2 = direction; - const auto n = crossProduct(d1, d2); - const auto n2 = crossProduct(d2, n); - const auto c1 = p1 + (glm::dot((p2 - p1), n2) / glm::dot(d1, n2)) * d1; - const auto difflength = glm::length(diff); - if (glm::length(c1 - p1) > difflength || glm::length(c1 - e1) > difflength) { - return std::numeric_limits<float>::infinity(); - } - return glm::abs(glm::dot(n, p1 - p2)); -} - -bool -Ray::passesCloseToEdges(const std::span<const Position3D> positions, float distance) const -{ - return std::adjacent_find(positions.begin(), positions.end(), - [this, distance](const Position3D & a, const Position3D & b) { - return distanceToLine(a, b) <= distance; - }) - != positions.end(); -} @@ -1,20 +1,84 @@ #pragma once #include "config/types.h" +#include "maths.h" + +#include <algorithm> #include <glm/glm.hpp> +#include <glm/gtx/intersect.hpp> #include <span> -class Ray { +template<typename PositionType> class Ray { public: #ifndef __cpp_aggregate_paren_init - Ray(Position3D start, Direction3D direction) : start {start}, direction {direction} { } + Ray(PositionType start, Direction3D direction) : start {start}, direction {direction} { } #endif - static Ray fromPoints(Position3D, Position3D); - - Position3D start; + PositionType start; Direction3D direction; - [[nodiscard]] float distanceToLine(const Position3D & a, const Position3D & b) const; - [[nodiscard]] bool passesCloseToEdges(const std::span<const Position3D> positions, float distance) const; + [[nodiscard]] PositionType::value_type + distanceToLine(const PositionType & p1, const PositionType & e1) const + { + // https://en.wikipedia.org/wiki/Skew_lines + const RelativePosition3D diff = p1 - e1; + const auto d1 = glm::normalize(diff); + const auto n = crossProduct(d1, direction); + const auto n2 = crossProduct(direction, n); + const auto c1 = p1 + PositionType((glm::dot(RelativePosition3D(start - p1), n2) / glm::dot(d1, n2)) * d1); + const auto difflength = glm::length(diff); + if (glm::length(RelativePosition3D(c1 - p1)) > difflength + || glm::length(RelativePosition3D(c1 - e1)) > difflength) { + return std::numeric_limits<typename PositionType::value_type>::infinity(); + } + return static_cast<PositionType::value_type>(glm::abs(glm::dot(n, RelativePosition3D(p1 - start)))); + } + + [[nodiscard]] bool + passesCloseToEdges(const std::span<const PositionType> positions, const PositionType::value_type distance) const + { + return std::adjacent_find(positions.begin(), positions.end(), [this, distance](const auto & a, const auto & b) { + return distanceToLine(a, b) <= distance; + }) != positions.end(); + } + + bool + intersectTriangle(const PositionType t0, const PositionType t1, const PositionType t2, BaryPosition & bary, + RelativeDistance & distance) const + { + if constexpr (std::is_floating_point_v<typename PositionType::value_type>) { + return glm::intersectRayTriangle(start, direction, t0, t1, t2, bary, distance); + } + else { + const RelativePosition3D t0r = t0 - start, t1r = t1 - start, t2r = t2 - start; + return glm::intersectRayTriangle({}, direction, t0r, t1r, t2r, bary, distance); + } + } + + bool + intersectSphere(const PositionType centre, const PositionType::value_type size, PositionType & position, + Normal3D & normal) const + { + if constexpr (std::is_floating_point_v<typename PositionType::value_type>) { + return glm::intersectRaySphere(start, direction, centre, size, position, normal); + } + else { + const RelativePosition3D cr = centre - start; + RelativePosition3D positionF {}; + const auto r = glm::intersectRaySphere( + {}, direction, cr, static_cast<RelativeDistance>(size), positionF, normal); + position = GlobalPosition3D(positionF) + start; + return r; + } + } +}; + +class