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#include "railVehicle.h"
#include "railVehicleClass.h"
#include "train.h"
#include <algorithm>
#include <array>
#include <glm/glm.hpp>
#include <glm/gtx/intersect.hpp>
#include <glm/gtx/transform.hpp>
#include <location.h>
#include <maths.h>
#include <memory>
#include <ray.h>
RailVehicle::RailVehicle(RailVehicleClassPtr rvc) :
RailVehicleClass::Instance {rvc->instances.acquire()}, rvClass {std::move(rvc)},
location {[this](const BufferedLocation * l) {
this->get()->body = l->getRotationTransform();
this->get()->bodyPos = l->position();
}},
bogies {{
{[this](const BufferedLocation * l) {
this->get()->front = l->getRotationTransform();
this->get()->frontPos = l->position();
},
Position3D {0, rvClass->wheelBase / 2.F, 0}},
{[this](const BufferedLocation * l) {
this->get()->back = l->getRotationTransform();
this->get()->backPos = l->position();
},
Position3D {0, -rvClass->wheelBase / 2.F, 0}},
}}
{
}
void
RailVehicle::move(const Train * t, float & trailBy)
{
const auto overhang {(rvClass->length - rvClass->wheelBase) / 2};
const auto & b1Pos = bogies[0] = t->getBogiePosition(t->linkDist, trailBy += overhang);
const auto & b2Pos = bogies[1] = t->getBogiePosition(t->linkDist, trailBy += rvClass->wheelBase);
const auto diff = glm::normalize(RelativePosition3D(b2Pos.position() - b1Pos.position()));
location.setLocation((b1Pos.position() + b2Pos.position()) / 2, {vector_pitch(diff), vector_yaw(diff), 0});
trailBy += 600.F + overhang;
}
bool
RailVehicle::intersectRay(const Ray & ray, BaryPosition & baryPos, RelativeDistance & distance) const
{
constexpr const auto X = 1350.F;
const auto Y = this->rvClass->length / 2.F;
constexpr const auto Z = 3900.F;
const glm::mat3 moveBy = location.getRotationTransform();
const std::array<Position3D, 8> cornerVertices {{
location.position() + GlobalPosition3D(moveBy * glm::vec3 {-X, Y, 0}), // LFB
location.position() + GlobalPosition3D(moveBy * glm::vec3 {X, Y, 0}), // RFB
location.position() + GlobalPosition3D(moveBy * glm::vec3 {-X, Y, Z}), // LFT
location.position() + GlobalPosition3D(moveBy * glm::vec3 {X, Y, Z}), // RFT
location.position() + GlobalPosition3D(moveBy * glm::vec3 {-X, -Y, 0}), // LBB
location.position() + GlobalPosition3D(moveBy * glm::vec3 {X, -Y, 0}), // RBB
location.position() + GlobalPosition3D(moveBy * glm::vec3 {-X, -Y, Z}), // LBT
location.position() + GlobalPosition3D(moveBy * glm::vec3 {X, -Y, Z}), // RBT
}};
static constexpr const std::array<glm::vec<3, uint8_t>, 10> triangles {{
// Front
{0, 1, 2},
{1, 2, 3},
// Left
{0, 2, 4},
{2, 4, 6},
// Back
{4, 5, 6},
{5, 6, 7},
// Right
{1, 3, 5},
{3, 5, 7},
// Top
{2, 3, 6},
{3, 6, 7},
}};
return std::any_of(
triangles.begin(), triangles.end(), [&cornerVertices, &ray, &baryPos, &distance](const auto & idx) {
return glm::intersectRayTriangle(ray.start, ray.direction, cornerVertices[idx[0]],
cornerVertices[idx[1]], cornerVertices[idx[2]], baryPos, distance);
});
}
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