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#include "network.h"
#include "routeWalker.h"
#include <array>
#include <game/network/link.h>
#include <gfx/models/texture.h>
#include <glm/gtx/intersect.hpp>
#include <ray.h>
#include <stdexcept>
#include <utility>
Network::Network(const std::string & tn) : texture {std::make_shared<Texture>(tn)} { }
Node::Ptr
Network::nodeAt(GlobalPosition3D pos)
{
return newNodeAt(pos).first;
}
Network::NodeInsertion
Network::newNodeAt(GlobalPosition3D pos)
{
if (auto [n, i] = candidateNodeAt(pos); i == NodeIs::NotInNetwork) {
return {*nodes.insert(std::move(n)).first, i};
}
else {
return {std::move(n), NodeIs::InNetwork};
}
}
Node::Ptr
Network::findNodeAt(GlobalPosition3D pos) const
{
if (const auto n = nodes.find(pos); n != nodes.end()) {
return *n;
}
return {};
}
Network::NodeInsertion
Network::candidateNodeAt(GlobalPosition3D pos) const
{
if (const auto n = nodes.find(pos); n != nodes.end()) {
return {*n, NodeIs::InNetwork};
}
return {std::make_shared<Node>(pos), NodeIs::NotInNetwork};
}
Node::Ptr
Network::intersectRayNodes(const Ray<GlobalPosition3D> & ray) const
{
// Click within 2m of a node
if (const auto node = std::find_if(nodes.begin(), nodes.end(),
[&ray](const Node::Ptr & node) {
GlobalPosition3D ipos;
Normal3D inorm;
return ray.intersectSphere(node->pos, 2000, ipos, inorm);
});
node != nodes.end()) {
return *node;
}
return {};
}
void
Network::joinLinks(const Link::Ptr & l, const Link::Ptr & ol)
{
if (l != ol) {
for (const auto oe : {0U, 1U}) {
for (const auto te : {0U, 1U}) {
if (l->ends[te].node == ol->ends[oe].node) {
l->ends[te].nexts.emplace_back(ol, oe);
ol->ends[oe].nexts.emplace_back(l, te);
}
}
}
}
}
Link::Nexts
Network::routeFromTo(const Link::End & start, GlobalPosition3D dest) const
{
auto destNode {findNodeAt(dest)};
if (!destNode) {
throw std::out_of_range("Node does not exist in network");
}
return routeFromTo(start, destNode);
}
Link::Nexts
Network::routeFromTo(const Link::End & end, const Node::Ptr & dest) const
{
return RouteWalker().findRouteTo(end, dest);
}
GenCurveDef
Network::genCurveDef(const GlobalPosition3D & start, const GlobalPosition3D & end, float startDir)
{
const auto diff = difference(end, start);
const auto vy {vector_yaw(diff)};
const auto dir = pi + startDir;
const auto flatStart {start.xy()}, flatEnd {end.xy()};
const auto n2ed {(vy * 2) - dir - pi};
const auto centre {find_arc_centre(flatStart, dir, flatEnd, n2ed)};
if (centre.second) { // right hand arc
return {end, start, centre.first};
}
return {start, end, centre.first};
}
std::pair<GenCurveDef, GenCurveDef>
Network::genCurveDef(const GlobalPosition3D & start, const GlobalPosition3D & end, float startDir, float endDir)
{
startDir += pi;
endDir += pi;
const auto flatStart {start.xy()}, flatEnd {end.xy()};
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)));
};
if (const auto radii = find_arcs_radius(flatStart, startDir, flatEnd, endDir); radii.first < radii.second) {
const auto radius {radii.first};
const auto c1 = flatStart + (sincosf(startDir + half_pi) * radius);
const auto c2 = flatEnd + (sincosf(endDir + half_pi) * radius);
const auto mid = (c1 + c2) / 2;
const auto midh = mid || midheight(mid);
return {{start, midh, c1}, {end, midh, c2}};
}
else {
const auto radius {radii.second};
const auto c1 = flatStart + (sincosf(startDir - half_pi) * radius);
const auto c2 = flatEnd + (sincosf(endDir - half_pi) * radius);
const auto mid = (c1 + c2) / 2;
const auto midh = mid || midheight(mid);
return {{midh, start, c1}, {midh, end, c2}};
}
}
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