diff options
Diffstat (limited to 'game')
-rw-r--r-- | game/activity.h | 2 | ||||
-rw-r--r-- | game/gamestate.h | 1 | ||||
-rw-r--r-- | game/geoData.cpp | 71 | ||||
-rw-r--r-- | game/geoData.h | 50 | ||||
-rw-r--r-- | game/network/link.cpp | 14 | ||||
-rw-r--r-- | game/network/link.h | 14 | ||||
-rw-r--r-- | game/network/network.cpp | 18 | ||||
-rw-r--r-- | game/network/network.h | 44 | ||||
-rw-r--r-- | game/network/network.impl.h | 12 | ||||
-rw-r--r-- | game/network/rail.cpp | 45 | ||||
-rw-r--r-- | game/network/rail.h | 12 | ||||
-rw-r--r-- | game/objective.h | 2 | ||||
-rw-r--r-- | game/orders.h | 1 | ||||
-rw-r--r-- | game/scenary/foliage.cpp | 3 | ||||
-rw-r--r-- | game/scenary/foliage.h | 3 | ||||
-rw-r--r-- | game/scenary/plant.cpp | 2 | ||||
-rw-r--r-- | game/scenary/plant.h | 2 | ||||
-rw-r--r-- | game/selectable.h | 3 | ||||
-rw-r--r-- | game/vehicles/linkHistory.cpp | 2 | ||||
-rw-r--r-- | game/vehicles/railVehicle.cpp | 54 | ||||
-rw-r--r-- | game/vehicles/railVehicle.h | 8 | ||||
-rw-r--r-- | game/vehicles/railVehicleClass.cpp | 8 | ||||
-rw-r--r-- | game/vehicles/railVehicleClass.h | 2 | ||||
-rw-r--r-- | game/vehicles/train.cpp | 2 | ||||
-rw-r--r-- | game/vehicles/train.h | 2 | ||||
-rw-r--r-- | game/vehicles/vehicle.h | 1 |
26 files changed, 212 insertions, 166 deletions
diff --git a/game/activity.h b/game/activity.h index e0585f7..38f6524 100644 --- a/game/activity.h +++ b/game/activity.h @@ -16,10 +16,12 @@ public: template<typename T> class Of; }; + using ActivityPtr = std::unique_ptr<Activity>; template<typename T> concept ActivityConcept = std::is_base_of_v<Activity, T>; + template<ActivityConcept AC> class Can { public: Can() = default; diff --git a/game/gamestate.h b/game/gamestate.h index 6f3f382..f07f844 100644 --- a/game/gamestate.h +++ b/game/gamestate.h @@ -19,4 +19,5 @@ public: std::shared_ptr<GeoData> geoData; AssetFactory::Assets assets; }; + extern GameState * gameState; diff --git a/game/geoData.cpp b/game/geoData.cpp index 61dedda..7710efe 100644 --- a/game/geoData.cpp +++ b/game/geoData.cpp @@ -21,16 +21,20 @@ GeoData::loadFromAsciiGrid(const std::filesystem::path & input) f >> *properties.at(property); properties.erase(property); } + xllcorner *= 1000; + yllcorner *= 1000; + cellsize *= 1000; std::vector<VertexHandle> vertices; vertices.reserve(ncols * nrows); GeoData mesh; - mesh.lowerExtent = {xllcorner, yllcorner, std::numeric_limits<float>::max()}; + mesh.lowerExtent = {xllcorner, yllcorner, std::numeric_limits<GlobalDistance>::max()}; mesh.upperExtent = {xllcorner + (cellsize * (ncols - 1)), yllcorner + (cellsize * (nrows - 1)), - std::numeric_limits<float>::min()}; + std::numeric_limits<GlobalDistance>::min()}; for (size_t row = 0; row < nrows; ++row) { for (size_t col = 0; col < ncols; ++col) { - float height = 0; - f >> height; + float heightf = 0; + f >> heightf; + const auto height = static_cast<GlobalDistance>(std::round(heightf * 1000.F)); mesh.upperExtent.z = std::max(mesh.upperExtent.z, height); mesh.lowerExtent.z = std::min(mesh.lowerExtent.z, height); vertices.push_back(mesh.add_vertex({xllcorner + (col * cellsize), yllcorner + (row * cellsize), height})); @@ -60,12 +64,12 @@ GeoData::loadFromAsciiGrid(const std::filesystem::path & input) }; GeoData -GeoData::createFlat(glm::vec2 lower, glm::vec2 upper, float h) +GeoData::createFlat(GlobalPosition2D lower, GlobalPosition2D upper, GlobalDistance h) { GeoData mesh; - mesh.lowerExtent = lower ^ h; - mesh.upperExtent = upper ^ h; + mesh.lowerExtent = {lower, h}; + mesh.upperExtent = {upper, h}; const auto ll = mesh.add_vertex({lower.x, lower.y, h}), lu = mesh.add_vertex({lower.x, upper.y, h}), ul = mesh.add_vertex({upper.x, lower.y, h}), uu = mesh.add_vertex({upper.x, upper.y, h}); @@ -80,14 +84,17 @@ GeoData::createFlat(glm::vec2 lower, glm::vec2 upper, float h) } OpenMesh::FaceHandle -GeoData::findPoint(glm::vec2 p) const +GeoData::findPoint(GlobalPosition2D p) const { return findPoint(p, *faces_begin()); } -GeoData::PointFace::PointFace(const glm::vec2 p, const GeoData * mesh) : PointFace {p, mesh, *mesh->faces_begin()} { } +GeoData::PointFace::PointFace(const GlobalPosition2D p, const GeoData * mesh) : + PointFace {p, mesh, *mesh->faces_begin()} +{ +} -GeoData::PointFace::PointFace(const glm::vec2 p, const GeoData * mesh, FaceHandle start) : +GeoData::PointFace::PointFace(const GlobalPosition2D p, const GeoData * mesh, FaceHandle start) : PointFace {p, mesh->findPoint(p, start)} { } @@ -113,9 +120,9 @@ GeoData::PointFace::face(const GeoData * mesh) const namespace { template<template<typename> typename Op> [[nodiscard]] constexpr inline auto - pointLineOp(const glm::vec2 p, const glm::vec2 e1, const glm::vec2 e2) + pointLineOp(const GlobalPosition2D p, const GlobalPosition2D e1, const GlobalPosition2D e2) { - return Op {}((e2.x - e1.x) * (p.y - e1.y), (e2.y - e1.y) * (p.x - e1.x)); + return Op {}(int64_t(e2.x - e1.x) * int64_t(p.y - e1.y), int64_t(e2.y - e1.y) * int64_t(p.x - e1.x)); } constexpr auto pointLeftOfLine = pointLineOp<std::greater>; @@ -125,9 +132,13 @@ namespace { static_assert(pointLeftOfLine({2, 1}, {2, 2}, {1, 1})); static_assert(pointLeftOfLine({2, 2}, {1, 2}, {2, 1})); static_assert(pointLeftOfLine({1, 1}, {2, 1}, {1, 2})); + static_assert(pointLeftOfOrOnLine({310000000, 490000000}, {310000000, 490000000}, {310050000, 490050000})); + static_assert(pointLeftOfOrOnLine({310000000, 490000000}, {310050000, 490050000}, {310000000, 490050000})); + static_assert(pointLeftOfOrOnLine({310000000, 490000000}, {310000000, 490050000}, {310000000, 490000000})); [[nodiscard]] constexpr inline bool - linesCross(const glm::vec2 a1, const glm::vec2 a2, const glm::vec2 b1, const glm::vec2 b2) + linesCross( + const GlobalPosition2D a1, const GlobalPosition2D a2, const GlobalPosition2D b1, const GlobalPosition2D b2) { return (pointLeftOfLine(a2, b1, b2) == pointLeftOfLine(a1, b2, b1)) && (pointLeftOfLine(b1, a1, a2) == pointLeftOfLine(b2, a2, a1)); @@ -137,7 +148,8 @@ namespace { static_assert(linesCross({2, 2}, {1, 1}, {1, 2}, {2, 1})); [[nodiscard]] constexpr inline bool - linesCrossLtR(const glm::vec2 a1, const glm::vec2 a2, const glm::vec2 b1, const glm::vec2 b2) + linesCrossLtR( + const GlobalPosition2D a1, const GlobalPosition2D a2, const GlobalPosition2D b1, const GlobalPosition2D b2) { return pointLeftOfLine(a2, b1, b2) && pointLeftOfLine(a1, b2, b1) && pointLeftOfLine(b1, a1, a2) && pointLeftOfLine(b2, a2, a1); @@ -148,7 +160,7 @@ namespace { } OpenMesh::FaceHandle -GeoData::findPoint(glm::vec2 p, OpenMesh::FaceHandle f) const +GeoData::findPoint(GlobalPosition2D p, OpenMesh::FaceHandle f) const { while (f.is_valid() && !triangleContainsPoint(p, triangle<2>(f))) { for (auto next = cfh_iter(f); next.is_valid(); ++next) { @@ -166,30 +178,31 @@ GeoData::findPoint(glm::vec2 p, OpenMesh::FaceHandle f) const return f; } -glm::vec3 +GlobalPosition3D GeoData::positionAt(const PointFace & p) const { - glm::vec3 out {}; + RelativePosition3D out {}; const auto t = triangle<3>(p.face(this)); - glm::intersectLineTriangle(p.point ^ 0.F, up, t[0], t[1], t[2], out); - return p.point ^ out[0]; + glm::intersectLineTriangle<RelativePosition3D>({p.point, 0}, up, t[0], t[1], t[2], out); + return {p.point, out[0]}; } -[[nodiscard]] std::optional<glm::vec3> +[[nodiscard]] std::optional<GlobalPosition3D> GeoData::intersectRay(const Ray & ray) const { return intersectRay(ray, findPoint(ray.start)); } -[[nodiscard]] std::optional<glm::vec3> +[[nodiscard]] std::optional<GlobalPosition3D> GeoData::intersectRay(const Ray & ray, FaceHandle face) const { - std::optional<glm::vec3> out; + std::optional<GlobalPosition3D> out; walkUntil(PointFace {ray.start, face}, ray.start + (ray.direction * 10000.F), [&out, &ray, this](FaceHandle face) { - glm::vec2 bari {}; + BaryPosition bari {}; float dist {}; const auto t = triangle<3>(face); - if (glm::intersectRayTriangle(ray.start, ray.direction, t[0], t[1], t[2], bari, dist)) { + if (glm::intersectRayTriangle<RelativePosition3D::value_type, glm::defaultp>( + ray.start, ray.direction, t[0], t[1], t[2], bari, dist)) { out = t * bari; return true; } @@ -199,7 +212,7 @@ GeoData::intersectRay(const Ray & ray, FaceHandle face) const } void -GeoData::walk(const PointFace & from, const glm::vec2 to, const std::function<void(FaceHandle)> & op) const +GeoData::walk(const PointFace & from, const GlobalPosition2D to, const std::function<void(FaceHandle)> & op) const { walkUntil(from, to, [&op](const auto & fh) { op(fh); @@ -208,7 +221,7 @@ GeoData::walk(const PointFace & from, const glm::vec2 to, const std::function<vo } void -GeoData::walkUntil(const PointFace & from, const glm::vec2 to, const std::function<bool(FaceHandle)> & op) const +GeoData::walkUntil(const PointFace & from, const GlobalPosition2D to, const std::function<bool(FaceHandle)> & op) const { auto f = from.face(this); if (!f.is_valid()) { @@ -269,7 +282,7 @@ GeoData::boundaryWalkUntil(const std::function<bool(HalfedgeHandle)> & op, Halfe } GeoData::HalfedgeHandle -GeoData::findEntry(const glm::vec2 from, const glm::vec2 to) const +GeoData::findEntry(const GlobalPosition2D from, const GlobalPosition2D to) const { HalfedgeHandle entry; boundaryWalkUntil([this, from, to, &entry](auto he) { @@ -285,14 +298,14 @@ GeoData::findEntry(const glm::vec2 from, const glm::vec2 to) const } bool -GeoData::triangleContainsPoint(const glm::vec2 p, const Triangle<2> & t) +GeoData::triangleContainsPoint(const GlobalPosition2D p, const Triangle<2> & t) { return pointLeftOfOrOnLine(p, t[0], t[1]) && pointLeftOfOrOnLine(p, t[1], t[2]) && pointLeftOfOrOnLine(p, t[2], t[0]); } bool -GeoData::triangleContainsPoint(const glm::vec2 p, FaceHandle face) const +GeoData::triangleContainsPoint(const GlobalPosition2D p, FaceHandle face) const { return triangleContainsPoint(p, triangle<2>(face)); } diff --git a/game/geoData.h b/game/geoData.h index 474731b..3141dbe 100644 --- a/game/geoData.h +++ b/game/geoData.h @@ -1,6 +1,7 @@ #pragma once #include "collections.h" // IWYU pragma: keep IterableCollection +#include "config/types.h" #include "ray.h" #include <OpenMesh/Core/Mesh/TriMesh_ArrayKernelT.hh> #include <filesystem> @@ -13,8 +14,8 @@ struct GeoDataTraits : public OpenMesh::DefaultTraits { EdgeAttributes(OpenMesh::Attributes::Status); VertexAttributes(OpenMesh::Attributes::Normal | OpenMesh::Attributes::Status); HalfedgeAttributes(OpenMesh::Attributes::Normal | OpenMesh::Attributes::Status); - using