RayFactory { +public: + template<typename PositionType> + static Ray<PositionType> + fromPoints(PositionType start, PositionType p) + { + return {start, glm::normalize(p - start)}; + } }; diff --git a/test/test-geoData.cpp b/test/test-geoData.cpp index d1c6b8b..efe845c 100644 --- a/test/test-geoData.cpp +++ b/test/test-geoData.cpp @@ -109,8 +109,8 @@ using FindRayIntersectData = std::tuple<GlobalPosition3D, Direction3D, GlobalPos BOOST_DATA_TEST_CASE(findRayIntersect, boost::unit_test::data::make<FindRayIntersectData>({ - {{310000000, 490000000, 50000}, {1, 1, -2}, {310008585, 490008585, 32834}}, - {{310000000, 490000000, 50000}, {1, 1, -1}, {310017136, 490017136, 32868}}, + {{310000000, 490000000, 50000}, {1, 1, -2}, {310008582, 490008582, 32834}}, + {{310000000, 490000000, 50000}, {1, 1, -1}, {310017131, 490017131, 32868}}, }), p, d, i) { diff --git a/test/test-maths.cpp b/test/test-maths.cpp index b363c17..8680409 100644 --- a/test/test-maths.cpp +++ b/test/test-maths.cpp @@ -265,7 +265,7 @@ BOOST_AUTO_TEST_CASE(camera_clicks) Camera camera {{}, ::half_pi, 1.25F, 1000, 10000000}; constexpr float centre {0.5F}, right {0.9F}, left {0.1F}, top {1.F}, bottom {0.F}; camera.setForward(::north); - BOOST_CHECK_EQUAL(camera.unProject({centre, centre}).start, RelativePosition3D {}); + BOOST_CHECK_EQUAL(camera.unProject({centre, centre}).start, GlobalPosition3D {}); BOOST_CHECK_CLOSE_VEC(camera.unProject({centre, centre}).direction, ::north); BOOST_CHECK_CLOSE_VEC(camera.unProject({left, centre}).direction, glm::normalize(::north + ::west)); BOOST_CHECK_CLOSE_VEC(camera.unProject({right, centre}).direction, glm::normalize(::north + ::east)); diff --git a/ui/builders/freeExtend.cpp b/ui/builders/freeExtend.cpp index 1520421..47356c3 100644 --- a/ui/builders/freeExtend.cpp +++ b/ui/builders/freeExtend.cpp @@ -11,7 +11,8 @@ BuilderFreeExtend::hint() const } void -BuilderFreeExtend::move(Network * network, const GeoData * geoData, const SDL_MouseMotionEvent &, const Ray & ray) +BuilderFreeExtend::move( + Network * network, const GeoData * geoData, const SDL_MouseMotionEvent &, const Ray<GlobalPosition3D> & ray) { if (p1) { if (const auto p = network->intersectRayNodes(ray)) { @@ -30,7 +31,8 @@ BuilderFreeExtend::move(Network * network, const GeoData * geoData, const SDL_Mo } void -BuilderFreeExtend::click(Network * network, const GeoData * geoData, const SDL_MouseButtonEvent & e, const Ray & ray) +BuilderFreeExtend::click( + Network * network, const GeoData * geoData, const SDL_MouseButtonEvent & e, const Ray<GlobalPosition3D> & ray) { switch (e.button) { case SDL_BUTTON_LEFT: diff --git a/ui/builders/freeExtend.h b/ui/builders/freeExtend.h index b276426..127fdc6 100644 --- a/ui/builders/freeExtend.h +++ b/ui/builders/freeExtend.h @@ -6,8 +6,10 @@ class GeoData; class BuilderFreeExtend : public EditNetwork::Builder { std::string hint() const override; - void click(Network * network, const GeoData * geoData, const SDL_MouseButtonEvent & e, const Ray & ray) override; - void move(Network * network, const GeoData * geoData, const SDL_MouseMotionEvent & e, const Ray & ray) override; + void click(Network * network, const GeoData * geoData, const SDL_MouseButtonEvent & e, + const Ray<GlobalPosition3D> & ray) override; + void move(Network * network, const GeoData * geoData, const SDL_MouseMotionEvent & e, + const Ray<GlobalPosition3D> & ray) override; std::optional<Position3D> p1; }; diff --git a/ui/builders/join.cpp b/ui/builders/join.cpp index caa635f..7474c5b 100644 --- a/ui/builders/join.cpp +++ b/ui/builders/join.cpp @@ -11,7 +11,7 @@ BuilderJoin::hint() const } void -BuilderJoin::move(Network * network, const GeoData *, const SDL_MouseMotionEvent &, const