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-rw-r--r--game/network/link.cpp14
-rw-r--r--game/network/network.cpp18
-rw-r--r--game/network/rail.cpp30
3 files changed, 31 insertions, 31 deletions
diff --git a/game/network/link.cpp b/game/network/link.cpp
index bb27a52..498afe4 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);
@@ -48,7 +48,7 @@ LinkCurve::positionAt(float dist, unsigned char start) const
const auto ang {as.first + ((as.second - as.first) * frac)};
const auto relPos {!sincosf(ang) * 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/network.cpp b/game/network/network.cpp
index 083b08e..d18345c 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) {
@@ -95,7 +95,7 @@ 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)};
@@ -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}, flatEnd {!end};
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)));
diff --git a/game/network/rail.cpp b/game/network/rail.cpp
index 5a4f1e1..f46504b 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, .25F};
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}, flatEnd {!end};
if (node2ins.second == NodeIs::InNetwork) {
auto midheight = [&](auto mid) {
const auto sm = glm::distance(flatStart, mid), em = glm::distance(flatEnd, mid);
@@ -100,7 +100,7 @@ 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
@@ -122,7 +122,7 @@ 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) {
@@ -133,20 +133,20 @@ RailLinkStraight::RailLinkStraight(Node::Ptr a, Node::Ptr b, const glm::vec3 & d
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 * glm::vec4 {rcs.first, 1})};
+ 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::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, Position2D c) :
RailLinkCurve(a, b, c ^ a->pos.z, {!c, 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}
@@ -156,25 +156,25 @@ RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, glm::vec3
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 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<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 * glm::vec4 {rcs.first, 1})};
+ vertices.emplace_back(m, Position2D {rcs.second, swing.z}, up);
}
}
mesh = defaultMesh(vertices);
}
}
-glm::vec3
+Position3D
RailLink::vehiclePositionOffset() const
{
return RAIL_HEIGHT;