#include "link.h" #include #include #include #include #include #include Link::Link(End a, End b, float l) : ends {{std::move(a), std::move(b)}}, length {l} { } LinkCurve::LinkCurve(Position3D c, float r, Arc a) : centreBase {c}, radius {r}, arc {std::move(a)} { } bool 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); } bool operator<(const Node & a, const Node & b) { return a.pos < b.pos; } Location LinkStraight::positionAt(float dist, unsigned char start) const { const auto es {std::make_pair(ends[start].node.get(), ends[1 - start].node.get())}; const auto diff {es.second->pos - es.first->pos}; const auto dir {glm::normalize(diff)}; return Location {es.first->pos + vehiclePositionOffset() + dir * dist, {vector_pitch(dir), vector_yaw(dir), 0}}; } bool LinkStraight::intersectRay(const Ray & ray) const { return ray.passesCloseToEdges(std::array {ends.front().node->pos, ends.back().node->pos}, 1.F); } Location LinkCurve::positionAt(float dist, unsigned char start) const { static constexpr std::array dirOffset {half_pi, -half_pi}; const auto frac {dist / length}; 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) ^ 0.F * radius}; const auto relClimb {vehiclePositionOffset() + Position3D {0, 0, es.first->pos.z - centreBase.z + ((es.second->pos.z - es.first->pos.z) * frac)}}; const auto pitch {vector_pitch({0, 0, (es.second->pos.z - es.first->pos.z) / length})}; return Location {relPos + relClimb + centreBase, {pitch, normalize(ang + dirOffset[start]), 0}}; } bool LinkCurve::intersectRay(const Ray & ray) const { const auto & e0p {ends[0].node->pos}; const auto & e1p {ends[1].node->pos}; const auto slength = round_frac(length / 2.F, 5.F); const auto segs = std::round(15.F * slength / std::pow(radius, 0.7F)); const auto step {Position3D {arc_length(arc), e1p.z - e0p.z, slength} / segs}; const auto trans {glm::translate(centreBase)}; auto segCount = static_cast(std::lround(segs)) + 1; std::vector points; points.reserve(segCount); for (Position3D swing = {arc.first, centreBase.z - e0p.z, 0.F}; segCount; swing += step, --segCount) { const auto t {trans * glm::rotate(half_pi - swing.x, up) * glm::translate(Position3D {radius, 0.F, swing.y})}; points.emplace_back(t * glm::vec4 {0, 0, 0, 1}); } return ray.passesCloseToEdges(points, 1.F); }