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-rw-r--r--game/network/link.cpp28
-rw-r--r--game/network/link.h21
-rw-r--r--game/network/rail.cpp59
-rw-r--r--game/network/rail.h10
4 files changed, 57 insertions, 61 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);
}
diff --git a/game/network/link.h b/game/network/link.h
index 95c141e..725e023 100644
--- a/game/network/link.h
+++ b/game/network/link.h
@@ -4,7 +4,6 @@
#include <glm/glm.hpp>
#include <location.h>
#include <maths.h>
-#include <memory>
#include <special_members.h>
#include <stdTypeDefs.h>
#include <utility>
@@ -17,12 +16,12 @@ template<typename> class Ray;
// it has location
class Node : public StdTypeDefs<Node> {
public:
- explicit Node(Position3D p) noexcept : pos(p) {};
+ explicit Node(GlobalPosition3D p) noexcept : pos(p) {};
virtual ~Node() noexcept = default;
NO_COPY(Node);
NO_MOVE(Node);
- Position3D pos;
+ GlobalPosition3D pos;
};
// Generic network link
@@ -44,21 +43,21 @@ public:
NO_COPY(Link);
NO_MOVE(Link);
- [[nodiscard]] virtual Location positionAt(float dist, unsigned char start) const = 0;
+ [[nodiscard]] virtual Location positionAt(RelativeDistance dist, unsigned char start) const = 0;
[[nodiscard]] virtual bool intersectRay(const Ray<GlobalPosition3D> &) const = 0;
std::array<End, 2> ends;
float length;
protected:
- [[nodiscard]] virtual Position3D
+ [[nodiscard]] virtual RelativePosition3D
vehiclePositionOffset() const
{
return {};
}
};
-bool operator<(const Position3D & a, const Position3D & b);
+bool operator<(const GlobalPosition3D & a, const GlobalPosition3D & b);
bool operator<(const Node & a, const Node & b);
class LinkStraight : public virtual Link {
@@ -68,7 +67,7 @@ public:
NO_COPY(LinkStraight);
NO_MOVE(LinkStraight);
- [[nodiscard]] Location positionAt(float dist, unsigned char start) const override;
+ [[nodiscard]] Location positionAt(RelativeDistance dist, unsigned char start) const override;
[[nodiscard]] bool intersectRay(const Ray<GlobalPosition3D> &) const override;
};
@@ -77,15 +76,15 @@ LinkStraight::~LinkStraight() = default;
class LinkCurve : public virtual Link {
public:
inline ~LinkCurve() override = 0;
- LinkCurve(Position3D, float, Arc);
+ LinkCurve(GlobalPosition3D, RelativeDistance, Arc);
NO_COPY(LinkCurve);
NO_MOVE(LinkCurve);
- [[nodiscard]] Location positionAt(float dist, unsigned char start) const override;
+ [[nodiscard]] Location positionAt(RelativeDistance dist, unsigned char start) const override;
[[nodiscard]] bool intersectRay(const Ray<GlobalPosition3D> &) const override;
- Position3D centreBase;
- float radius;
+ GlobalPosition3D centreBase;
+ RelativeDistance radius;
Arc arc;
};
diff --git a/game/network/rail.cpp b/game/network/rail.cpp
index 303f1c8..79aaf97 100644
--- a/game/network/rail.cpp
+++ b/game/network/rail.cpp
@@ -9,9 +9,7 @@
#include <gfx/models/vertex.h>
#include <glad/gl.h>
#include <glm/gtx/transform.hpp>
-#include <initializer_list>
#include <maths.h>
-#include <stdexcept>
#include <utility>
#include <vector>
@@ -28,7 +26,7 @@ RailLinks::tick(TickDuration)
}
std::shared_ptr<RailLink>
-RailLinks::addLinksBetween(Position3D start, Position3D end)
+RailLinks::addLinksBetween(GlobalPosition3D start, GlobalPosition3D end)
{
auto node1ins = newNodeAt(start), node2ins = newNodeAt(end);
if (node1ins.second == NodeIs::NotInNetwork && node2ins.second == NodeIs::NotInNetwork) {
@@ -41,31 +39,32 @@ RailLinks::addLinksBetween(Position3D start, Position3D end)
std::swap(start, end);
}
// Find start link/end - opposite entry dir to existing link; so pi +...
