diff options
Diffstat (limited to 'game')
-rw-r--r-- | game/geoData.cpp | 432 | ||||
-rw-r--r-- | game/geoData.h | 134 | ||||
-rw-r--r-- | game/network/link.cpp | 16 | ||||
-rw-r--r-- | game/network/link.h | 12 | ||||
-rw-r--r-- | game/network/network.cpp | 24 | ||||
-rw-r--r-- | game/network/network.h | 44 | ||||
-rw-r--r-- | game/network/network.impl.h | 12 | ||||
-rw-r--r-- | game/network/rail.cpp | 50 | ||||
-rw-r--r-- | game/network/rail.h | 10 | ||||
-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/terrain.cpp | 65 | ||||
-rw-r--r-- | game/vehicles/linkHistory.cpp | 2 | ||||
-rw-r--r-- | game/vehicles/railVehicle.cpp | 54 | ||||
-rw-r--r-- | game/vehicles/railVehicle.h | 7 | ||||
-rw-r--r-- | game/vehicles/railVehicleClass.cpp | 12 | ||||
-rw-r--r-- | game/vehicles/railVehicleClass.h | 1 | ||||
-rw-r--r-- | game/vehicles/train.cpp | 2 | ||||
-rw-r--r-- | game/vehicles/train.h | 2 |
22 files changed, 528 insertions, 364 deletions
diff --git a/game/geoData.cpp b/game/geoData.cpp index 76550cc..97f4a26 100644 --- a/game/geoData.cpp +++ b/game/geoData.cpp @@ -1,215 +1,341 @@ #include "geoData.h" -#include "gfx/image.h" -#include <algorithm> -#include <array> -#include <cmath> -#include <cstddef> +#include <fstream> #include <glm/gtx/intersect.hpp> -#include <initializer_list> -#include <limits> #include <maths.h> -#include <random> -#include <ray.h> -#include <stb/stb_image.h> -#include <stdexcept> -#include <util.h> -GeoData::GeoData(Limits l, float s) : - limit {std::move(l)}, size {(limit.second - limit.first) + 1}, scale {s}, nodes {[this]() { - return (static_cast<std::size_t>(size.x * size.y)); - }()} +GeoData +GeoData::loadFromAsciiGrid(const std::filesystem::path & input) { -} - -void -GeoData::generateRandom() -{ - // We acknowledge this is terrible :) - - // Add hills - std::mt19937 gen(std::random_device {}()); - std::uniform_int_distribution<> rxpos(limit.first.x + 2, limit.second.x - 2), - rypos(limit.first.y + 2, limit.second.y - 2); - std::uniform_int_distribution<> rsize(10, 30); - std::uniform_real_distribution<float> rheight(1, 3); - for (int h = 0; h < 500;) { - const glm::ivec2 hpos {rxpos(gen), rypos(gen)}; - const glm::ivec2 hsize {rsize(gen), rsize(gen)}; - if (const auto lim1 = hpos - hsize; lim1.x > limit.first.x && lim1.y > limit.first.y) { - if (const auto lim2 = hpos + hsize; lim2.x < limit.second.x && lim2.y < limit.second.y) { - const auto height = rheight(gen); - const glm::ivec2 hsizesqrd {hsize.x * hsize.x, hsize.y * hsize.y}; - for (auto y = lim1.y; y < lim2.y; y += 1) { - for (auto x = lim1.x; x < lim2.x; x += 1) { - const auto dist {hpos - glm::ivec2 {x, y}}; - const glm::ivec2 distsqrd {dist.x * dist.x, dist.y * dist.y}; - const auto out {ratio(sq(x - hpos.x), sq(hsize.x)) + ratio(sq(y - hpos.y), sq(hsize.y))}; - if (out <= 1.0F) { - auto & node {nodes[at({x, y})]}; - const auto m {1.F / (7.F * out - 8.F) + 1.F}; - node.height += height * m; - } - } - } - h += 1; - } + size_t ncols = 0, nrows = 0, xllcorner = 0, yllcorner = 0, cellsize = 0; + std::map<std::string_view, size_t *> properties { + {"ncols", &ncols}, + {"nrows", &nrows}, + {"xllcorner", &xllcorner}, + {"yllcorner", &yllcorner}, + {"cellsize", &cellsize}, + }; + std::ifstream f {input}; + while (!properties.empty()) { + std::string property; + f >> property; + 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<GlobalDistance>::max()}; + mesh.upperExtent = {xllcorner + (cellsize * (ncols - 1)), yllcorner + (cellsize * (nrows - 1)), + std::numeric_limits<GlobalDistance>::min()}; + for (size_t row = 0; row < nrows; ++row) { + for (size_t col = 0; col < ncols; ++col) { + 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})); } } -} + if (!f.good()) { + throw std::runtime_error("Couldn't read terrain file"); + } + for (size_t row = 1; row < nrows; ++row) { + for (size_t col = 1; col < ncols; ++col) { + mesh.add_face({ + vertices[ncols * (row - 1) + (col - 1)], + vertices[ncols * (row - 0) + (col - 0)], + vertices[ncols * (row - 0) + (col - 1)], + }); + mesh.add_face({ + vertices[ncols * (row - 1) + (col - 1)], + vertices[ncols * (row - 1) + (col - 0)], + vertices[ncols * (row - 0) + (col - 0)], + }); + } + } + mesh.update_vertex_normals_only(); -void -GeoData::loadFromImages(const std::filesystem::path & fileName, float scale_) + return mesh; +}; + +GeoData +GeoData::createFlat(GlobalPosition2D lower, GlobalPosition2D upper, GlobalDistance h) { - const Image map {fileName.c_str(), STBI_grey}; - size = {map.width, map.height}; - limit = {{0, 0}, size - glm::uvec2 {1, 1}}; - const auto points {size.x * size.y}; - scale = scale_; - nodes.resize(points); + GeoData mesh; - std::transform(map.data.data(), map.data.data() + points, nodes.begin(), [](auto d) { - return Node {(d * 0.1F) - 1.5F}; - }); + 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}); + + mesh.add_face(ll, uu, lu); + mesh.add_face(ll, ul, uu); + + mesh.update_vertex_normals_only(); + + return mesh; } -GeoData::Quad -GeoData::quad(glm::vec2 wcoord) const +OpenMesh::FaceHandle +GeoData::findPoint(GlobalPosition2D p) const { - constexpr static const std::array<glm::vec2, 4> corners {{{0, 0}, {0, 1}, {1, 0}, {1, 1}}}; - return transform_array(transform_array(corners, - [coord = (wcoord / scale)](const auto c) { - return glm::vec2 {std::floor(coord.x), std::floor(coord.y)} + c; - }), - [this](const auto c) { - return (c * scale) || nodes[at(c)].height; - }); + return findPoint(p, *faces_begin()); } -glm::vec3 -GeoData::positionAt(const glm::vec2 wcoord) const +GeoData::PointFace::PointFace(const GlobalPosition2D p, const GeoData * mesh) : + PointFace {p, mesh, *mesh->faces_begin()} { - const auto point {quad(wcoord)}; - const glm::vec2 frac = (wcoord - !point.front()) / scale; - auto edge = [&point, &frac](auto offset) { - return point[offset].z + ((point[offset + 2].z - point[offset].z) * frac.x); - }; - const auto heightFloor = edge(0U), heightCeil = edge(1U), - heightMid = heightFloor + ((heightCeil - heightFloor) * frac.y); - - return wcoord || heightMid; } -GeoData::RayTracer::RayTracer(glm::vec2 p0, glm::vec2 p1) : RayTracer {p0, p1, glm::abs(p1)} { } - -GeoData::RayTracer::RayTracer(glm::vec2 p0, glm::vec2 p1, glm::vec2 d) : - RayTracer {p0, d, byAxis(p0, p1, d, 0), byAxis(p0, p1, d, 1)} +GeoData::PointFace::PointFace(const GlobalPosition2D p, const GeoData * mesh, FaceHandle start) : + PointFace {p, mesh->findPoint(p, start)} { } -GeoData::RayTracer::RayTracer( - glm::vec2 p0, glm::vec2 d_, std::pair<float, float> xdata, std::pair<float, float> ydata) : - p {glm::floor(p0)}, - d {d_}, error {xdata.second - ydata.second}, inc {xdata.first, ydata.first} +GeoData::FaceHandle +GeoData::PointFace::face(const GeoData * mesh, FaceHandle start) const { + if (_face.is_valid()) { + assert(mesh->triangleContainsPoint(point, _face)); + return _face; + } + else { + return (_face = mesh->findPoint(point, start)); + } } -std::pair<float, float> -GeoData::RayTracer::byAxis(glm::vec2 p0, glm::vec2 p1, glm::vec2 d, glm::length_t axis) +GeoData::FaceHandle +GeoData::PointFace::face(const GeoData * mesh) const { - using Limits = std::numeric_limits<typename glm::vec2::value_type>; - static_assert(Limits::has_infinity); - if (d[axis] == 0) { - return {0, Limits::infinity()}; + return face(mesh, *mesh->faces_begin()); +} + +namespace { + template<template<typename> typename Op> + [[nodiscard]] constexpr inline auto + pointLineOp(const GlobalPosition2D p, const GlobalPosition2D e1, const GlobalPosition2D e2) + { + return Op {}(CalcDistance(e2.x - e1.x) * CalcDistance(p.y - e1.y), + CalcDistance(e2.y - e1.y) * CalcDistance(p.x - e1.x)); + } + + constexpr auto pointLeftOfLine = pointLineOp<std::greater>; + constexpr auto pointLeftOfOrOnLine = pointLineOp<std::greater_equal>; + + static_assert(pointLeftOfLine({1, 2}, {1, 1}, {2, 2})); + 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 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)); } - else if (p1[axis] > 0) { - return {1, (std::floor(p0[axis]) + 1.F - p0[axis]) * d[1 - axis]}; + + static_assert(linesCross({1, 1}, {2, 2}, {1, 2}, {2, 1})); + static_assert(linesCross({2, 2}, {1, 1}, {1, 2}, {2, 1})); + + [[nodiscard]] constexpr inline bool + 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); } - else { - return {-1, (p0[axis] - std::floor(p0[axis])) * d[1 - axis]}; + + static_assert(linesCrossLtR({1, 1}, {2, 2}, {1, 2}, {2, 1})); + static_assert(!linesCrossLtR({2, 2}, {1, 1}, {1, 2}, {2, 1})); + + constexpr GlobalPosition3D + 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); + 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}; } + + static_assert(positionOnTriangle({7, -2}, {{1, 2, 3}, {1, 0, 1}, {-2, 1, 0}}) == GlobalPosition3D {7, -2, 3}); } -glm::vec2 -GeoData::RayTracer::next() +OpenMesh::FaceHandle +GeoData::findPoint(GlobalPosition2D p, OpenMesh::FaceHandle f) const { - const glm::vec2 cur {p}; - - static constexpr const glm::vec2 m {1, -1}; - const int axis = (error > 0) ? 1 : 0; - p[axis] += inc[axis]; - error += d[1 - axis] * m[axis]; + while (f.is_valid() && !triangleContainsPoint(p, triangle<2>(f))) { + for (auto next = cfh_iter(f); next.is_valid(); ++next) { + f = opposite_face_handle(*next); + if (f.is_valid()) { + const auto e1 = point(to_vertex_handle(*next)); + const auto e2 = point(to_vertex_handle(opposite_halfedge_handle(*next))); + if (pointLeftOfLine(p, e1, e2)) { + break; + } + } + f.reset(); + } + } + return f; +} - return cur; +GlobalPosition3D +GeoData::positionAt(const PointFace & p) const +{ + return positionOnTriangle(p.point, triangle<3>(p.face(this))); } -std::optional<glm::vec3> +[[nodiscard]] std::optional<GlobalPosition3D> GeoData::intersectRay(const Ray & ray) const { - if (glm::length(!ray.direction) <= 0) { - return {}; - } - RayTracer rt {ray.start / scale, ray.direction}; - while (true) { - const auto n {rt.next() * scale}; - try { - const auto point = quad(n); - for (auto offset : {0U, 1U}) { - glm::vec2 bary; - float distance; - if (glm::intersectRayTriangle(ray.start, ray.direction, point[offset], point[offset + 1], - point[offset + 2], bary, distance)) { - return point[offset] + ((point[offset + 