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

feat(roads): junctions, height above the ground and rounded profile following the terrain

This commit is contained in:
2026-10-03 20:28:37 +02:00
parent e4083d507f
commit daeed40f15
13 changed files with 1963 additions and 103 deletions

View File

@@ -63,6 +63,72 @@ std::vector<road_node *> roads_at(glm::dvec3 const &Point, road_node const *Excl
return result;
}
// junctions with an arm at specified point
std::vector<junction_node *> junctions_at(glm::dvec3 const &Point)
{
std::vector<junction_node *> result;
for (auto *junction : simulation::Junctions.sequence())
{
if (junction == nullptr || junction->m_editorremoved)
continue;
for (auto const &arm : junction->definition().arms)
{
if (glm::distance(arm.position, Point) < kSamePoint)
{
result.emplace_back(junction);
break;
}
}
}
return result;
}
void add_unique(std::vector<junction_node *> &Junctions, junction_node *Junction)
{
if (Junction != nullptr && std::find(Junctions.begin(), Junctions.end(), Junction) == Junctions.end())
Junctions.emplace_back(Junction);
}
// part of a path between two values of its curve parameter
segment_data subpath(segment_data const &Path, double const From, double const To)
{
segment_data part{Path};
auto const &p0{Path.points[segment_data::point::start]};
auto const &p3{Path.points[segment_data::point::end]};
part.rolls = {static_cast<float>(Path.rolls[0] + (Path.rolls[1] - Path.rolls[0]) * From), static_cast<float>(Path.rolls[0] + (Path.rolls[1] - Path.rolls[0]) * To)};
if (Path.points[segment_data::point::control1] == glm::dvec3{0.0} && Path.points[segment_data::point::control2] == glm::dvec3{0.0})
{
part.points[segment_data::point::start] = glm::mix(p0, p3, From);
part.points[segment_data::point::end] = glm::mix(p0, p3, To);
return part;
}
auto const p1{p0 + Path.points[segment_data::point::control1]};
auto const p2{p3 + Path.points[segment_data::point::control2]};
auto const point = [&](double const T) {
auto const u{1.0 - T};
return u * u * u * p0 + 3.0 * u * u * T * p1 + 3.0 * u * T * T * p2 + T * T * T * p3;
};
auto const derivative = [&](double const T) {
auto const u{1.0 - T};
return 3.0 * u * u * (p1 - p0) + 6.0 * u * T * (p2 - p1) + 3.0 * T * T * (p3 - p2);
};
// a part of a cubic curve is a cubic curve, with the tangents scaled to the part of the parameter range it takes
part.points[segment_data::point::start] = point(From);
part.points[segment_data::point::end] = point(To);
part.points[segment_data::point::control1] = derivative(From) * ((To - From) / 3.0);
part.points[segment_data::point::control2] = derivative(To) * (-(To - From) / 3.0);
return part;
}
// true if there's a vehicle on any of the paths turning the traffic back at the loose ends of the road
bool turning(road_node const &Road)
{
for (auto const *turn : Road.turns())
if (turn != nullptr && false == turn->Dynamics.empty())
return true;
return false;
}
void retire(std::vector<TTrack *> const &Tracks)
{
for (auto *track : Tracks)
@@ -138,6 +204,66 @@ bool editor_road::can_edit(road_node const &Road, std::string *Reason)
if (turn != nullptr && false == turn->Dynamics.empty())
reason = "there are vehicles turning back next to it";
}
if (reason.empty())
{
// so do the ways through the junctions it leads to
for (auto const atend : {false, true})
for (auto const *junction : junctions_at(axis_end(Road.definition(), atend)))
if (junction->occupied())
reason = "there are vehicles on the junction it leads to";
}
if (false == reason.empty() && Reason != nullptr)
*Reason = reason;
return reason.empty();
}
bool editor_road::can_edit(junction_node const &Junction, std::string *Reason)
{
std::string reason;
if (false == available(&reason))
{
// reason was filled by the call
}
else if (Junction.merged())
{
reason = "the scenery wasn't opened for editing (-edit), geometry of the junctions it came with can't be taken apart";
}
else if (false == scene::Layers.editable(&Junction, &reason))
{
// reason was filled by the call
}
else if (Junction.occupied())
{
reason = "there are vehicles on it";
}
else
{
// the roads attached to it get their loose ends closed anew
for (auto const &arm : Junction.definition().arms)
for (auto const *road : roads_at(arm.position, nullptr))
if (turning(*road))
reason = "there are vehicles turning back on the roads it leads to";
}
if (false == reason.empty() && Reason != nullptr)
*Reason = reason;
return reason.empty();
}
bool editor_road::can_join(loose_end const &End, std::string *Reason)
{
// what gets attached takes the place of the paths made for the end as it was
std::string reason;
if (End.road != nullptr && turning(*End.road))
reason = "there are vehicles turning back on the road";
if (End.junction != nullptr)
{
if (End.junction->occupied())
reason = "there are vehicles on the junction";
for (auto const &arm : End.junction->definition().arms)
for (auto const *road : roads_at(arm.position, nullptr))
if (turning(*road))
reason = "there are vehicles turning back on the roads the junction leads to";
}
if (false == reason.empty() && Reason != nullptr)
*Reason = reason;
return reason.empty();
@@ -155,38 +281,64 @@ std::vector<road_node *> editor_road::neighbours(road_node const &Road)
}
template <class Change_>
void editor_road::refresh(std::vector<road_node *> const &Roads, Change_ Change)
void editor_road::refresh(std::vector<road_node *> const &Roads, std::vector<junction_node *> const &Junctions, Change_ Change)
{
// the pieces next to the changed ones keep their shape, but what they're joined with changes
// the pieces and junctions next to the changed ones keep their shape, but what they're joined with changes.
