diff options
Diffstat (limited to 'game')
-rw-r--r-- | game/geoData.cpp | 14 | ||||
-rw-r--r-- | game/geoData.h | 4 | ||||
-rw-r--r-- | game/network/link.cpp | 9 | ||||
-rw-r--r-- | game/network/link.h | 8 | ||||
-rw-r--r-- | game/network/network.cpp | 7 | ||||
-rw-r--r-- | game/network/network.h | 8 | ||||
-rw-r--r-- | game/network/network.impl.h | 2 | ||||
-rw-r--r-- | game/selectable.h | 5 | ||||
-rw-r--r-- | game/vehicles/railVehicle.cpp | 27 | ||||
-rw-r--r-- | game/vehicles/railVehicle.h | 4 | ||||
-rw-r--r-- | game/vehicles/train.cpp | 4 | ||||
-rw-r--r-- | game/vehicles/train.h | 4 |
12 files changed, 46 insertions, 50 deletions
diff --git a/game/geoData.cpp b/game/geoData.cpp index 97f4a26..b30a35b 100644 --- a/game/geoData.cpp +++ b/game/geoData.cpp @@ -161,7 +161,7 @@ namespace { positionOnTriangle(const GlobalPosition2D point, const GeoData::Triangle<3> & t) { const CalcPosition3D a = t[1] - t[0], b = t[2] - t[0]; - const auto n = crossInt(a, b); + const auto n = crossProduct(a, b); return {point, ((n.x * t[0].x) + (n.y * t[0].y) + (n.z * t[0].z) - (n.x * point.x) - (n.y * point.y)) / n.z}; } @@ -194,23 +194,23 @@ GeoData::positionAt(const PointFace & p) const } [[nodiscard]] std::optional<GlobalPosition3D> -GeoData::intersectRay(const Ray & ray) const +GeoData::intersectRay(const Ray<GlobalPosition3D> & ray) const { return intersectRay(ray, findPoint(ray.start)); } [[nodiscard]] std::optional<GlobalPosition3D> -GeoData::intersectRay(const Ray & ray, FaceHandle face) const +GeoData::intersectRay(const Ray<GlobalPosition3D> & ray, FaceHandle face) const { std::optional<GlobalPosition3D> out; walkUntil(PointFace {ray.start, face}, - ray.start.xy() + (ray.direction.xy() * RelativePosition2D(upperExtent.xy() - lowerExtent.xy())), + ray.start.xy() + + GlobalPosition2D(ray.direction.xy() * RelativePosition2D(upperExtent.xy() - lowerExtent.xy())), [&out, &ray, this](FaceHandle face) { BaryPosition bari {}; - float dist {}; + RelativeDistance dist {}; const auto t = triangle<3>(face); - if (glm::intersectRayTriangle<RelativePosition3D::value_type, glm::defaultp>( - ray.start, ray.direction, t[0], t[1], t[2], bari, dist)) { + if (ray.intersectTriangle(t.x, t.y, t.z, bari, dist)) { out = t * bari; return true; } diff --git a/game/geoData.h b/game/geoData.h index d4d0fb3..e234bfe 100644 --- a/game/geoData.h +++ b/game/geoData.h @@ -74,8 +74,8 @@ public: [[nodiscard]] FaceHandle findPoint(GlobalPosition2D, 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; + [[nodiscard]] std::optional<GlobalPosition3D> intersectRay(const Ray<GlobalPosition3D> &) const; + [[nodiscard]] std::optional<GlobalPosition3D> intersectRay(const Ray<GlobalPosition3D> &, FaceHandle start) 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; 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(), diff --git a/game/selectable.h b/game/selectable.h index c794461..fc6af4e 100644 --- a/game/selectable.h +++ b/game/selectable.h @@ -4,7 +4,7 @@ #include <glm/glm.hpp> #include <special_members.h> -class Ray; +template<typename> class Ray; class Selectable { public: @@ -12,5 +12,6 @@ public: virtual ~Selectable() = default; DEFAULT_MOVE_COPY(Selectable); - [[nodiscard]] virtual bool intersectRay(const Ray &, BaryPosition &, RelativeDistance &) const = 0; + [[nodiscard]] virtual bool intersectRay(const Ray<GlobalPosition3D> &, BaryPosition &, RelativeDistance &) const + = 0; }; diff --git a/game/vehicles/railVehicle.cpp b/game/vehicles/railVehicle.cpp index 6653333..4a1fdab 100644 --- a/game/vehicles/railVehicle.cpp +++ b/game/vehicles/railVehicle.cpp @@ -3,12 +3,12 @@ #include "train.h" #include <algorithm> #include <array> +#include <basicShapes.h> #include <glm/glm.hpp> #include <glm/gtx/intersect.hpp> #include <glm/gtx/transform.hpp> #include <location.h> #include <maths.h> -#include <memory> #include <ray.h> RailVehicle::RailVehicle(RailVehicleClassPtr rvc) : @@ -22,12 +22,12 @@ RailVehicle::RailVehicle(RailVehicleClassPtr rvc) : this->get()->front = l->getRotationTransform(); this->get()->frontPos = l->position(); }, - Position3D {0, rvClass->wheelBase / 2.F, 0}}, + GlobalPosition3D {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}}, + GlobalPosition3D {0, -rvClass->wheelBase / 2.F, 0}}, }} { } @@ -44,22 +44,15 @@ RailVehicle::move(const Train * t, float & trailBy) } bool -RailVehicle::intersectRay(const Ray & ray, BaryPosition & baryPos, RelativeDistance & distance) const +RailVehicle::intersectRay(const Ray<GlobalPosition3D> & ray, BaryPosition & baryPos, RelativeDistance & distance) const { constexpr const auto X = 1350.F; const auto Y = this->rvClass->length / 2.F; 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 - }}; + const glm::mat3 moveBy = location.getRotationTransform(); + const auto cornerVertices = cuboidCorners(-X, X, -Y, Y, 0.F, Z) * [&moveBy, this](const auto & corner) { + return location.position() + GlobalPosition3D(moveBy * corner); + }; static constexpr const std::array<glm::vec<3, uint8_t>, 10> triangles {{ // Front {0, 1, 2}, @@ -79,7 +72,7 @@ RailVehicle::intersectRay(const Ray & ray, BaryPosition & baryPos, RelativeDista }}; return std::any_of( 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); + return ray.intersectTriangle( + cornerVertices[idx[0]], cornerVertices[idx[1]], cornerVertices[idx[2]], baryPos, distance); }); } diff --git a/game/vehicles/railVehicle.h b/game/vehicles/railVehicle.h index f6e4764..bf1e782 100644 --- a/game/vehicles/railVehicle.h +++ b/game/vehicles/railVehicle.h @@ -7,7 +7,7 @@ #include <glm/glm.hpp> #include <memory> -class Ray; +template<typename> class Ray; class Train; class RailVehicle : Selectable, RailVehicleClass::Instance { @@ -16,7 +16,7 @@ public: void move(const Train *, float & trailBy); - [[nodiscard]] bool intersectRay(const Ray &, BaryPosition &, RelativeDistance &) const override; + [[nodiscard]] bool intersectRay(const Ray<GlobalPosition3D> &, BaryPosition &, RelativeDistance &) const override; RailVehicleClassPtr rvClass; using LV = RailVehicleClass::LocationVertex; diff --git a/game/vehicles/train.cpp b/game/vehicles/train.cpp index 05b2d8a..5bddd61 100644 --- a/game/vehicles/train.cpp +++ b/game/vehicles/train.cpp @@ -9,7 +9,7 @@ #include <optional> #include <utility> -class Ray; +template<typename> class Ray; Location Train::getBogiePosition(float linkDist, float dist) const @@ -20,7 +20,7 @@ Train::getBogiePosition(float linkDist, float dist) const } bool -Train::intersectRay(const Ray & ray, BaryPosition & baryPos, RelativeDistance & distance) const +Train::intersectRay(const Ray<GlobalPosition3D> & ray, BaryPosition & baryPos, RelativeDistance & distance) const { return applyOne(&RailVehicle::intersectRay, ray, baryPos, distance) != end(); } diff --git a/game/vehicles/train.h b/game/vehicles/train.h index bb668ed..4320103 100644 --- a/game/vehicles/train.h +++ b/game/vehicles/train.h @@ -13,7 +13,7 @@ class SceneShader; class ShadowMapper; -class Ray; +template<typename> class Ray; class Train : public Vehicle, public Collection<RailVehicle, false>, public Can<Go>, public Can<Idle> { public: @@ -25,7 +25,7 @@ public: return objects.front()->location; } - [[nodiscard]] bool intersectRay(const Ray &, BaryPosition &, RelativeDistance &) const override; + [[nodiscard]] bool intersectRay(const Ray<GlobalPosition3D> &, BaryPosition &, RelativeDistance &) const override; void tick(TickDuration elapsed) override; void doActivity(Go *, TickDuration) override; |