1] - point[offset]) * bary[0]) - + ((point[offset + 2] - point[offset]) * bary[1]); + return intersectRay(ray, findPoint(ray.start)); +} + +[[nodiscard]] std::optional<GlobalPosition3D> +GeoData::intersectRay(const Ray & ray, FaceHandle face) const +{ + std::optional<GlobalPosition3D> out; + walkUntil(PointFace {ray.start, face}, + ray.start.xy() + (ray.direction.xy() * RelativePosition2D(upperExtent.xy() - lowerExtent.xy())), + [&out, &ray, this](FaceHandle face) { + BaryPosition bari {}; + float 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)) { + out = t * bari; + return true; } - } + return false; + }); + return out; +} + +void +GeoData::walk(const PointFace & from, const GlobalPosition2D to, const std::function<void(FaceHandle)> & op) const +{ + walkUntil(from, to, [&op](const auto & fh) { + op(fh); + return false; + }); +} + +void +GeoData::walkUntil(const PointFace & from, const GlobalPosition2D to, const std::function<bool(FaceHandle)> & op) const +{ + auto f = from.face(this); + if (!f.is_valid()) { + const auto entryEdge = findEntry(from.point, to); + if (!entryEdge.is_valid()) { + return; } - catch (std::range_error &) { - const auto rel = n / !ray.direction; - if (rel.x > 0 && rel.y > 0) { - return {}; + f = opposite_face_handle(entryEdge); + } + FaceHandle previousFace; + while (f.is_valid() && !op(f)) { + for (auto next = cfh_iter(f); next.is_valid(); ++next) { + f = opposite_face_handle(*next); + if (f.is_valid() && f != previousFace) { + const auto e1 = point(to_vertex_handle(*next)); + const auto e2 = point(to_vertex_handle(opposite_halfedge_handle(*next))); + if (linesCrossLtR(from.point, to, e1, e2)) { + previousFace = f; + break; + } } + f.reset(); } } +} + +void +GeoData::boundaryWalk(const std::function<void(HalfedgeHandle)> & op) const +{ + boundaryWalk(op, findBoundaryStart()); +} + +void +GeoData::boundaryWalk(const std::function<void(HalfedgeHandle)> & op, HalfedgeHandle start) const +{ + assert(is_boundary(start)); + boundaryWalkUntil( + [&op](auto heh) { + op(heh); + return false; + }, + start); +} - return {}; +void +GeoData::boundaryWalkUntil(const std::function<bool(HalfedgeHandle)> & op) const +{ + boundaryWalkUntil(op, findBoundaryStart()); } -unsigned int -GeoData::at(glm::ivec2 coord) const +void +GeoData::boundaryWalkUntil(const std::function<bool(HalfedgeHandle)> & op, HalfedgeHandle start) const { - if (coord.x < limit.first.x || coord.x > limit.second.x || coord.y < limit.first.y || coord.y > limit.second.y) { - throw std::range_error {"Coordinates outside GeoData limits"}; + assert(is_boundary(start)); + if (!op(start)) { + for (auto heh = next_halfedge_handle(start); heh != start; heh = next_halfedge_handle(heh)) { + if (op(heh)) { + break; + } + } } - const glm::uvec2 offset = coord - limit.first; - return offset.x + (offset.y * size.x); } -unsigned int -GeoData::at(int x, int y) const +GeoData::HalfedgeHandle +GeoData::findEntry(const GlobalPosition2D from, const GlobalPosition2D to) const { - return at({x, y}); + HalfedgeHandle entry; + boundaryWalkUntil([this, from, to, &entry](auto he) { + const auto e1 = point(to_vertex_handle(he)); + const auto e2 = point(to_vertex_handle(opposite_halfedge_handle(he))); + if (linesCrossLtR(from, to, e1, e2)) { + entry = he; + return true; + } + return false; + }); + return entry; } -GeoData::Limits -GeoData::getLimit() const +bool +GeoData::triangleContainsPoint(const