#include "link.h" #include #include #include #include #include Link::Link(End endA, End endB, float len) : ends {{std::move(endA), std::move(endB)}}, length {len} { } LinkCurve::LinkCurve(GlobalPosition3D centre, RelativeDistance radius, Arc arc) : centreBase {centre}, radius {radius}, arc {std::move(arc)} { } bool operator<(const GlobalPosition3D & left, const GlobalPosition3D & right) { // NOLINTNEXTLINE(hicpp-use-nullptr,modernize-use-nullptr) return std::tie(left.x, left.y, left.z) < std::tie(right.x, right.y, right.z); } bool operator<(const Node & left, const Node & right) { return left.pos < right.pos; } Location LinkStraight::positionAt(RelativeDistance dist, unsigned char start) const { const auto endNodes = std::make_pair(ends[start].node.get(), ends[1 - start].node.get()); const auto diff = ::difference(endNodes.second->pos, endNodes.first->pos); const auto directionVector = glm::normalize(diff); return Location { .pos = endNodes.first->pos + (vehiclePositionOffset() + directionVector * dist), .rot = {vector_pitch(directionVector), vector_yaw(directionVector), 0}, }; } bool LinkStraight::intersectRay(const Ray & ray) const { static constexpr auto PROXIMITY = 1'000; return ray.passesCloseToEdges(std::array {ends.front().node->pos, ends.back().node->pos}, PROXIMITY); } std::vector LinkStraight::getBase(RelativeDistance width) const { const auto start = ends.front().node->pos; const auto end = ends.back().node->pos; const auto direction = (vector_normal(normalize(::difference(start, end).xy())) * width / 2.F) || 0.F; return { start - direction, start + direction, end - direction, end + direction, }; } Location LinkCurve::positionAt(float dist, unsigned char start) const { static constexpr std::array DIR_OFFSET {half_pi, -half_pi}; const auto frac = dist / length; const auto endNodes = std::make_pair(ends[start].node.get(), ends[1 - start].node.get()); const auto arcEndAngles = std::make_pair(arc[start], arc[1 - start]); const auto ang = glm::mix(arcEndAngles.first, arcEndAngles.second, frac); const auto relPos = (sincos(ang) || 0.F) * radius; const auto relClimb = vehiclePositionOffset() + RelativePosition3D {0, 0, static_cast(endNodes.first->pos.z - centreBase.z) + (static_cast(endNodes.second->pos.z - endNodes.first->pos.z) * frac)}; const auto pitch {vector_pitch(difference(endNodes.second->pos, endNodes.first->pos) / length)}; return Location { .pos = GlobalPosition3D(relPos + relClimb) + centreBase, .rot = {pitch, normalize(ang + DIR_OFFSET[start]), 0}, }; } bool LinkCurve::intersectRay(const Ray & ray) const { const auto e0p = ends[0].node->pos.z; const auto e1p = ends[1].node->pos.z; 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::vec<2, RelativeDistance> {arc.length(), e1p - e0p} / segs}; auto segCount = static_cast(std::lround(segs)) + 1; std::vector points; points.reserve(segCount); for (std::remove_const_t swing = {arc.first, centreBase.z - e0p}; segCount; swing += step, --segCount) { points.emplace_back(centreBase + ((sincos(swing.x) * radius) || swing.y)); } return ray.passesCloseToEdges(points, 1.F); } std::vector LinkCurve::getBase(RelativeDistance width) const { const auto start = ends.front().node->pos; const auto end = ends.back().node->pos; const auto segs = std::ceil(std::sqrt(radius) * 0.02F * arc.length()); const auto step = glm::vec<2, RelativeDistance> {arc.length(), end.z - start.z} / segs; auto segCount = static_cast(segs) + 1; std::vector out; out.reserve(segCount); for (RelativePosition2D swing = {arc.first, centreBase.z - start.z}; segCount != 0U; swing += step, --segCount) { const auto direction = sincos(swing.x); const auto linkCentre = centreBase + ((direction * radius) || swing.y); const auto toEdge = (direction * width / 2.F) || 0.F; out.emplace_back(linkCentre + toEdge); out.emplace_back(linkCentre - toEdge); } return out; }