mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-18 00:49:19 +02:00
Reorganize source files into logical subdirectories
Co-authored-by: Hirek193 <23196899+Hirek193@users.noreply.github.com>
This commit is contained in:
147
world/Segment.h
Normal file
147
world/Segment.h
Normal file
@@ -0,0 +1,147 @@
|
||||
/*
|
||||
This Source Code Form is subject to the
|
||||
terms of the Mozilla Public License, v.
|
||||
2.0. If a copy of the MPL was not
|
||||
distributed with this file, You can
|
||||
obtain one at
|
||||
http://mozilla.org/MPL/2.0/.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Classes.h"
|
||||
#include "dumb3d.h"
|
||||
#include "geometrybank.h"
|
||||
#include "utilities.h"
|
||||
|
||||
struct map_colored_paths {
|
||||
std::vector<gfx::geometrybank_handle> switches;
|
||||
std::vector<gfx::geometrybank_handle> occupied;
|
||||
std::vector<gfx::geometrybank_handle> future;
|
||||
std::vector<gfx::geometrybank_handle> highlighted;
|
||||
};
|
||||
|
||||
struct segment_data {
|
||||
// types
|
||||
enum point {
|
||||
start = 0,
|
||||
control1,
|
||||
control2,
|
||||
end
|
||||
};
|
||||
// members
|
||||
std::array<glm::dvec3, 4> points {};
|
||||
std::array<float, 2> rolls {};
|
||||
float radius {};
|
||||
// constructors
|
||||
segment_data() = default;
|
||||
// methods
|
||||
void deserialize( cParser &Input, glm::dvec3 const &Offset );
|
||||
};
|
||||
|
||||
class TSegment
|
||||
{ // aproksymacja toru (zwrotnica ma dwa takie, jeden z nich jest aktywny)
|
||||
private:
|
||||
Math3D::vector3 Point1, CPointOut, CPointIn, Point2;
|
||||
float
|
||||
fRoll1 { 0.f },
|
||||
fRoll2 { 0.f }; // przechyłka na końcach
|
||||
double fLength { -1.0 }; // długość policzona
|
||||
std::vector<double> fTsBuffer; // wartości parametru krzywej dla równych odcinków
|
||||
double fStep = 0.0;
|
||||
int iSegCount = 0; // ilość odcinków do rysowania krzywej
|
||||
double fDirection = 0.0; // Ra: kąt prostego w planie; dla łuku kąt od Point1
|
||||
double fStoop = 0.0; // Ra: kąt wzniesienia; dla łuku od Point1
|
||||
Math3D::vector3 vA, vB, vC; // współczynniki wielomianów trzeciego stopnia vD==Point1
|
||||
TTrack *pOwner = nullptr; // wskaźnik na właściciela
|
||||
|
||||
Math3D::vector3
|
||||
GetFirstDerivative(double const fTime) const;
|
||||
double
|
||||
RombergIntegral(double const fA, double const fB) const;
|
||||
double
|
||||
GetTFromS(double const s) const;
|
||||
Math3D::vector3
|
||||
RaInterpolate(double const t) const;
|
||||
Math3D::vector3
|
||||
RaInterpolate0(double const t) const;
|
||||
|
||||
public:
|
||||
bool bCurve = false;
|
||||
|
||||
TSegment(TTrack *owner);
|
||||
bool
|
||||
Init( Math3D::vector3 NewPoint1, Math3D::vector3 NewPoint2, double fNewStep, double fNewRoll1 = 0, double fNewRoll2 = 0);
|
||||
bool
|
||||
Init( Math3D::vector3 &NewPoint1, Math3D::vector3 NewCPointOut, Math3D::vector3 NewCPointIn, Math3D::vector3 &NewPoint2, double fNewStep, double fNewRoll1 = 0, double fNewRoll2 = 0, bool bIsCurve = true);
|
||||
double
|
||||
ComputeLength() const; // McZapkie-150503
|
||||
// finds point on segment closest to specified point in 3d space. returns: point on segment as value in range 0-1
|
||||
double
|
||||
find_nearest_point( glm::dvec3 const &Point ) const;
|
||||
inline
|
||||
Math3D::vector3
|
||||
GetDirection1() const {
|
||||
return bCurve ? CPointOut - Point1 : CPointOut; };
|
||||
inline
|
||||
Math3D::vector3
|
||||
GetDirection2() const {
|
||||
return bCurve ? CPointIn - Point2 : CPointIn; };
|
||||
Math3D::vector3
|
||||
GetDirection(double const fDistance) const;
|
||||
inline
|
||||
Math3D::vector3
|
||||
GetDirection() const {
|
||||
return CPointOut; };
|
||||
Math3D::vector3
|
||||
FastGetDirection(double const fDistance, double const fOffset);
|
||||
/*
|
||||
Math3D::vector3
|
||||
GetPoint(double const fDistance) const;
|
||||
*/
|
||||
void
|
||||
RaPositionGet(double const fDistance, Math3D::vector3 &p, Math3D::vector3 &a) const;
|
||||
Math3D::vector3
|
||||
FastGetPoint(double const t) const;
|
||||
inline
|
||||
Math3D::vector3
|
||||
FastGetPoint_0() const {
|
||||
return Point1; };
|
||||
inline
|
||||
Math3D::vector3
|
||||
FastGetPoint_1() const {
|
||||
return Point2; };
|
||||
inline
|
||||
float
|
||||
GetRoll(double const Distance) const {
|
||||
return interpolate( fRoll1, fRoll2, static_cast<float>(Distance / fLength) ); }
|
||||
inline
|
||||
void
|
||||
GetRolls(float &r1, float &r2) const {
|
||||
// pobranie przechyłek (do generowania trójkątów)
|
||||
r1 = fRoll1;
|
||||
r2 = fRoll2; }
|
||||
|
||||
bool
|
||||
RenderLoft( gfx::vertex_array &Output, Math3D::vector3 const &Origin, gfx::vertex_array const &ShapePoints, bool const Transition, double fTextureLength, double Texturescale = 1.0, int iSkip = 0, int iEnd = 0, std::pair<float, float> fOffsetX = {0.f, 0.f}, glm::vec3 **p = nullptr, bool bRender = true );
|
||||
/*
|
||||
void
|
||||
Render();
|
||||
*/
|
||||
inline
|
||||
double
|
||||
GetLength() const {
|
||||
return fLength; };
|
||||
inline
|
||||
int
|
||||
RaSegCount() const {
|
||||
return ( fTsBuffer.empty() ? 1 : iSegCount ); };
|
||||
|
||||
void
|
||||
render_lines(std::vector<gfx::basic_vertex> &out, float quality = 1.0f) const;
|
||||
|
||||
glm::vec3
|
||||
get_nearest_point(const glm::dvec3 &point, float quality = 1.0f) const;
|
||||
};
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
Reference in New Issue
Block a user