Point = glm::vec3; - using Normal = glm::vec3; + using Point = GlobalPosition3D; + using Normal = Normal3D; }; class GeoData : public OpenMesh::TriMesh_ArrayKernelT<GeoDataTraits> { @@ -23,18 +24,18 @@ private: public: static GeoData loadFromAsciiGrid(const std::filesystem::path &); - static GeoData createFlat(glm::vec2 lower, glm::vec2, float h); + static GeoData createFlat(GlobalPosition2D lower, GlobalPosition2D upper, GlobalDistance h); struct PointFace { // NOLINTNEXTLINE(hicpp-explicit-conversions) - PointFace(const glm::vec2 p) : point {p} { } + PointFace(const GlobalPosition2D p) : point {p} { } - PointFace(const glm::vec2 p, FaceHandle face) : point {p}, _face {face} { } + PointFace(const GlobalPosition2D p, FaceHandle face) : point {p}, _face {face} { } - PointFace(const glm::vec2 p, const GeoData *); - PointFace(const glm::vec2 p, const GeoData *, FaceHandle start); + PointFace(const GlobalPosition2D p, const GeoData *); + PointFace(const GlobalPosition2D p, const GeoData *, FaceHandle start); - const glm::vec2 point; + const GlobalPosition2D point; [[nodiscard]] FaceHandle face(const GeoData *) const; [[nodiscard]] FaceHandle face(const GeoData *, FaceHandle start) const; @@ -48,8 +49,8 @@ public: mutable FaceHandle _face {}; }; - template<glm::length_t Dim> struct Triangle : public glm::vec<3, glm::vec<Dim, glm::vec2::value_type>> { - using base = glm::vec<3, glm::vec<Dim, glm::vec2::value_type>>; + template<glm::length_t Dim> struct Triangle : public glm::vec<3, glm::vec<Dim, GlobalDistance>> { + using base = glm::vec<3, glm::vec<Dim, GlobalDistance>>; using base::base; template<IterableCollection Range> Triangle(const GeoData * m, Range range) @@ -60,30 +61,31 @@ public: }); } - glm::vec<Dim, glm::vec2::value_type> - operator*(glm::vec2 bari) const + glm::vec<Dim, GlobalDistance> + operator*(BaryPosition bari) const { const auto & t {*this}; - return t[0] + ((t[1] - t[0]) * bari.x) + ((t[2] - t[1]) * bari.y); + return t[0] + GlobalPosition<Dim>(RelativePosition<Dim>(t[1] - t[0]) * bari.x) + + GlobalPosition<Dim>(RelativePosition<Dim>(t[2] - t[1]) * bari.y); } }; - [[nodiscard]] FaceHandle findPoint(glm::vec2) const; - [[nodiscard]] FaceHandle findPoint(glm::vec2, FaceHandle start) const; + [[nodiscard]] FaceHandle findPoint(GlobalPosition2D) const; + [[nodiscard]] FaceHandle findPoint(GlobalPosition2D, FaceHandle start) const; - [[nodiscard]] glm::vec3 positionAt(const PointFace &) const; - [[nodiscard]] std::optional<glm::vec3> intersectRay(const Ray &) const; - [[nodiscard]] std::optional<glm::vec3> intersectRay(const Ray &, FaceHandle start) const; + [[nodiscard]] GlobalPosition3D positionAt(const PointFace &) const; + [[nodiscard]] std::optional<GlobalPosition3D> intersectRay(const Ray &) const; + [[nodiscard]] std::optional<GlobalPosition3D> intersectRay(const Ray &, FaceHandle start) const; - void walk(const PointFace & from, const glm::vec2 to, const std::function<void(FaceHandle)> & op) const; - void walkUntil(const PointFace & from, const glm::vec2 to, const std::function<bool(FaceHandle)> & op) const; + void walk(const PointFace & from, const GlobalPosition2D to, const std::function<void(FaceHandle)> & op) const; + void walkUntil(const PointFace & from, const GlobalPosition2D to, const std::function<bool(FaceHandle)> & op) const; void boundaryWalk(const std::function<void(HalfedgeHandle)> &) const; void boundaryWalk(const std::function<void(HalfedgeHandle)> &, HalfedgeHandle