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#include "rail.h"
#include "game/network/link.h"
#include <GL/glew.h>
#include <array>
#include <cache.h>
#include <cmath>
#include <gfx/gl/shader.h>
#include <gfx/models/texture.h>
#include <gfx/models/vertex.hpp>
#include <glm/gtx/rotate_vector.hpp>
#include <glm/gtx/transform.hpp>
#include <numbers>
#include <utility>
RailLinks::RailLinks() : texture {Texture::cachedTexture.get("rails.jpg")} { }
void RailLinks::tick(TickDuration) { }
static const auto identityModel {glm::identity<glm::mat4>()};
void
RailLinks::render(const Shader & shader) const
{
shader.setModel(identityModel);
texture->Bind();
links.apply(&RailLink::render, shader);
}
template<RailLinkConcept T>
std::shared_ptr<T>
RailLinks::addLink(glm::vec3 a, glm::vec3 b)
{
const auto node1 = *nodes.insert(std::make_shared<Node>(a)).first;
const auto node2 = *nodes.insert(std::make_shared<Node>(b)).first;
// TODO set end flag properly
return links.create<T>(Link::End {node1, true}, Link::End {node2, true});
}
template std::shared_ptr<RailLinkStraight> RailLinks::addLink(glm::vec3, glm::vec3);
void
RailLink::render(const Shader &) const
{
meshes.apply(&Mesh::Draw);
}
constexpr const std::array<std::pair<glm::vec3, float>, 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<float>, up)};
template<typename V>
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;
}
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 = 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<Mesh>(vertices, indices, GL_TRIANGLE_STRIP);
}
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