// this takes down the paths made for the joints, so they can be made again once the change is done
std::vector<road_node *> affected;
for (auto *road : Roads)
{
add_unique(affected, road);
for (auto *neighbour : neighbours(*road))
add_unique(affected, neighbour);
}
for (auto *road : affected)
retire(road->release_turns());
std::vector<junction_node *> crossings;
auto const gather = [&]() {
std::vector<road_node *> roads{affected};
std::vector<junction_node *> junctions{crossings};
for (auto *road : Roads)
{
add_unique(roads, road);
if (road->m_editorremoved)
continue;
for (auto *neighbour : neighbours(*road))
add_unique(roads, neighbour);
for (auto const atend : {false, true})
for (auto *junction : junctions_at(axis_end(road->definition(), atend)))
add_unique(junctions, junction);
}
for (auto *junction : Junctions)
add_unique(junctions, junction);
// a junction changes what the roads attached to it do at their ends
for (auto *junction : junctions)
if (false == junction->m_editorremoved)
for (auto const &arm : junction->definition().arms)
for (auto *road : roads_at(arm.position, nullptr))
add_unique(roads, road);
for (auto *road : roads)
{
if (std::find(affected.begin(), affected.end(), road) == affected.end())
{
retire(road->release_turns());
affected.emplace_back(road);
}
}
for (auto *junction : junctions)
{
if (std::find(crossings.begin(), crossings.end(), junction) == crossings.end())
{
retire(junction->release_links());
crossings.emplace_back(junction);
}
}
};
gather();
for (auto *road : Roads)
{
road->hide();
retire(road->release_lanes());
}
for (auto *junction : Junctions)
junction->hide();
Change();
// the change could have moved the pieces next to other ones
for (auto *road : Roads)
{
for (auto *neighbour : neighbours(*road))
{
if (std::find(affected.begin(), affected.end(), neighbour) == affected.end())
{
retire(neighbour->release_turns());
affected.emplace_back(neighbour);
}
}
}
// the change could have moved things next to other ones
gather();
std::vector<TTrack *> lanes;
for (auto *road : Roads)
{
@@ -198,6 +350,13 @@ void editor_road::refresh(std::vector<road_node *> const &Roads, Change_ Change)
}
// joins the lanes with the lanes of the neighbours, by the ends they share
editor_track::commit(lanes);
for (auto *junction : Junctions)
if (false == junction->m_editorremoved)
junction->show();
// the junctions take the lanes which end at them, what's left loose after that is closed by the roads
for (auto *junction : crossings)
if (false == junction->m_editorremoved)
junction->create_links();
for (auto *road : affected)
if (false == road->m_editorremoved)
road->close_ends();
@@ -227,7 +386,7 @@ std::vector<road_node *> editor_road::create(std::vector<road_node::state> const
scene::Layers.count(road->layer(), scene::layer_item::track);
created.emplace_back(road);
}
refresh(created, []() {});
refresh(created, {}, []() {});
return created;
}
@@ -238,7 +397,7 @@ void editor_road::apply(std::vector<std::pair<road_node *, road_node::state>> co
add_unique(roads, change.first);
if (roads.empty())
return;
refresh(roads, [&]() {
refresh(roads, {}, [&]() {
for (auto const &change : Changes)
{
change.first->define(change.second);
@@ -255,7 +414,7 @@ void editor_road::remove(std::vector<road_node *> const &Roads)
add_unique(roads, road);
if (roads.empty())
return;
refresh(roads, [&]() {
refresh(roads, {}, [&]() {
for (auto *road : roads)
{
road->m_editorremoved = true;
@@ -272,7 +431,7 @@ void editor_road::revive(std::vector<road_node *> const &Roads)
add_unique(roads, road);
if (roads.empty())
return;
refresh(roads, [&]() {
refresh(roads, {}, [&]() {
for (auto *road : roads)
{
road->m_editorremoved = false;
@@ -282,6 +441,68 @@ void editor_road::revive(std::vector<road_node *> const &Roads)
});
}
std::vector<junction_node *> editor_road::create(std::vector<junction_node::state> const &States)
{
static int counter{0};
std::vector<junction_node *> created;
if (false == available())
return created;
for (auto const &state : States)
{
scene::node_data data;
data.type = "junction";
data.range_max = -1.0;
data.layer = scene::Layers.active(); // null_handle unless the scenery was opened for editing
do
{
data.name = "junction_" + std::to_string(++counter);
} while (simulation::Junctions.find(data.name) != nullptr);
auto *junction{new junction_node(data)};
junction->define(state);
junction->mark_dirty();
simulation::Junctions.insert(junction);
scene::Layers.count(junction->layer(), scene::layer_item::track);
created.emplace_back(junction);
