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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 09:49:19 +02:00

refactor(editor): the layouts laid from a free end (arc then straight, straight then arc, arc, straight) and the transition curve out of a curved neighbour in editor_track; joining and laying through points share the eased ends, the room check and the assembly of the pieces instead of two copies

This commit is contained in:
maj00r
2026-10-11 22:09:53 +02:00
parent c5ac698702
commit 4030797b21
4 changed files with 221 additions and 191 deletions

View File

@@ -21,6 +21,8 @@ namespace
{
using geometry::arc_pieces;
using geometry::arc_through;
using geometry::has_controls;
using geometry::bezier;
using geometry::cross;
using geometry::grade_of;
@@ -29,6 +31,7 @@ using geometry::plan_of;
using geometry::reversed;
using geometry::signed_angle;
using geometry::straight_piece;
using geometry::turned;
std::vector<segment_data> scaled(segment_data const &Path, bool const Atend, double const Length, double const Original)
{
@@ -57,6 +60,89 @@ void spread_rolls(std::vector<segment_data> &Pieces, segment_data const &Path, d
}
}
std::vector<segment_data> arc_then_straight(glm::dvec3 const &Point, glm::dvec2 const &Direction, double const Grade, glm::dvec3 const &Target, double const Radius, int const Side)
{
glm::dvec2 const normal{-Direction.y * Side, Direction.x * Side};
auto const centre{plan_of(Point) + normal * Radius};
auto const towards{plan_of(Target) - centre};
auto const distance{glm::length(towards)};
auto const spread{std::acos(std::clamp(Radius / distance, -1.0, 1.0))};
auto const radial0{plan_of(Point) - centre};
double rest{-1.0};
double angle{0.0};
for (auto const sign : {1.0, -1.0})
{
auto const radial{turned(towards / distance, sign * spread) * Radius};
auto turn{Side * signed_angle(radial0, radial)};
if (turn < 0.0)
turn += 2.0 * glm::pi<double>();
auto const heading{turned(Direction, Side * turn)};
auto const remaining{glm::dot(plan_of(Target) - centre - radial, heading)};
if (remaining > 0.0 && (rest < 0.0 || turn < angle))
{
rest = remaining;
angle = turn;
}
}
if (rest < 0.0 || angle > glm::pi<double>())
return {};
auto pieces{arc_pieces(Point, Direction, Grade, Radius, angle, Side)};
auto const tail{straight_piece(pieces.back().points[segment_data::point::end], turned(Direction, Side * angle), Grade, rest)};
pieces.insert(pieces.end(), tail.begin(), tail.end());
return pieces;
}
std::vector<segment_data> straight_then_arc(glm::dvec3 const &Point, glm::dvec2 const &Direction, double const Grade, glm::dvec2 const &Offset, double const Radius, int const Side)
{
auto const along{glm::dot(Offset, Direction)};
auto const lateral{std::abs(cross(Direction, Offset))};
if (lateral > 2.0 * Radius)
return arc_through(Point, Direction, Grade, Offset);
auto const across{Radius - lateral};
auto const lead{along - std::sqrt(std::max(0.0, Radius * Radius - across * across))};
if (lead < 0.5)
return arc_through(Point, Direction, Grade, Offset);
auto const angle{2.0 * std::atan2(lateral, along - lead)};
if (angle > glm::pi<double>())
return {};
auto pieces{straight_piece(Point, Direction, Grade, lead)};
auto const arc{arc_pieces(pieces.back().points[segment_data::point::end], Direction, Grade, Radius, angle, Side)};
pieces.insert(pieces.end(), arc.begin(), arc.end());
return pieces;
}
void lay_transition(editor_track::easing &Result, glm::dvec3 const &Joint, glm::dvec2 Direction, double const Grade, double const Roll)
{
auto const curvature{Result.curvature};
auto const length{Result.length};
auto const count{static_cast<int>(std::ceil(length / 10.0))};
auto const piece{length / count};
glm::dvec3 point{Joint};
for (int i = 0; i < count; ++i)
{
segment_data part;
part.points[segment_data::point::start] = point;
auto const from{Direction};
int const steps{static_cast<int>(std::ceil(piece / 0.05))};
auto const step{piece / steps};
for (int j = 0; j < steps; ++j)
{
auto const along{i * piece + (j + 0.5) * step};
auto const angle{curvature * (1.0 - along / length) * step};
auto const half{turned(Direction, angle * 0.5)};