Ray & ray) +BuilderJoin::move(Network * network, const GeoData *, const SDL_MouseMotionEvent &, const Ray<GlobalPosition3D> & ray) { if (p1) { if (const auto p = network->intersectRayNodes(ray)) { @@ -24,7 +24,8 @@ BuilderJoin::move(Network * network, const GeoData *, const SDL_MouseMotionEvent } void -BuilderJoin::click(Network * network, const GeoData *, const SDL_MouseButtonEvent & e, const Ray & ray) +BuilderJoin::click( + Network * network, const GeoData *, const SDL_MouseButtonEvent & e, const Ray<GlobalPosition3D> & ray) { switch (e.button) { case SDL_BUTTON_LEFT: diff --git a/ui/builders/join.h b/ui/builders/join.h index bb0bd4c..dd57895 100644 --- a/ui/builders/join.h +++ b/ui/builders/join.h @@ -6,8 +6,10 @@ class GeoData; class BuilderJoin : public EditNetwork::Builder { std::string hint() const override; - void click(Network * network, const GeoData * geoData, const SDL_MouseButtonEvent & e, const Ray & ray) override; - void move(Network * network, const GeoData * geoData, const SDL_MouseMotionEvent & e, const Ray & ray) override; + void click(Network * network, const GeoData * geoData, const SDL_MouseButtonEvent & e, + const Ray<GlobalPosition3D> & ray) override; + void move(Network * network, const GeoData * geoData, const SDL_MouseMotionEvent & e, + const Ray<GlobalPosition3D> & ray) override; void create(Network * network, const Node::Ptr & p1, const Node::Ptr & p2) const; diff --git a/ui/builders/straight.cpp b/ui/builders/straight.cpp index 9b262bb..866705a 100644 --- a/ui/builders/straight.cpp +++ b/ui/builders/straight.cpp @@ -11,7 +11,8 @@ BuilderStraight::hint() const } void -BuilderStraight::move(Network * network, const GeoData * geoData, const SDL_MouseMotionEvent &, const Ray & ray) +BuilderStraight::move( + Network * network, const GeoData * geoData, const SDL_MouseMotionEvent &, const Ray<GlobalPosition3D> & ray) { if (p1) { if (const auto p = geoData->intersectRay(ray)) { @@ -24,7 +25,8 @@ BuilderStraight::move(Network * network, const GeoData * geoData, const SDL_Mous } void -BuilderStraight::click(Network * network, const GeoData * geoData, const SDL_MouseButtonEvent & e, const Ray & ray) +BuilderStraight::click( + Network * network, const GeoData * geoData, const SDL_MouseButtonEvent & e, const Ray<GlobalPosition3D> & ray) { switch (e.button) { case SDL_BUTTON_LEFT: diff --git a/ui/builders/straight.h b/ui/builders/straight.h index cf99a1d..63f9a40 100644 --- a/ui/builders/straight.h +++ b/ui/builders/straight.h @@ -6,8 +6,10 @@ class GeoData; class BuilderStraight : public EditNetwork::Builder { std::string hint() const override; - void click(Network * network, const GeoData * geoData, const SDL_MouseButtonEvent & e, const Ray & ray) override; - void move(Network * network, const GeoData * geoData, const SDL_MouseMotionEvent & e, const Ray & ray) override; + void click(Network * network, const GeoData * geoData, const SDL_MouseButtonEvent & e, + const Ray<GlobalPosition3D> & ray) override; + void move(Network * network, const GeoData * geoData, const SDL_MouseMotionEvent & e, + const Ray<GlobalPosition3D> & ray) override; void create(Network * network, Position3D p1, Position3D p2) const; diff --git a/ui/editNetwork.cpp b/ui/editNetwork.cpp index 754053b..7fbde32 100644 --- a/ui/editNetwork.cpp +++ b/ui/editNetwork.cpp @@ -22,7 +22,7 @@ EditNetwork::EditNetwork(Network * n) : } bool -EditNetwork::click(const SDL_MouseButtonEvent & e, const Ray & ray) +EditNetwork::click(const SDL_MouseButtonEvent & e, const Ray<GlobalPosition3D> & ray) { if (builder && (e.button == SDL_BUTTON_LEFT || e.button == SDL_BUTTON_MIDDLE)) { builder->click(network, gameState->geoData.get(), e, ray); @@ -32,7 +32,7 @@ EditNetwork::click(const