#include "rail.h" #include "game/network/link.h" #include #include #include #include #include #include #include #include #include #include #include #include #include RailLinks::RailLinks() : texture {Texture::cachedTexture.get("rails.jpg")} { } void RailLinks::tick(TickDuration) { } static const auto identityModel {glm::identity()}; void RailLinks::render(const Shader & shader) const { shader.setModel(identityModel); texture->Bind(); links.apply(&RailLink::render, shader); } template std::shared_ptr RailLinks::addLink(glm::vec3 a, glm::vec3 b) { const auto node1 = *nodes.insert(std::make_shared(a)).first; const auto node2 = *nodes.insert(std::make_shared(b)).first; // TODO set end flag properly return links.create(Link::End {node1, true}, Link::End {node2, true}); } template std::shared_ptr RailLinks::addLink(glm::vec3 a, glm::vec3 b, glm::vec2 centre) { const auto node1 = *nodes.insert(std::make_shared(a)).first; const auto node2 = *nodes.insert(std::make_shared(b)).first; // TODO set end flag properly return links.create(Link::End {node1, true}, Link::End {node2, true}, centre); } template std::shared_ptr RailLinks::addLink(glm::vec3, glm::vec3); template std::shared_ptr RailLinks::addLink(glm::vec3, glm::vec3, glm::vec2); void RailLink::render(const Shader &) const { meshes.apply(&Mesh::Draw); } constexpr const std::array, 4> railCrossSection {{ // ___________ // _/ \_ // left to right {{-1.F, 0.F, 0.F}, 0.F}, {{-.75F, .25F, 0.F}, 0.125F}, {{.75F, .25F, 0.F}, 0.875F}, {{1.F, 0.F, 0.F}, 1.F}, }}; constexpr const glm::vec3 up {0, 1, 0}; constexpr const glm::vec3 north {0, 0, 1}; const auto oneeighty {glm::rotate(std::numbers::pi_v, up)}; constexpr auto half_pi {glm::half_pi()}; constexpr auto sleepers {5.F}; // There are 5 repetitions of sleepers in the texture template auto flat_orientation(const V & diff) { const auto flatdiff {glm::normalize(glm::vec3 {diff.x, 0, diff.z})}; auto e {glm::orientation(flatdiff, north)}; // Handle if diff is exactly opposite to north return (std::isnan(e[0][0])) ? oneeighty : e; } template constexpr auto round_frac(const T & v, const T & frac) { return std::round(v / frac) * frac; } template constexpr auto round_sleepers(const T & v) { return std::round(v / sleepers) * sleepers; } RailLinkStraight::RailLinkStraight(End a, End b) : RailLink(std::move(a), std::move(b)) { vertices.reserve(2 * railCrossSection.size()); indices.reserve(2 * railCrossSection.size()); const auto diff {ends[1].first->pos - ends[0].first->pos}; const auto len = round_sleepers(glm::length(diff) / 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); if (vertices.size() > railCrossSection.size()) { indices.push_back(vertices.size() - railCrossSection.size() - 1); indices.push_back(vertices.size() - 1); } } } meshes.create(vertices, indices, GL_TRIANGLE_STRIP); } RailLinkCurve::RailLinkCurve(End a, End b, glm::vec2 c) : RailLink(std::move(a), std::move(b)), centre(c) { const auto & e0p {ends[0].first->pos}; const auto & e1p {ends[1].first->pos}; const glm::vec3 centre3 {centre.x, e0p.y, centre.y}; const auto diffa = centre3 - e0p; const auto diffb = centre3 - e1p; const auto anga = glm::orientedAngle(glm::normalize(diffa), north, up) - half_pi; const auto angb = [&diffb, &anga]() { const auto angb = glm::orientedAngle(glm::normalize(diffb), north, up) - half_pi; return (angb < anga) ? angb + glm::radians(360.f) : angb; }(); const auto radius = glm::length(e0p - centre3); const auto length = round_sleepers(radius * (angb - anga) / 2.F); const auto step {glm::vec3 {std::abs(angb - anga), e1p.y - e0p.y, length} / std::round(angb - anga) / 5.F}; const auto trans {glm::translate(centre3)}; auto addRcs = [this, trans, radius](auto arc) { const auto t {trans * glm::rotate(arc.x, up) * glm::translate(glm::vec3 {radius, arc.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, arc.z}, up); } }; for (glm::vec3 arc = {anga, 0.F, 0.F}; arc.x < angb; arc += step) { addRcs(arc); } addRcs(glm::vec3 {angb, e1p.y - e0p.y, length}); for (auto n = 4U; n < vertices.size(); n += 1) { indices.push_back(n); indices.push_back(n - 4); } meshes.create(vertices, indices, GL_TRIANGLE_STRIP); }