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#include "train.h"
#include "game/vehicles/linkHistory.h"
#include "game/vehicles/railVehicle.h"
#include "game/vehicles/railVehicleClass.h"
#include "gfx/renderable.h"
#include "location.hpp"
#include <algorithm>
#include <array>
#include <functional>
#include <glm/glm.hpp>
#include <iterator>
#include <maths.h>
#include <random>
#include <utility>
void
Train::move(TickDuration dur)
{
static std::mt19937 gen(std::random_device {}());
linkDist += dur.count() * speed;
auto curLink {linkHist.getCurrent()};
while (linkDist > curLink.first->length) {
const auto location = curLink.first->positionAt(curLink.first->length, curLink.second);
auto nexts {curLink.first->nexts[1 - curLink.second]};
auto last = std::remove_if(nexts.begin(), nexts.end(), [ang = location.rot.y](const Link::Next & n) {
return std::abs(normalize(n.first.lock()->ends[n.second].second - ang)) > 0.1F;
});
if (last != nexts.begin()) {
auto off = std::uniform_int_distribution<>(0, std::distance(nexts.begin(), last) - 1)(gen);
linkDist -= curLink.first->length;
curLink = linkHist.add(nexts[off].first, nexts[off].second);
}
else {
linkDist = curLink.first->length;
speed = 0;
}
}
}
void
Train::render(const Shader & shader) const
{
apply(&Renderable::render, shader);
}
Location
Train::getBogiePosition(float linkDist, float dist) const
{
float b2linkDist {};
const auto b2Link = linkHist.getAt(dist - linkDist, &b2linkDist);
return b2Link.first->positionAt(b2linkDist, b2Link.second);
}
void
Train::tick(TickDuration dur)
{
currentActivity->apply(this, dur);
move(dur);
float trailBy {0.F};
apply(&RailVehicle::move, this, std::ref(trailBy));
}
void
Train::doActivity(const Go *, TickDuration dur)
{
const auto maxSpeed = objects.front()->rvClass->maxSpeed;
if (speed != maxSpeed) {
speed += ((maxSpeed - speed) * dur.count());
}
}
void
Train::doActivity(const Idle *, TickDuration dur)
{
if (speed != 0.F) {
speed -= std::min(speed, 30.F * dur.count());
}
}
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