#include "rail.h" #include "game/network/link.h" #include #include #include #include #include #include #include #include #include #include #include RailLinks::RailLinks() : texture {Texture::cachedTexture.get("rails.jpg")} { } void RailLinks::tick(TickDuration) { } void RailLinks::joinLinks(LinkPtr l) const { for (const auto & ol : links.objects) { if (l != ol) { for (const auto oe : {0, 1}) { for (const auto te : {0, 1}) { if (l->ends[te].first == ol->ends[oe].first) { l->nexts[te].emplace_back(ol.get(), oe); ol->nexts[oe].emplace_back(l.get(), te); } } } } } } void RailLinks::render(const Shader & shader) const { shader.setModel(glm::identity()); texture->Bind(); links.apply(&RailLink::render, shader); } void RailLink::defaultMesh() { for (auto n = 4U; n < vertices.size(); n += 1) { indices.push_back(n - 4); indices.push_back(n); } assert(vertices.capacity() == vertices.size()); assert(indices.capacity() == indices.size()); meshes.create(vertices, indices, GL_TRIANGLE_STRIP); } void RailLink::render(const Shader &) const { meshes.apply(&Mesh::Draw); } constexpr const std::array, 4> railCrossSection {{ // ___________ // _/ \_ // left to right {{-1.9F, 0.F, 0.F}, 0.F}, {{-1.43F, .25F, 0.F}, 0.125F}, {{1.43F, .25F, 0.F}, 0.875F}, {{1.9F, 0.F, 0.F}, 1.F}, }}; constexpr auto sleepers {5.F}; // There are 5 repetitions of sleepers in the texture inline auto round_sleepers(const float v) { return round_frac(v, sleepers); } RailLinkStraight::RailLinkStraight(const NodePtr & a, const NodePtr & b) : RailLinkStraight(a, b, b->pos - a->pos) { } RailLinkStraight::RailLinkStraight(NodePtr a, NodePtr b, const glm::vec3 & diff) : RailLink({std::move(a), flat_angle(diff)}, {std::move(b), flat_angle(-diff)}, glm::length(diff)) { vertices.reserve(2 * railCrossSection.size()); indices.reserve(2 * railCrossSection.size()); const auto len = round_sleepers(length / 2.F); const auto e {flat_orientation(diff)}; for (int ei = 0; ei < 2; ei++) { const auto trans {glm::translate(ends[ei].first->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, ei ? len : 0.F}, up); } } defaultMesh(); } RailLinkCurve::RailLinkCurve(const NodePtr & a, const NodePtr & b, glm::vec2 c) : RailLinkCurve(a, b, {c.x, a->pos.y, c.y}, {!c, a->pos, b->pos}) { } RailLinkCurve::RailLinkCurve(const NodePtr & a, const NodePtr & b, glm::vec3 c, const Arc arc) : RailLink({a, normalize(arc.first + half_pi)}, {b, normalize(arc.second - half_pi)}, (glm::length(a->pos - c)) * arc_length(arc)), centreBase(c), radius {glm::length(ends[0].first->pos - centreBase)}, arc {arc} { const auto & e0p {ends[0].first->pos}; const auto & e1p {ends[1].first->pos}; const auto slength = round_sleepers(length / 2.F); const auto segs = std::round(5.F * slength / std::pow(radius, 0.7F)); const auto step {glm::vec3 {arc_length(arc), e0p.y - e1p.y, slength} / segs}; const auto trans {glm::translate(centreBase)}; int segCount = segs; vertices.reserve((segCount + 1) * railCrossSection.size()); indices.reserve(segCount * 2 * railCrossSection.size()); for (glm::vec3 swing = {arc.second, -e1p.y, 0.F}; segCount >= 0; swing += step, --segCount) { const auto t {trans * glm::rotate(half_pi - swing.x, up) * glm::translate(glm::vec3 {radius, swing.y, 0.F})}; 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); } } defaultMesh(); }