start) const; void boundaryWalkUntil(const std::function<bool(HalfedgeHandle)> &) const; void boundaryWalkUntil(const std::function<bool(HalfedgeHandle)> &, HalfedgeHandle start) const; - [[nodiscard]] HalfedgeHandle findEntry(const glm::vec2 from, const glm::vec2 to) const; + [[nodiscard]] HalfedgeHandle findEntry(const GlobalPosition2D from, const GlobalPosition2D to) const; [[nodiscard]] auto getExtents() const @@ -99,10 +101,10 @@ protected: return {this, fv_range(f)}; } - [[nodiscard]] static bool triangleContainsPoint(const glm::vec2, const Triangle<2> &); - [[nodiscard]] bool triangleContainsPoint(const glm::vec2, FaceHandle) const; + [[nodiscard]] static bool triangleContainsPoint(const GlobalPosition2D, const Triangle<2> &); + [[nodiscard]] bool triangleContainsPoint(const GlobalPosition2D, FaceHandle) const; [[nodiscard]] HalfedgeHandle findBoundaryStart() const; private: - glm::vec3 lowerExtent {}, upperExtent {}; + GlobalPosition3D lowerExtent {}, upperExtent {}; }; 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/link.h b/game/network/link.h index 4a9f83f..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 { @@ -71,20 +71,22 @@ public: [[nodiscard]] Location positionAt(float dist, unsigned char start) const override; [[nodiscard]] bool intersectRay(const Ray &) const override; }; + 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; }; + LinkCurve::~LinkCurve() = default; 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/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 bd24a2b..ff101d4 100644 --- a/game/network/rail.cpp +++ b/game/network/rail.cpp @@ -18,16 +18,17 @@ 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"} { } + void 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) { @@ -44,7 +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); @@ -99,15 +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 @@ -121,31 +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))}; + 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} @@ -154,26 +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))}; + 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 611eb67..4a1932f 100644 --- a/game/network/rail.h +++ b/game/network/rail.h @@ -18,6 +18,7 @@ struct Arc; // A piece of rail track class RailLinkStraight; class RailLinkCurve; + class RailLink : public virtual Link, public Renderable { public: RailLink() = default; @@ -31,11 +32,12 @@ 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; }; + RailLink::~RailLink() = default; class RailLinkStraight : public RailLink, public LinkStraight { @@ -43,22 +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; diff --git a/game/objective.h b/game/objective.h index 130015f..f5c6e48 100644 --- a/game/objective.h +++ b/game/objective.h @@ -10,6 +10,7 @@ class Orders; class Objective { public: explicit Objective(Orders * os) : orders(os) { } + DEFAULT_MOVE_COPY(Objective); virtual ~Objective() = default; @@ -19,4 +20,5 @@ public: Orders * orders; }; + using ObjectivePtr = std::unique_ptr<Objective>; diff --git a/game/orders.h b/game/orders.h index f29e208..ca5cfdb 100644 --- a/game/orders.h +++ b/game/orders.h @@ -10,4 +10,5 @@ public: [[nodiscard]] Objective * current() const; Objective * next(); }; + using OrdersPtr = std::shared_ptr<Orders>; diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index 702a52c..c258b77 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -15,7 +15,8 @@ void Foliage::postLoad() { texture = getTexture(); - bodyMesh->configureVAO(instanceVAO).addAttribs<glm::mat4>(instances.bufferName(), 1); + bodyMesh->configureVAO(instanceVAO) + .