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-rw-r--r--game/network/link.cpp28
1 files changed, 14 insertions, 14 deletions
diff --git a/game/network/link.cpp b/game/network/link.cpp
index e8eaea2..dc9aecc 100644
--- a/game/network/link.cpp
+++ b/game/network/link.cpp
@@ -1,5 +1,4 @@
#include "link.h"
-#include <compare>
#include <glm/gtx/transform.hpp>
#include <location.h>
#include <maths.h>
@@ -8,10 +7,10 @@
Link::Link(End a, End b, float l) : ends {{std::move(a), std::move(b)}}, length {l} { }
-LinkCurve::LinkCurve(Position3D c, float r, Arc a) : centreBase {c}, radius {r}, arc {std::move(a)} { }
+LinkCurve::LinkCurve(GlobalPosition3D c, RelativeDistance r, Arc a) : centreBase {c}, radius {r}, arc {std::move(a)} { }
bool
-operator<(const Position3D & a, const Position3D & b)
+operator<(const GlobalPosition3D & a, const GlobalPosition3D & 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);
@@ -24,12 +23,13 @@ operator<(const Node & a, const Node & b)
}
Location
-LinkStraight::positionAt(float dist, unsigned char start) const
+LinkStraight::positionAt(RelativeDistance 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 RelativePosition3D 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 + GlobalPosition3D(vehiclePositionOffset() + dir * dist),
+ {vector_pitch(dir), vector_yaw(dir), 0}};
}
bool
@@ -49,9 +49,11 @@ LinkCurve::positionAt(float dist, unsigned char start) const
const auto ang {as.first + ((as.second - as.first) * frac)};
const auto relPos {(sincosf(ang) || 0.F) * radius};
const auto relClimb {vehiclePositionOffset()
- + 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}};
+ + RelativePosition3D {0, 0,
+ static_cast<RelativeDistance>(es.first->pos.z - centreBase.z)
+ + (static_cast<RelativeDistance>(es.second->pos.z - es.first->pos.z) * frac)}};
+ const auto pitch {vector_pitch({0, 0, static_cast<RelativeDistance>(es.second->pos.z - es.first->pos.z) / length})};
+ return Location {GlobalPosition3D(relPos + relClimb) + centreBase, {pitch, normalize(ang + dirOffset[start]), 0}};
}
bool
@@ -61,15 +63,13 @@ LinkCurve::intersectRay(const Ray<GlobalPosition3D> & 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 {Position3D {arc_length(arc), e1p.z - e0p.z, slength} / segs};
- const auto trans {glm::translate(centreBase)};
+ const auto step {Position2D {arc_length(arc), e1p.z - e0p.z} / segs};
auto segCount = static_cast<std::size_t>(std::lround(segs)) + 1;
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})};
- points.emplace_back(t * glm::vec4 {0, 0, 0, 1});
+ for (Position2D swing = {arc.first, centreBase.z - e0p.z}; segCount; swing += step, --segCount) {
+ points.emplace_back(centreBase + GlobalPosition3D((sincosf(swing.x) * radius) || swing.y));
}
return ray.passesCloseToEdges(points, 1.F);
}