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-rw-r--r--game/network/rail.cpp77
1 files changed, 44 insertions, 33 deletions
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