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1); } void diff --git a/game/scenary/foliage.h b/game/scenary/foliage.h index b72a9c2..bbb6200 100644 --- a/game/scenary/foliage.h +++ b/game/scenary/foliage.h @@ -15,7 +15,8 @@ class Foliage : public Asset, public Renderable, public StdTypeDefs<Foliage> { glVertexArray instanceVAO; public: - mutable InstanceVertices<glm::mat4> instances; + using LocationVertex = std::pair<glm::mat4, GlobalPosition3D>; + mutable InstanceVertices<LocationVertex> instances; void render(const SceneShader &) const override; void shadows(const ShadowMapper &) const override; diff --git a/game/scenary/plant.cpp b/game/scenary/plant.cpp index 4fb3cb5..b39c28b 100644 --- a/game/scenary/plant.cpp +++ b/game/scenary/plant.cpp @@ -2,6 +2,6 @@ #include "location.h" Plant::Plant(std::shared_ptr<const Foliage> type, const Location & position) : - type {std::move(type)}, location {this->type->instances.acquire(position.getTransform())} + type {std::move(type)}, location {this->type->instances.acquire(position.getRotationTransform(), position.pos)} { } diff --git a/game/scenary/plant.h b/game/scenary/plant.h index 82ab0e5..77c9ff7 100644 --- a/game/scenary/plant.h +++ b/game/scenary/plant.h @@ -7,7 +7,7 @@ class Location; class Plant : public WorldObject { std::shared_ptr<const Foliage> type; - InstanceVertices<glm::mat4>::InstanceProxy location; + InstanceVertices<Foliage::LocationVertex>::InstanceProxy location; void tick(TickDuration) override diff --git a/game/selectable.h b/game/selectable.h index 31287d8..9732dca 100644 --- a/game/selectable.h +++ b/game/selectable.h @@ -1,5 +1,6 @@ #pragma once +#include "config/types.h" #include <glm/glm.hpp> #include <special_members.h> @@ -11,5 +12,5 @@ public: virtual ~Selectable() = default; DEFAULT_MOVE_COPY(Selectable); - [[nodiscard]] virtual bool intersectRay(const Ray &, glm::vec2 *, float *) const = 0; + [[nodiscard]] virtual bool intersectRay(const Ray &, Position2D *, float *) const = 0; }; diff --git a/game/vehicles/linkHistory.cpp b/game/vehicles/linkHistory.cpp index 2802109..e6bab36 100644 --- a/game/vehicles/linkHistory.cpp +++ b/game/vehicles/linkHistory.cpp @@ -8,7 +8,7 @@ LinkHistory::add(const Link::WPtr & l, unsigned char d) links.insert(links.begin(), {l, d}); const auto lp = l.lock(); totalLen += lp->length; - while (totalLen >= 1000.F && !links.empty()) { + while (totalLen >= 1000000.F && !links.empty()) { totalLen -= links.back().first.lock()->length; links.pop_back(); } diff --git a/game/vehicles/railVehicle.cpp b/game/vehicles/railVehicle.cpp index 2d820b6..30b615c 100644 --- a/game/vehicles/railVehicle.cpp +++ b/game/vehicles/railVehicle.cpp @@ -12,10 +12,22 @@ #include <ray.h> RailVehicle::RailVehicle(RailVehicleClassPtr rvc) : - RailVehicleClass::Instance {rvc->instances.acquire()}, rvClass {std::move(rvc)}, location {&LV::body, *this}, + RailVehicleClass::Instance {rvc->instances.acquire()}, rvClass {std::move(rvc)}, + location {[this](const BufferedLocation * l) { + this->get()->body = l->getRotationTransform(); + this->get()->bodyPos = l->position(); + }}, bogies {{ - {&LV::front, *this, glm::vec3 {0, rvClass->wheelBase / 2.F, 0}}, - {&LV::back, *this, glm::vec3 {0, -rvClass->wheelBase / 2.F, 0}}, + {[this](const BufferedLocation * l) { + this->get()->front = l->getRotationTransform(); + this->get()->frontPos = l->position(); + }, + Position3D {0, rvClass->wheelBase / 2.F, 0}}, + {[this](const BufferedLocation * l) { + this->get()->back = l->getRotationTransform(); + this->get()->backPos = l->position(); + }, + Position3D {0, -rvClass->wheelBase / 2.F, 0}}, }} { } @@ -26,29 +38,29 @@ RailVehicle::move(const Train * t, float & trailBy) const auto overhang {(rvClass->length - rvClass->wheelBase) / 2}; const auto & b1Pos = bogies[0] = t->getBogiePosition(t->linkDist, trailBy += overhang); const auto & b2Pos = bogies[1] = t->getBogiePosition(t->linkDist, trailBy += rvClass->wheelBase); - const auto diff = glm::normalize(b2Pos.position() - b1Pos.position()); - location.setLocation((b1Pos.position() + b2Pos.position()) / 2.F, {vector_pitch(diff), vector_yaw(diff), 0}); - trailBy += 0.6F + overhang; + const auto diff = glm::normalize(RelativePosition3D(b2Pos.position() - b1Pos.position())); + location.setLocation((b1Pos.position() + b2Pos.position()) / 2, {vector_pitch(diff), vector_yaw(diff), 0}); + trailBy += 600.F + overhang; } bool -RailVehicle::intersectRay(const Ray & ray, glm::vec2 * baryPos, float * distance) const +RailVehicle::intersectRay(const Ray & ray, Position2D * baryPos, float * distance) const { - constexpr const auto X = 1.35F; + constexpr const auto X = 1350.F; const auto Y = this->rvClass->length / 2.F; - constexpr const auto Z = 3.9F; - const auto moveBy = location.getTransform(); - const std::array<glm::vec3, 8> cornerVertices {{ - moveBy * glm::vec4 {-X, Y, 0, 1}, // LFB - moveBy * glm::vec4 {X, Y, 0, 1}, // RFB - moveBy * glm::vec4 {-X, Y, Z, 1}, // LFT - moveBy * glm::vec4 {X, Y, Z, 1}, // RFT - moveBy * glm::vec4 {-X, -Y, 0, 1}, // LBB - moveBy * glm::vec4 {X, -Y, 0, 1}, // RBB - moveBy * glm::vec4 {-X, -Y, Z, 1}, // LBT - moveBy * glm::vec4 {X, -Y, Z, 1}, // RBT + constexpr const auto Z = 3900.F; + const auto moveBy = location.getRotationTransform(); + const std::array<Position3D, 8> cornerVertices {{ + location.position() + GlobalPosition3D(moveBy * glm::vec4 {-X, Y, 0, 1}).xyz(), // LFB + location.position() + GlobalPosition3D(moveBy * glm::vec4 {X, Y, 0, 1}).xyz(), // RFB + location.position() + GlobalPosition3D(moveBy * glm::vec4 {-X, Y, Z, 1}).xyz(), // LFT + location.position() + GlobalPosition3D(moveBy * glm::vec4 {X, Y, Z, 1}).xyz(), // RFT + location.position() + GlobalPosition3D(moveBy * glm::vec4 {-X, -Y, 0, 1}).xyz(), // LBB + location.position() + GlobalPosition3D(moveBy * glm::vec4 {X, -Y, 0, 1}).xyz(), // RBB + location.position() + GlobalPosition3D(moveBy * glm::vec4 {-X, -Y, Z, 1}).xyz(), // LBT + location.position() + GlobalPosition3D(moveBy * glm::vec4 {X, -Y, Z, 1}).xyz(), // RBT }}; - static constexpr const std::array<glm::uvec3, 10> triangles {{ + static constexpr const std::array<glm::vec<3, uint8_t>, 10> triangles {{ // Front {0, 1, 2}, {1, 2, 3}, @@ -66,7 +78,7 @@ RailVehicle::intersectRay(const Ray & ray, glm::vec2 * baryPos, float * distance {3, 6, 7}, }}; return std::any_of( - triangles.begin(), triangles.end(), [&cornerVertices, &ray, &baryPos, &distance](const glm::uvec3 idx) { + triangles.begin(), triangles.end(), [&cornerVertices, &ray, &baryPos, &distance](const auto & idx) { return glm::intersectRayTriangle(ray.start, ray.direction, cornerVertices[idx[0]], cornerVertices[idx[1]], cornerVertices[idx[2]], *baryPos, *distance); }); diff --git a/game/vehicles/railVehicle.h b/game/vehicles/railVehicle.h index f34643e..20d1ea1 100644 --- a/game/vehicles/railVehicle.h +++ b/game/vehicles/railVehicle.h @@ -17,12 +17,12 @@ public: void move(const Train *, float & trailBy); - [[nodiscard]] bool intersectRay(const Ray &, glm::vec2 *, float *) const override; + [[nodiscard]] bool intersectRay(const Ray &, Position2D *, float *) const override; RailVehicleClassPtr rvClass; using LV = RailVehicleClass::LocationVertex; - using BLocation = BufferedLocationT<glm::mat4 LV::*, RailVehicleClass::Instance &>; - BLocation location; - std::array<BLocation, 2> bogies; + BufferedLocationUpdater location; + std::array<BufferedLocationUpdater, 2> bogies; }; + using RailVehiclePtr = std::unique_ptr<RailVehicle>; diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp index 324148c..7a6a9fe 100644 --- a/game/vehicles/railVehicleClass.cpp +++ b/game/vehicles/railVehicleClass.cpp @@ -35,13 +35,15 @@ void RailVehicleClass::postLoad() { texture = getTexture(); - bodyMesh->configureVAO(instanceVAO).addAttribs<LocationVertex, &LocationVertex::body>(instances.bufferName(), 1); + bodyMesh->configureVAO(instanceVAO) + .addAttribs<LocationVertex, &LocationVertex::body, &LocationVertex::bodyPos>(instances.bufferName(), 1); bogies.front() ->configureVAO(instancesBogiesVAO.front()) - .addAttribs<LocationVertex, &LocationVertex::front>(instances.bufferName(), 1); + .addAttribs<LocationVertex, &LocationVertex::front, &LocationVertex::frontPos>(instances.bufferName(), 1); bogies.back() ->configureVAO(instancesBogiesVAO.back()) - .addAttribs<LocationVertex, &LocationVertex::back>(instances.bufferName(), 1); + .addAttribs<LocationVertex, &LocationVertex::back, &LocationVertex::backPos>(instances.bufferName(), 1); + static_assert(sizeof(LocationVertex) == 228UL); } void diff --git a/game/vehicles/railVehicleClass.h b/game/vehicles/railVehicleClass.h index 80b3fda..913feea 100644 --- a/game/vehicles/railVehicleClass.h +++ b/game/vehicles/railVehicleClass.h @@ -20,6 +20,7 @@ public: struct LocationVertex { glm::mat4 body, front, back; + GlobalPosition3D bodyPos, frontPos, backPos; }; std::array<Mesh::Ptr, 2> bogies; @@ -41,4 +42,5 @@ private: glVertexArray instanceVAO; std::array<glVertexArray, 2> instancesBogiesVAO; }; + using RailVehicleClassPtr = std::shared_ptr<RailVehicleClass>; diff --git a/game/vehicles/train.cpp b/game/vehicles/train.cpp index 6f3b036..4aa24dc 100644 --- a/game/vehicles/train.cpp +++ b/game/vehicles/train.cpp @@ -20,7 +20,7 @@ Train::getBogiePosition(float linkDist, float dist) const } bool -Train::intersectRay(const Ray & ray, glm::vec2 * baryPos, float * distance) const +Train::intersectRay(const Ray & ray, Position2D * baryPos, float * distance) const { return applyOne(&RailVehicle::intersectRay, ray, baryPos, distance) != end(); } diff --git a/game/vehicles/train.h b/game/vehicles/train.h index 20c3bc4..7f0bb99 100644 --- a/game/vehicles/train.h +++ b/game/vehicles/train.h @@ -27,7 +27,7 @@ public: return objects.front()->location; } - [[nodiscard]] bool intersectRay(const Ray &, glm::vec2 *, float *) const override; + [[nodiscard]] bool intersectRay(const Ray &, Position2D *, float *) const override; void tick(TickDuration elapsed) override; void doActivity(Go *, TickDuration) override; diff --git a/game/vehicles/vehicle.h b/game/vehicles/vehicle.h index 763ade9..354f904 100644 --- a/game/vehicles/vehicle.h +++ b/game/vehicles/vehicle.h @@ -27,4 +27,5 @@ protected: void move(TickDuration dur); LinkHistory linkHist; }; + using VehicleWPtr = std::weak_ptr<Vehicle>; |