GlobalPosition2D p, const Triangle<2> & t) { - return limit; + return pointLeftOfOrOnLine(p, t[0], t[1]) && pointLeftOfOrOnLine(p, t[1], t[2]) + && pointLeftOfOrOnLine(p, t[2], t[0]); } -float -GeoData::getScale() const +bool +GeoData::triangleContainsPoint(const GlobalPosition2D p, FaceHandle face) const { - return scale; + return triangleContainsPoint(p, triangle<2>(face)); } -glm::uvec2 -GeoData::getSize() const +GeoData::HalfedgeHandle +GeoData::findBoundaryStart() const { - return size; + return *std::find_if(halfedges_begin(), halfedges_end(), [this](const auto heh) { + return is_boundary(heh); + }); } -std::span<const GeoData::Node> -GeoData::getNodes() const +void +GeoData::update_vertex_normals_only() { - return nodes; + for (auto vh : all_vertices()) { + Normal3D n; + calc_vertex_normal_correct(vh, n); + this->set_normal(vh, glm::normalize(n)); + } } diff --git a/game/geoData.h b/game/geoData.h index f9a7d7b..d4d0fb3 100644 --- a/game/geoData.h +++ b/game/geoData.h @@ -1,62 +1,112 @@ #pragma once -#include <array> +#include "collections.h" // IWYU pragma: keep IterableCollection +#include "config/types.h" +#include "ray.h" +#include <OpenMesh/Core/Mesh/TriMesh_ArrayKernelT.hh> #include <filesystem> -#include <glm/glm.hpp> +#include <glm/vec2.hpp> #include <optional> -#include <span> -#include <utility> -#include <vector> +#include <thirdparty/openmesh/glmcompat.h> -class Ray; +struct GeoDataTraits : public OpenMesh::DefaultTraits { + FaceAttributes(OpenMesh::Attributes::Status); + EdgeAttributes(OpenMesh::Attributes::Status); + VertexAttributes(OpenMesh::Attributes::Normal | OpenMesh::Attributes::Status); + HalfedgeAttributes(OpenMesh::Attributes::Status); + using Point = GlobalPosition3D; + using Normal = Normal3D; +}; -class GeoData { -public: - struct Node { - float height {-1.5F}; - }; +class GeoData : public OpenMesh::TriMesh_ArrayKernelT<GeoDataTraits> { +private: + GeoData() = default; - using Quad = std::array<glm::vec3, 4>; +public: + static GeoData loadFromAsciiGrid(const std::filesystem::path &); + static GeoData createFlat(GlobalPosition2D lower, GlobalPosition2D upper, GlobalDistance h); - using Limits = std::pair<glm::ivec2, glm::ivec2>; + struct PointFace { + // NOLINTNEXTLINE(hicpp-explicit-conversions) + PointFace(const GlobalPosition2D p) : point {p} { } - explicit GeoData(Limits limit, float scale = 10.F); + PointFace(const GlobalPosition2D p, FaceHandle face) : point {p}, _face {face} { } - void generateRandom(); - void loadFromImages(const std::filesystem::path &, float scale); + PointFace(const GlobalPosition2D p, const GeoData *); + PointFace(const GlobalPosition2D p, const GeoData *, FaceHandle start); - [[nodiscard]] glm::vec3 positionAt(glm::vec2) const; - [[nodiscard]] std::optional<glm::vec3> intersectRay(const Ray &) const; + const GlobalPosition2D point; + [[nodiscard]] FaceHandle face(const GeoData *) const; + [[nodiscard]] FaceHandle face(const GeoData *, FaceHandle start) const; - [[nodiscard]] unsigned int at(glm::ivec2) const; - [[nodiscard]] unsigned int at(int x, int y) const; - [[nodiscard]] Quad quad(glm::vec2) const; + [[nodiscard]] bool + isLocated() const + { + return _face.is_valid(); + } - [[nodiscard]] Limits getLimit() const; - [[nodiscard]] glm::uvec2 getSize() const; - [[nodiscard]] float getScale() const; - [[nodiscard]] std::span<const Node> getNodes() const; + private: + mutable FaceHandle _face {}; + }; - class RayTracer { - public: - RayTracer(glm::vec2 p0, glm::vec2 p1); + 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; - glm::vec2 next(); + template<IterableCollection Range> Triangle(const GeoData * m, Range range) + { + assert(std::distance(range.begin(), range.end()) == 3); + std::transform(range.begin(), range.end(), &base::operator[](0), [m](auto vh) { + return m->point(vh); + }); + } - private: - RayTracer(glm::vec2 p0, glm::vec2 p1, glm::vec2 d); - RayTracer(glm::vec2 p0, glm::vec2 d, std::pair<float, float>, std::pair<float, float>); - static std::pair<float, float> byAxis(glm::vec2 p0, glm::vec2 p1, glm::vec2 d, glm::length_t); - - glm::vec2 p; - const glm::vec2 d; - float error; - glm::vec2 inc; + glm::vec<Dim, GlobalDistance> + operator*(BaryPosition bari) const + { + const auto & t {*this}; + 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(GlobalPosition2D) const; + [[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; + + 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 GlobalPosition2D from, const GlobalPosition2D to) const; + + [[nodiscard]] auto + getExtents() const + { + return std::tie(lowerExtent, upperExtent); + } + protected: - Limits limit {}; // Base grid limits first(x,y) -> second(x,y) - glm::uvec2 size {}; - float scale {1}; - std::vector<Node> nodes; + template<glm::length_t Dim> + [[nodiscard]] Triangle<Dim> + triangle(FaceHandle f) const + { + return {this, fv_range(f)}; + } + + [[nodiscard]] static bool triangleContainsPoint(const GlobalPosition2D, const Triangle<2> &); + [[nodiscard]] bool triangleContainsPoint(const GlobalPosition2D, FaceHandle) const; + [[nodiscard]] HalfedgeHandle findBoundaryStart() const; + + void update_vertex_normals_only(); + +private: + GlobalPosition3D lowerExtent {}, upperExtent {}; }; diff --git a/game/network/link.cpp b/game/network/link.cpp index bb27a52..703a1ca 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); @@ -46,9 +46,9 @@ LinkCurve::positionAt(float dist, unsigned char start) const const auto es {std::make_pair(ends[start].node.get(), ends[1 - start].node.get())}; const auto as {std::make_pair(arc[start], arc[1 - start])}; const auto ang {as.first + ((as.second - as.first) * frac)}; - const auto relPos {!sincosf(ang) * radius}; + const auto relPos {(sincosf(ang) || 0.F) * 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 0d66c42..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 { @@ -77,14 +77,14 @@ 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; }; diff --git a/game/network/network.cpp b/game/network/network.cpp index 083b08e..1ff5b26 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) { @@ -95,12 +95,12 @@ 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)}; const auto dir = pi + startDir; - const auto flatStart {!start}, flatEnd {!end}; + const auto flatStart {start.xy()}, flatEnd {end.xy()}; const auto n2ed {(vy * 2) - dir - pi}; const auto centre {find_arc_centre(flatStart, dir, flatEnd, n2ed)}; @@ -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.xy()}, flatEnd {end.xy()}; 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))); @@ -125,7 +125,7 @@ Network::genCurveDef(const glm::vec3 & start, const glm::vec3 & end, float start const auto c1 = flatStart + sincosf(startDir + half_pi) * radius; const auto c2 = flatEnd + sincosf(endDir + half_pi) * radius; const