SDL_MouseButtonEvent & e, const Ray & ray) } bool -EditNetwork::move(const SDL_MouseMotionEvent & e, const Ray & ray) +EditNetwork::move(const SDL_MouseMotionEvent & e, const Ray<GlobalPosition3D> & ray) { if (builder) { builder->move(network, gameState->geoData.get(), e, ray); diff --git a/ui/editNetwork.h b/ui/editNetwork.h index e1aaa61..c8a2f13 100644 --- a/ui/editNetwork.h +++ b/ui/editNetwork.h @@ -9,14 +9,14 @@ #include <gfx/models/texture.h> #include <optional> -class Ray; +template<typename> class Ray; class EditNetwork : public GameMainSelector::Component, public WorldOverlay { public: explicit EditNetwork(Network *); - bool click(const SDL_MouseButtonEvent & e, const Ray &) override; - bool move(const SDL_MouseMotionEvent & e, const Ray &) override; + bool click(const SDL_MouseButtonEvent & e, const Ray<GlobalPosition3D> &) override; + bool move(const SDL_MouseMotionEvent & e, const Ray<GlobalPosition3D> &) override; bool handleInput(const SDL_Event & e, const UIComponent::Position &) override; void render(const SceneShader &) const override; void render(const UIShader & shader, const UIComponent::Position & pos) const override; @@ -28,8 +28,8 @@ public: virtual ~Builder() = default; virtual void render(const SceneShader & shader) const; virtual std::string hint() const = 0; - virtual void click(Network *, const GeoData *, const SDL_MouseButtonEvent &, const Ray &) = 0; - virtual void move(Network *, const GeoData *, const SDL_MouseMotionEvent &, const Ray &) = 0; + virtual void click(Network *, const GeoData *, const SDL_MouseButtonEvent &, const Ray<GlobalPosition3D> &) = 0; + virtual void move(Network *, const GeoData *, const SDL_MouseMotionEvent &, const Ray<GlobalPosition3D> &) = 0; using Ptr = std::unique_ptr<Builder>; diff --git a/ui/gameMainSelector.cpp b/ui/gameMainSelector.cpp index 703cfab..a577838 100644 --- a/ui/gameMainSelector.cpp +++ b/ui/gameMainSelector.cpp @@ -71,7 +71,7 @@ GameMainSelector::handleInput(const SDL_Event & e, const Position & parentPos) } void -GameMainSelector::defaultClick(const Ray & ray) +GameMainSelector::defaultClick(const Ray<GlobalPosition3D> & ray) { BaryPosition baryPos {}; RelativeDistance distance {}; @@ -90,13 +90,13 @@ GameMainSelector::defaultClick(const Ray & ray) } bool -GameMainSelector::Component::click(const SDL_MouseButtonEvent &, const Ray &) +GameMainSelector::Component::click(const SDL_MouseButtonEvent &, const Ray<GlobalPosition3D> &) { return false; } bool -GameMainSelector::Component::move(const SDL_MouseMotionEvent &, const Ray &) +GameMainSelector::Component::move(const SDL_MouseMotionEvent &, const Ray<GlobalPosition3D> &) { return false; } diff --git a/ui/gameMainSelector.h b/ui/gameMainSelector.h index 88db34b..cc30707 100644 --- a/ui/gameMainSelector.h +++ b/ui/gameMainSelector.h @@ -10,7 +10,7 @@ #include <string> class SceneShader; -class Ray; +template<typename> class Ray; class UIShader; class Camera; @@ -20,8 +20,8 @@ public: public: virtual ~Component() = default; - virtual bool click(const SDL_MouseButtonEvent &, const Ray &); - virtual bool move(const SDL_MouseMotionEvent &, const Ray &); + virtual bool click(const SDL_MouseButtonEvent &, const Ray<GlobalPosition3D> &); + virtual bool move(const SDL_MouseMotionEvent &, const Ray<GlobalPosition3D> &); virtual bool handleInput(const SDL_Event &, const Position & pos); virtual void render(const UIShader & shader, const Position & pos) const; virtual void render(const SceneShader &) const; @@ -34,7 +34,7 @@ public: bool handleInput(const SDL_Event & e, const Position &) override; - void defaultClick(const Ray & ray); + void defaultClick(const Ray<GlobalPosition3D> & ray); std::unique_ptr<Component> target; |