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pch migration to modules [wip]
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157
world/Segment.cppm
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157
world/Segment.cppm
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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module;
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#include <cmath>
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#include <vector>
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export module eu07.simcore:segment;
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import eu07.utilities.parser;
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import :fwd;
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import eu07.glm;
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import eu07.utilities.classes;
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import eu07.rendering.geometrybank;
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export {
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struct map_colored_paths {
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std::vector<gfx::geometrybank_handle> switches;
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std::vector<gfx::geometrybank_handle> occupied;
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std::vector<gfx::geometrybank_handle> future;
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std::vector<gfx::geometrybank_handle> highlighted;
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};
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struct segment_data {
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// types
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enum point {
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start = 0,
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control1,
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control2,
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end
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};
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// members
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std::array<glm::dvec3, 4> points {};
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std::array<float, 2> rolls {};
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float radius {};
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// constructors
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segment_data() = default;
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// methods
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void deserialize( cParser &Input, glm::dvec3 const &Offset );
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};
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class TSegment
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{ // aproksymacja toru (zwrotnica ma dwa takie, jeden z nich jest aktywny)
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private:
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glm::dvec3 Point1, CPointOut, CPointIn, Point2;
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float
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fRoll1 { 0.f },
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fRoll2 { 0.f }; // przechyłka na końcach
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double fLength { -1.0 }; // długość policzona
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std::vector<double> fTsBuffer; // wartości parametru krzywej t dla równych odcinków s
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std::vector<double> fTsSlope; // nachylenie dt/du (= dt/ds * fStep) w tych samych punktach
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double fStep = 0.0;
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int iSegCount = 0; // ilość odcinków do rysowania krzywej
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double fDirection = 0.0; // Ra: kąt prostego w planie; dla łuku kąt od Point1
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double fStoop = 0.0; // Ra: kąt wzniesienia; dla łuku od Point1
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glm::dvec3 vA, vB, vC; // współczynniki wielomianów trzeciego stopnia vD==Point1
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TTrack *pOwner = nullptr; // wskaźnik na właściciela
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glm::dvec3 GetFirstDerivative(double const fTime) const;
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double RombergIntegral(double const fA, double const fB) const;
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void InitTFromSInterpolateData();
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double GetTFromS(double const s) const;
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double FastGetTFromS(double const s) const;
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glm::dvec3 RaInterpolate(double const t) const;
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glm::dvec3 RaInterpolate0(double const t) const;
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public:
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bool bCurve = false;
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TSegment(TTrack *owner);
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bool Init(glm::dvec3 NewPoint1, glm::dvec3 NewPoint2, double fNewStep, double fNewRoll1 = 0, double fNewRoll2 = 0);
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bool Init(glm::dvec3 &NewPoint1, glm::dvec3 NewCPointOut, glm::dvec3 NewCPointIn, glm::dvec3 &NewPoint2, double fNewStep, double fNewRoll1 = 0, double fNewRoll2 = 0, bool bIsCurve = true);
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double
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ComputeLength() const; // McZapkie-150503
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// finds point on segment closest to specified point in 3d space. returns: point on segment as value in range 0-1
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double
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find_nearest_point( glm::dvec3 const &Point ) const;
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inline
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glm::dvec3
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GetDirection1() const {
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return bCurve ? CPointOut - Point1 : CPointOut; };
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inline
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glm::dvec3
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GetDirection2() const {
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return bCurve ? CPointIn - Point2 : CPointIn; };
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glm::dvec3
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GetDirection(double const fDistance) const;
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inline
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glm::dvec3
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GetDirection() const {
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return CPointOut; };
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glm::dvec3
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FastGetDirection(double const fDistance, double const fOffset);
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/*
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Math3D::vector3
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GetPoint(double const fDistance) const;
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*/
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/// <summary>
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/// ustalenie pozycji osi na torze, przechyłki, pochylenia i kierunku jazdy
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/// </summary>
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/// <param name="fDistance">Distance from p1</param>
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/// <param name="position">Calculated position</param>
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/// <param name="rotation">Calculated rotation</param>
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void RaPositionGet(double const fDistance, glm::dvec3 &position, glm::vec3 &rotation) const;
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glm::dvec3 FastGetPoint(double const t) const;
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inline
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glm::dvec3
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FastGetPoint_0() const {
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return Point1; };
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inline
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glm::dvec3
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FastGetPoint_1() const {
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return Point2; };
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inline
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float
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GetRoll(double const Distance) const {
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return std::lerp( fRoll1, fRoll2, static_cast<float>(Distance / fLength) ); }
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inline
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void
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GetRolls(float &r1, float &r2) const {
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// pobranie przechyłek (do generowania trójkątów)
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r1 = fRoll1;
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r2 = fRoll2; }
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bool
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RenderLoft( gfx::vertex_array &Output, glm::dvec3 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 );
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/*
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void
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Render();
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*/
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inline
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double
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GetLength() const {
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return fLength; };
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inline
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int
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RaSegCount() const {
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return fTsBuffer.empty() ? 1 : iSegCount; };
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void
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render_lines(std::vector<gfx::basic_vertex> &out, float quality = 1.0f) const;
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glm::vec3
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get_nearest_point(const glm::dvec3 &point, float quality = 1.0f) const;
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};
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//---------------------------------------------------------------------------
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} // export
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