auto mid = (c1 + c2) / 2.F; - const auto midh = mid ^ midheight(mid); + const auto midh = mid || midheight(mid); return {{start, midh, c1}, {end, midh, c2}}; } else { @@ -133,7 +133,7 @@ Network::genCurveDef(const glm::vec3 & start, const glm::vec3 & end, float start const auto c1 = flatStart + sincosf(startDir - half_pi) * radius; const auto c2 = flatEnd + sincosf(endDir - half_pi) * radius; const auto mid = (c1 + c2) / 2.F; - const auto midh = mid ^ midheight(mid); + const auto midh = mid || midheight(mid); return {{midh, start, c1}, {midh, end, c2}}; } } 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 5a4f1e1..303f1c8 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, 250.F}; 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.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); @@ -57,7 +57,7 @@ RailLinks::addLinksBetween(glm::vec3 start, glm::vec3 end) 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 midh = mid ^ midheight(mid); + const auto midh = mid || midheight(mid); addLink<RailLinkCurve>(start, midh, c1); return addLink<RailLinkCurve>(end, midh, c2); } @@ -66,7 +66,7 @@ RailLinks::addLinksBetween(glm::vec3 start, glm::vec3 end) 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 midh = mid ^ midheight(mid); + const auto midh = mid || midheight(mid); addLink<RailLinkCurve>(midh, start, c1); return addLink<RailLinkCurve>(midh, end, c2); } @@ -100,15 +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 @@ -122,31 +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.F))}; + 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(a, b, c ^ a->pos.z, {!c, a->pos, b->pos}) +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, 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} @@ -155,26 +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.F))}; + 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 6684801..4a1932f 100644 --- a/game/network/rail.h +++ b/game/network/rail.h @@ -32,7 +32,7 @@ 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; @@ -45,22 +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/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/terrain.cpp b/game/terrain.cpp index f3bec1e..3778f3d 100644 --- a/game/terrain.cpp +++ b/game/terrain.cpp @@ -2,7 +2,6 @@ #include "game/geoData.h" #include "gfx/models/texture.h" #include <algorithm> -#include <array> #include <cache.h> #include <cstddef> #include <filesystem> @@ -18,8 +17,8 @@ #include <utility> #include <vector> -Terrain::Terrain(std::shared_ptr<GeoData> gd) : - geoData {std::move(gd)}, grass {Texture::cachedTexture.get("grass.png")}, +Terrain::Terrain(std::shared_ptr<GeoData> tm) : + geoData {std::move(tm)}, grass {Texture::cachedTexture.get("grass.png")}, water {Texture::cachedTexture.get("water.png")} { generateMeshes(); @@ -29,51 +28,23 @@ void Terrain::generateMeshes() { std::vector<unsigned int> indices; - const auto isize = geoData->getSize() - glm::uvec2 {1, 1}; - indices.reserve(static_cast<std::size_t>(isize.x * isize.y) * 6); - - const auto limit = geoData->getLimit(); - // Indices - constexpr std::array<glm::ivec2, 6> indices_offsets {{ - {0, 0}, - {1, 0}, - {1, 1}, - {0, 0}, - {1, 1}, - {0, 1}, - }}; - for (auto y = limit.first.y; y < limit.second.y; y += 1) { - for (auto x = limit.first.x; x < limit.second.x; x += 1) { - std::transform(indices_offsets.begin(), indices_offsets.end(), std::back_inserter(indices), - [this, x, y](const