point += glm::dvec3{half.x * step, Grade * step, half.y * step};
Direction = turned(Direction, angle);
}
part.points[segment_data::point::end] = point;
part.points[segment_data::point::control1] = glm::dvec3{from.x, Grade, from.y} * (piece / 3.0);
part.points[segment_data::point::control2] = -glm::dvec3{Direction.x, Grade, Direction.y} * (piece / 3.0);
part.rolls = {static_cast<float>(Roll * (1.0 - i * piece / length)), static_cast<float>(Roll * (1.0 - (i + 1) * piece / length))};
Result.pieces.push_back(part);
}
Result.end = point;
Result.direction = Direction;
}
} // namespace
std::vector<segment_data> editor_track::stretched(segment_data const &Path, bool const Atend, double const Length)
@@ -284,3 +370,76 @@ void editor_track::edit::capture(TTrack &Track)
states.emplace_back(&Track, editor_track::capture(Track));
changed.push_back(&Track);
}
std::vector<segment_data> editor_track::layout_pieces(layout const Kind, glm::dvec3 const &Point, glm::dvec2 const &Direction, double const Grade, glm::dvec3 const &Target, double const Radius)
{
glm::dvec2 const offset{Target.x - Point.x, Target.z - Point.z};
auto const along{glm::dot(offset, Direction)};
auto const lateral{cross(Direction, offset)};
auto const chord{glm::length(offset)};
if (chord < 0.5)
return {};
if (Kind == layout::straight)
return straight_piece(Point, Direction, Grade, along);
if (Kind == layout::arc || std::abs(lateral) < 0.005 * chord + 0.05)
return arc_through(Point, Direction, Grade, offset);
int const side{lateral > 0.0 ? 1 : -1};
auto const radius{std::max(1.0, Radius)};
if (radius >= chord * chord / (2.0 * std::abs(lateral)))
return arc_through(Point, Direction, Grade, offset);
if (Kind == layout::arc_straight)
return arc_then_straight(Point, Direction, Grade, Target, radius, side);
return straight_then_arc(Point, Direction, Grade, offset, radius, side);
}
editor_track::easing editor_track::ease_out_of(TTrack const &Neighbour, glm::dvec3 const &Joint, double const Grade, double const Speed, alignment::limits const &Limits)
{
easing result;
for (auto const &path : Neighbour.m_paths)
for (auto const atend : {false, true})
{
if (glm::distance(path.points[atend ? segment_data::point::end : segment_data::point::start], Joint) > 0.05)
continue;
if (false == has_controls(path))
return result;
bezier const curve{path};
auto const first{curve.first(atend ? 1.0 : 0.0)};
auto const second{curve.second(atend ? 1.0 : 0.0)};
auto const speed{std::hypot(first.x, first.z)};
if (speed < 1e-9)
return result;
auto const sign{atend ? 1.0 : -1.0};
auto const curvature{sign * (first.x * second.z - first.z * second.x) / (speed * speed * speed)};
glm::dvec2 const direction{sign * first.x / speed, sign * first.z / speed};
auto const roll{atend ? static_cast<double>(path.rolls[1]) : -static_cast<double>(path.rolls[0])};
result.curvature = curvature;
if (std::abs(curvature) < 1e-4)
return result;
result.length = std::max(20.0, alignment::recommend(Speed, 1.0 / std::abs(curvature), Limits).transition);
lay_transition(result, Joint, direction, Grade, roll);
return result;
}
return result;
}
bool editor_track::eases_room(easing const &In, easing const &Out, glm::dvec3 const &Start, glm::dvec2 const &Startdirection, glm::dvec3 const &End, glm::dvec2 const &Enddirection)
{
auto const from{In.pieces.empty() ? Start : In.end};
auto const to{Out.pieces.empty() ? End : Out.end};
auto const gap{plan_of(to) - plan_of(from)};
return glm::length(gap) > 5.0 && glm::dot(In.pieces.empty() ? Startdirection : In.direction, gap) > 0.0 && glm::dot(Out.pieces.empty() ? Enddirection : -Out.direction, gap) > 0.0;
}
std::vector<segment_data> editor_track::eased_pieces(easing const &In, std::vector<segment_data> const &Middle, easing const &Out)
{
auto pieces{In.pieces};
pieces.insert(pieces.end(), Middle.begin(), Middle.end());
for (auto piece{Out.pieces.rbegin()}; piece != Out.pieces.rend(); ++piece)
pieces.push_back(reversed(*piece));
return pieces;
}
double editor_track::eased_length(easing const &In, double const Middle, easing const &Out)
{
return Middle + (In.pieces.empty() ? 0.0 : In.length) + (Out.pieces.empty() ? 0.0 : Out.length);
}