- const float dir = pi + findNodeDirection(node1ins.first);
+ const Angle dir = pi + findNodeDirection(node1ins.first);
if (dir == vector_yaw(end - start)) {
return addLink<RailLinkStraight>(start, end);
}
- const Position2D flatStart {start.xy()}, flatEnd {end.xy()};
+ const auto 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);
- return start.z + ((end.z - start.z) * (sm / (sm + em)));
+ const auto sm = glm::length(RelativePosition2D(flatStart - mid)),
+ em = glm::length(RelativePosition2D(flatEnd - mid));
+ return start.z + GlobalDistance(RelativeDistance(end.z - start.z) * (sm / (sm + em)));
};
const float dir2 = pi + findNodeDirection(node2ins.first);
if (const auto radii = find_arcs_radius(flatStart, dir, flatEnd, dir2); radii.first < radii.second) {
const auto radius {radii.first};
- 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 c1 = flatStart + GlobalPosition2D(sincosf(dir + half_pi) * radius);
+ const auto c2 = flatEnd + GlobalPosition2D(sincosf(dir2 + half_pi) * radius);
+ const auto mid = (c1 + c2) / 2;
const auto midh = mid || midheight(mid);
addLink<RailLinkCurve>(start, midh, c1);
return addLink<RailLinkCurve>(end, midh, c2);
}
else {
const auto radius {radii.second};
- 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 c1 = flatStart + GlobalPosition2D(sincosf(dir - half_pi) * radius);
+ const auto c2 = flatEnd + GlobalPosition2D(sincosf(dir2 - half_pi) * radius);
+ const auto mid = (c1 + c2) / 2;
const auto midh = mid || midheight(mid);
addLink<RailLinkCurve>(midh, start, c1);
return addLink<RailLinkCurve>(midh, end, c2);
@@ -100,7 +99,7 @@ RailLink::render(const SceneShader &) const
mesh->Draw();
}
-constexpr const std::array<std::pair<Position3D, float>, RAIL_CROSSSECTION_VERTICES> railCrossSection {{
+constexpr const std::array<std::pair<RelativePosition3D, float>, RAIL_CROSSSECTION_VERTICES> railCrossSection {{
// ___________
// _/ \_
// left to right
@@ -122,59 +121,57 @@ RailLinkStraight::RailLinkStraight(const Node::Ptr & a, const Node::Ptr & b) : R
{
}
-RailLinkStraight::RailLinkStraight(Node::Ptr a, Node::Ptr b, const Position3D & diff) :
+RailLinkStraight::RailLinkStraight(Node::Ptr a, Node::Ptr b, const RelativePosition3D & 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 / 2000.F);
- const auto e {flat_orientation(diff)};
+ const glm::mat3 trans {flat_orientation(diff)};
for (auto ei : {1U, 0U}) {
- const auto trans {glm::translate(ends[ei].node->pos) * e};
for (const auto & rcs : railCrossSection) {
- const Position3D m {(trans * (rcs.first || 1.F))};
- vertices.emplace_back(m, Position2D {rcs.second, len * static_cast<float>(ei)}, up);
+ const auto m {ends[ei].node->pos + GlobalPosition3D(trans * rcs.first)};
+ vertices.emplace_back(m, TextureRelCoord {rcs.second, len * static_cast<float>(ei)}, up);
}
}
mesh = defaultMesh(vertices);
}
}
-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, GlobalPosition2D c) :
+ RailLinkCurve(a, b, c || a->pos.z, {c || 0, a->pos, b->pos})
{
}
-RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, Position3D c, const Arc arc) :
+RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, GlobalPosition3D 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}
+ glm::length(RelativePosition3D(a->pos - c)) * arc_length(arc)),
+ LinkCurve {c, glm::length(RelativePosition3D(ends[0].node->pos - c)), arc}
{
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(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)};
+ const auto step {RelativePosition3D {arc_length(arc), e1p.z - e0p.z, slength / 1000.F} / segs};
auto segCount = static_cast<std::size_t>(std::lround(segs)) + 1;
std::vector<Vertex> vertices;
vertices.reserve(segCount * railCrossSection.size());
- for (Position3D swing = {arc.first, centreBase.z - e0p.z, 0.F}; segCount; swing += step, --segCount) {
+ for (RelativePosition3D 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})};
+ glm::rotate(half_pi - swing.x, up) * glm::translate(RelativePosition3D {radius, 0.F, swing.y})};
for (const auto & rcs : railCrossSection) {
- const Position3D m {(t * (rcs.first || 1.F))};
- vertices.emplace_back(m, Position2D {rcs.second, swing.z}, up);
+ const auto m {centreBase + GlobalPosition3D(t * (rcs.first || 1.F))};
+ vertices.emplace_back(m, TextureRelCoord {rcs.second, swing.z}, up);
}
}
mesh = defaultMesh(vertices);
}
}
-Position3D
+RelativePosition3D
RailLink::vehiclePositionOffset() const
{
return RAIL_HEIGHT;
diff --git a/game/network/rail.h b/game/network/rail.h
index 4a1932f..986b0aa 100644
--- a/game/network/rail.h
+++ b/game/network/rail.h
@@ -32,7 +32,7 @@ public:
NO_MOVE(RailLink);
protected:
- [[nodiscard]] Position3D vehiclePositionOffset() const override;
+ [[nodiscard]] RelativePosition3D 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 Position3D & diff);
+ RailLinkStraight(Node::Ptr, Node::Ptr, const RelativePosition3D & diff);
};
class RailLinkCurve : public RailLink, public LinkCurve {
public:
- RailLinkCurve(const Node::Ptr &, const Node::Ptr &, Position2D);
+ RailLinkCurve(const Node::Ptr &, const Node::Ptr &, GlobalPosition2D);
private:
- RailLinkCurve(const Node::Ptr &, const Node::Ptr &, Position3D, const Arc);
+ RailLinkCurve(const Node::Ptr &, const Node::Ptr &, GlobalPosition3D, const Arc);
};
class RailLinks : public NetworkOf<RailLink>, public WorldObject {
public:
RailLinks();
- std::shared_ptr<RailLink> addLinksBetween(Position3D start, Position3D end);
+ std::shared_ptr<RailLink> addLinksBetween(GlobalPosition3D start, GlobalPosition3D end);
private:
void tick(TickDuration elapsed) override;