auto off) { - return geoData->at(x + off.x, y + off.y); - }); - } - } - - const auto nodes = geoData->getNodes(); - const auto scale = geoData->getScale(); + indices.reserve(geoData->n_faces() * 3); std::vector<Vertex> vertices; - vertices.reserve(nodes.size()); - // Positions - for (auto y = limit.first.y; y <= limit.second.y; y += 1) { - for (auto x = limit.first.x; x <= limit.second.x; x += 1) { - const glm::vec2 xy {x, y}; - vertices.emplace_back((xy * scale) ^ nodes[geoData->at(x, y)].height, xy, ::up); - } - } - // Normals - const glm::uvec2 size = geoData->getSize(); - for (auto y = limit.first.y + 1; y < limit.second.y; y += 1) { - for (auto x = limit.first.x + 1; x < limit.second.x; x += 1) { - const auto n {geoData->at(x, y)}; - const auto a = vertices[n - 1].pos; - const auto b = vertices[n - size.x].pos; - const auto c = vertices[n + 1].pos; - const auto d = vertices[n + size.x].pos; - vertices[n].normal = -glm::normalize(glm::cross(b - d, a - c)); - } - } + vertices.reserve(geoData->n_vertices()); + std::map<GeoData::VertexHandle, size_t> vertexIndex; + std::transform(geoData->vertices_begin(), geoData->vertices_end(), std::back_inserter(vertices), + [this, &vertexIndex](const GeoData::VertexHandle v) { + vertexIndex.emplace(v, vertexIndex.size()); + const auto p = geoData->point(v); + return Vertex {p, p / 10000, geoData->normal(v)}; + }); + std::for_each( + geoData->faces_begin(), geoData->faces_end(), [this, &vertexIndex, &indices](const GeoData::FaceHandle f) { + std::transform(geoData->fv_begin(f), geoData->fv_end(f), std::back_inserter(indices), + [&vertexIndex](const GeoData::VertexHandle v) { + return vertexIndex[v]; + }); + }); meshes.create<Mesh>(vertices, indices); } 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..7e4b1ee 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, BaryPosition * 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 be88142..8cbc49d 100644 --- a/game/vehicles/railVehicle.h +++ b/game/vehicles/railVehicle.h @@ -17,13 +17,12 @@ public: void move(const Train *, float & trailBy); - [[nodiscard]] bool intersectRay(const Ray &, glm::vec2 *, float *) const override; + [[nodiscard]] bool intersectRay(const Ray &, BaryPosition *, 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..3ca42db 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 @@ -64,7 +66,7 @@ RailVehicleClass::shadows(const ShadowMapper & mapper) const if (const auto count = static_cast<GLsizei>(instances.size())) { mapper.dynamicPointInst.use(); bodyMesh->DrawInstanced(instanceVAO, count); - bogies.front()->DrawInstanced(instanceVAO, count); - bogies.back()->DrawInstanced(instanceVAO, count); + bogies.front()->DrawInstanced(instancesBogiesVAO.front(), count); + bogies.back()->DrawInstanced(instancesBogiesVAO.back(), count); } } diff --git a/game/vehicles/railVehicleClass.h b/game/vehicles/railVehicleClass.h index 4668d7d..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; diff --git a/game/vehicles/train.cpp b/game/vehicles/train.cpp index 6f3b036..13905a3 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, BaryPosition * 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..c77cd23 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 &, BaryPosition *, float *) const override; void tick(TickDuration elapsed) override; void doActivity(Go *, TickDuration) override; |