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-rw-r--r--game/network/link.cpp16
-rw-r--r--game/network/link.h12
-rw-r--r--game/network/network.cpp24
-rw-r--r--game/network/network.h44
-rw-r--r--game/network/network.impl.h12
-rw-r--r--game/network/rail.cpp50
-rw-r--r--game/network/rail.h10
7 files changed, 84 insertions, 84 deletions
diff --git a/game/network/link.cpp b/game/network/link.cpp
index bb27a52..703a1ca 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);
@@ -46,9 +46,9 @@ LinkCurve::positionAt(float dist, unsigned char start) const
const auto es {std::make_pair(ends[start].node.get(), ends[1 - start].node.get())};
const auto as {std::make_pair(arc[start], arc[1 - start])};
const auto ang {as.first + ((as.second - as.first) * frac)};
- const auto relPos {!sincosf(ang) * radius};
+ const auto relPos {(sincosf(ang) || 0.F) * 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 0d66c42..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 {
@@ -77,14 +77,14 @@ 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;
};
diff --git a/game/network/network.cpp b/game/network/network.cpp
index 083b08e..1ff5b26 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) {
@@ -95,12 +95,12 @@ 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)};
const auto dir = pi + startDir;
- const auto flatStart {!start}, flatEnd {!end};
+ const auto flatStart {start.xy()}, flatEnd {end.xy()};
const auto n2ed {(vy * 2) - dir - pi};
const auto centre {find_arc_centre(flatStart, dir, flatEnd, n2ed)};
@@ -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.xy()}, flatEnd {end.xy()};
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)));
@@ -125,7 +125,7 @@ Network::genCurveDef(const glm::vec3 & start, const glm::vec3 & end, float start
const auto c1 = flatStart + sincosf(startDir + half_pi) * radius;
const auto c2 = flatEnd + sincosf(endDir + half_pi) * radius;
const auto mid = (c1 + c2) / 2.F;
- const auto midh = mid ^ midheight(mid);
+ const auto midh = mid || midheight(mid);
return {{start, midh, c1}, {end, midh, c2}};
}
else {
@@ -133,7 +133,7 @@ Network::genCurveDef(const glm::vec3 & start, const glm::vec3 & end, float start
const auto c1 = flatStart + sincosf(startDir - half_pi) * radius;
const auto c2 = flatEnd + sincosf(endDir - half_pi) * radius;
const auto mid = (c1 + c2) / 2.F;
- const auto midh = mid ^ midheight(mid);
+ const auto midh = mid || midheight(mid);
return {{midh, start, c1}, {midh, end, c2}};
}
}
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 5a4f1e1..303f1c8 100644
--- a/game/network/rail.cpp
+++ b/game/network/rail.cpp
@@ -18,7 +18,7 @@
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"} { }
@@ -28,7 +28,7 @@ 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) {
@@ -45,7 +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.xy()}, flatEnd {end.xy()};
if (node2ins.second == NodeIs::InNetwork) {
auto midheight = [&](auto mid) {
const auto sm = glm::distance(flatStart, mid), em = glm::distance(flatEnd, mid);
@@ -57,7 +57,7 @@ RailLinks::addLinksBetween(glm::vec3 start, glm::vec3 end)
const auto c1 = flatStart + sincosf(dir + half_pi) * radius;
const auto c2 = flatEnd + sincosf(dir2 + half_pi) * radius;
const auto mid = (c1 + c2) / 2.F;
- const auto midh = mid ^ midheight(mid);
+ const auto midh = mid || midheight(mid);
addLink<RailLinkCurve>(start, midh, c1);
return addLink<RailLinkCurve>(end, midh, c2);
}
@@ -66,7 +66,7 @@ RailLinks::addLinksBetween(glm::vec3 start, glm::vec3 end)
const auto c1 = flatStart + sincosf(dir - half_pi) * radius;
const auto c2 = flatEnd + sincosf(dir2 - half_pi) * radius;
const auto mid = (c1 + c2) / 2.F;
- const auto midh = mid ^ midheight(mid);
+ const auto midh = mid || midheight(mid);
addLink<RailLinkCurve>(midh, start, c1);
return addLink<RailLinkCurve>(midh, end, c2);
}
@@ -100,15 +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
@@ -122,31 +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.F))};
+ 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(a, b, c ^ a->pos.z, {!c, a->pos, b->pos})
+RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, Position2D c) :
+ RailLinkCurve(a, b, c || a->pos.z, {c || 0.F, 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}
@@ -155,26 +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.F))};
+ 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 6684801..4a1932f 100644
--- a/game/network/rail.h
+++ b/game/network/rail.h
@@ -32,7 +32,7 @@ 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;
@@ -45,22 +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;