#include "rail.h" #include "network.h" #include #include #include #include #include #include // IWYU pragma: keep #include #include #include #include #include #include template class NetworkOf; constexpr auto RAIL_CROSSSECTION_VERTICES {5U}; constexpr Size3D RAIL_HEIGHT {0, 0, 250.F}; RailLinks::RailLinks() : NetworkOf {"rails.jpg"} { } void RailLinks::tick(TickDuration) { } std::shared_ptr RailLinks::addLinksBetween(GlobalPosition3D start, GlobalPosition3D end) { auto node1ins = newNodeAt(start), node2ins = newNodeAt(end); if (node1ins.second == NodeIs::NotInNetwork && node2ins.second == NodeIs::NotInNetwork) { // Both nodes are new, direct link, easy return addLink(start, end); } if (node1ins.second == NodeIs::NotInNetwork && node2ins.second == NodeIs::InNetwork) { // node1 is new, node2 exists, but we build from existing outwards std::swap(node1ins, node2ins); std::swap(start, end); } // Find start link/end - opposite entry dir to existing link; so pi +... const Angle dir = pi + findNodeDirection(node1ins.first); if (dir == vector_yaw(end - start)) { return addLink(start, end); } const auto flatStart {start.xy()}, flatEnd {end.xy()}; if (node2ins.second == NodeIs::InNetwork) { auto midheight = [&](auto mid) { const auto sm = glm::length(RelativePosition2D(flatStart - mid)), em = glm::length(RelativePosition2D(flatEnd - mid)); return start.z + GlobalDistance(RelativeDistance(end.z - start.z) * (sm / (sm + em))); }; const float dir2 = pi + findNodeDirection(node2ins.first); if (const auto radii = find_arcs_radius(flatStart, dir, flatEnd, dir2); radii.first < radii.second) { const auto radius {radii.first}; const auto c1 = flatStart + GlobalPosition2D(sincosf(dir + half_pi) * radius); const auto c2 = flatEnd + GlobalPosition2D(sincosf(dir2 + half_pi) * radius); const auto mid = (c1 + c2) / 2; const auto midh = mid || midheight(mid); addLink(start, midh, c1); return addLink(end, midh, c2); } else { const auto radius {radii.second}; const auto c1 = flatStart + GlobalPosition2D(sincosf(dir - half_pi) * radius); const auto c2 = flatEnd + GlobalPosition2D(sincosf(dir2 - half_pi) * radius); const auto mid = (c1 + c2) / 2; const auto midh = mid || midheight(mid); addLink(midh, start, c1); return addLink(midh, end, c2); } } const auto diff {end - start}; const auto vy {vector_yaw(diff)}; const auto n2ed {(vy * 2) - dir - pi}; const auto centre {find_arc_centre(flatStart, dir, flatEnd, n2ed)}; if (centre.second) { // right hand arc std::swap(start, end); } return addLink(start, end, centre.first); } Mesh::Ptr RailLink::defaultMesh(const std::span vertices) { std::vector indices; for (auto n = RAIL_CROSSSECTION_VERTICES; n < vertices.size(); n += 1) { indices.push_back(n - RAIL_CROSSSECTION_VERTICES); indices.push_back(n); } return std::make_unique(vertices, indices, GL_TRIANGLE_STRIP); } void RailLink::render(const SceneShader &) const { mesh->Draw(); } constexpr const std::array, RAIL_CROSSSECTION_VERTICES> railCrossSection {{ // ___________ // _/ \_ // left to right {{-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 inline auto round_sleepers(const float v) { return round_frac(v, sleepers); } RailLinkStraight::RailLinkStraight( NetworkLinkHolder & instances, const Node::Ptr & a, const Node::Ptr & b) : RailLinkStraight(instances, a, b, b->pos - a->pos) { } RailLinkStraight::RailLinkStraight( NetworkLinkHolder & instances, Node::Ptr a, Node::Ptr b, const RelativePosition3D & diff) : Link({std::move(a), vector_yaw(diff)}, {std::move(b), vector_yaw(-diff)}, glm::length(diff)), instance {instances.vertices.acquire( ends[0].node->pos, ends[1].node->pos, flat_orientation(diff), round_sleepers(length / 2000.F))} { if (glGenVertexArrays) { std::vector<::Vertex> vertices; vertices.reserve(2 * railCrossSection.size()); const auto len = round_sleepers(length / 2000.F); const glm::mat3 trans {flat_orientation(diff)}; for (auto ei : {1U, 0U}) { for (const auto & rcs : railCrossSection) { const auto m {ends[ei].node->pos + GlobalPosition3D(trans * rcs.first)}; vertices.emplace_back(m, TextureRelCoord {rcs.second, len * static_cast(ei)}, up); } } mesh = defaultMesh(vertices); } } RailLinkCurve::RailLinkCurve( NetworkLinkHolder & instances, const Node::Ptr & a, const Node::Ptr & b, GlobalPosition2D c) : RailLinkCurve(instances, a, b, c || a->pos.z, {c || 0, a->pos, b->pos}) { } RailLinkCurve::RailLinkCurve(NetworkLinkHolder & instances, const Node::Ptr & a, const Node::Ptr & b, GlobalPosition3D c, const Arc arc) : Link({a, normalize(arc.first + half_pi)}, {b, normalize(arc.second - half_pi)}, glm::length(RelativePosition3D(a->pos - c)) * arc_length(arc)), LinkCurve {c, glm::length(RelativePosition3D(ends[0].node->pos - c)), arc}, instance {instances.vertices.acquire(ends[0].node->pos, ends[1].node->pos, c, round_sleepers(length / 2000.F))} { if (glGenVertexArrays) { 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(slength / std::pow(radius, 0.7F)); const auto step {RelativePosition3D {arc_length(arc), e1p.z - e0p.z, slength / 1000.F} / segs}; auto segCount = static_cast(std::lround(segs)) + 1; std::vector<::Vertex> vertices; vertices.reserve(segCount * railCrossSection.size()); for (RelativePosition3D swing = {arc.first, centreBase.z - e0p.z, 0.F}; segCount; swing += step, --segCount) { const auto t { glm::rotate(half_pi - swing.x, up) * glm::translate(RelativePosition3D {radius, 0.F, swing.y})}; for (const auto & rcs : railCrossSection) { const auto m {centreBase + GlobalPosition3D(t * (rcs.first || 1.F))}; vertices.emplace_back(m, TextureRelCoord {rcs.second, swing.z}, up); } } mesh = defaultMesh(vertices); } } RelativePosition3D RailLink::vehiclePositionOffset() const { return RAIL_HEIGHT; } void RailLinks::render(const SceneShader & shader) const { auto renderType = [](auto & v, auto & s) { if (auto count = v.size()) { s.use(); glBindBuffer(GL_VERTEX_ARRAY, v.bufferName()); glDrawArrays(GL_POINTS, 0, static_cast(count)); } }; if (!links.objects.empty()) { texture->bind(); renderType(NetworkLinkHolder::vertices, shader.networkStraight); renderType(NetworkLinkHolder::vertices, shader.networkCurve); glBindBuffer(GL_VERTEX_ARRAY, 0); } }