summaryrefslogtreecommitdiff
path: root/game/network
diff options
context:
space:
mode:
Diffstat (limited to 'game/network')
-rw-r--r--game/network/link.cpp9
-rw-r--r--game/network/link.h8
-rw-r--r--game/network/network.cpp7
-rw-r--r--game/network/network.h8
-rw-r--r--game/network/network.impl.h2
5 files changed, 18 insertions, 16 deletions
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(),