}
refresh({}, created, []() {});
return created;
}
void editor_road::remove(std::vector<junction_node *> const &Junctions)
{
std::vector<junction_node *> junctions;
for (auto *junction : Junctions)
if (junction != nullptr && false == junction->m_editorremoved)
add_unique(junctions, junction);
if (junctions.empty())
return;
refresh({}, junctions, [&]() {
for (auto *junction : junctions)
{
junction->m_editorremoved = true;
scene::Layers.count(junction->layer(), scene::layer_item::track, -1);
}
});
}
void editor_road::revive(std::vector<junction_node *> const &Junctions)
{
std::vector<junction_node *> junctions;
for (auto *junction : Junctions)
if (junction != nullptr && junction->m_editorremoved)
add_unique(junctions, junction);
if (junctions.empty())
return;
refresh({}, junctions, [&]() {
for (auto *junction : junctions)
{
junction->m_editorremoved = false;
junction->mark_dirty();
scene::Layers.count(junction->layer(), scene::layer_item::track);
}
});
}
road_node *editor_road::split(road_node &Road, double const T)
{
if (T <= 0.001 || T >= 0.999)
@@ -386,7 +607,29 @@ road_node *editor_road::nearest(glm::dvec3 const &Point, double const Margin)
return result;
}
editor_road::loose_end editor_road::find_end(glm::dvec3 const &Point, double const Radius)
junction_node *editor_road::nearest_junction(glm::dvec3 const &Point)
{
junction_node *result{nullptr};
double best{std::numeric_limits<double>::max()};
for (auto *junction : simulation::Junctions.sequence())
{
if (junction == nullptr || junction->m_editorremoved)
continue;
auto const &state{junction->definition()};
// the junction takes the ground up to the ends of the roads it's made for
double reach{0.0};
for (auto const &arm : state.arms)
reach = std::max(reach, glm::distance(glm::dvec2{arm.position.x, arm.position.z}, glm::dvec2{state.centre.x, state.centre.z}));
auto const distance{glm::distance(glm::dvec2{state.centre.x, state.centre.z}, glm::dvec2{Point.x, Point.z})};
if (distance > reach || std::abs(state.centre.y - Point.y) > 3.0 || distance > best)
continue;
best = distance;
result = junction;
}
return result;
}
editor_road::loose_end editor_road::find_end(glm::dvec3 const &Point, double const Radius, bool const Junctions)
{
loose_end result;
double best{Radius};
@@ -399,15 +642,38 @@ editor_road::loose_end editor_road::find_end(glm::dvec3 const &Point, double con
{
auto const position{axis_end(state, atend)};
auto const distance{glm::distance(glm::dvec2{position.x, position.z}, glm::dvec2{Point.x, Point.z})};
if (distance > best || std::abs(position.y - Point.y) > 3.0 || false == roads_at(position, road).empty())
if (distance > best || std::abs(position.y - Point.y) > 3.0 || false == roads_at(position, road).empty() || false == junctions_at(position).empty())
continue;
best = distance;
result = loose_end{};
result.road = road;
result.atend = atend;
result.position = position;
result.outwards = (atend ? state.tangent(1.0) : -state.tangent(0.0));
}
}
if (false == Junctions)
return result;
for (auto *junction : simulation::Junctions.sequence())
{
if (junction == nullptr || junction->m_editorremoved)
continue;
for (auto const &arm : junction->definition().arms)
{
auto const distance{glm::distance(glm::dvec2{arm.position.x, arm.position.z}, glm::dvec2{Point.x, Point.z})};
if (distance > best || std::abs(arm.position.y - Point.y) > 3.0 || false == roads_at(arm.position, nullptr).empty())
continue;
best = distance;
result = loose_end{};
result.junction = junction;
result.position = arm.position;
result.outwards = glm::dvec3{arm.direction.x, 0.0, arm.direction.y};
// a road leading away from the junction has the lanes going out of it as the ones going along its axis
result.forward = arm.outgoing;
result.backward = arm.incoming;
result.width = arm.width;
}
}
return result;
}
@@ -535,6 +801,147 @@ std::vector<segment_data> editor_road::plan(glm::dvec3 const &Start, glm::dvec2
return pieces;
}
double editor_road::planar_length(segment_data const &Path)
{
auto const whole{subpath(Path, 0.0, 1.0)};
auto const &p0{whole.points[segment_data::point::start]};
auto const &p3{whole.points[segment_data::point::end]};
if (whole.points[segment_data::point::control1] == glm::dvec3{0.0} && whole.points[segment_data::point::control2] == glm::dvec3{0.0})
return glm::distance(glm::dvec2{p0.x, p0.z}, glm::dvec2{p3.x, p3.z});
auto const p1{p0 + whole.points[segment_data::point::control1]};
auto const p2{p3 + whole.points[segment_data::point::control2]};
double length{0.0};
glm::dvec2 previous{p0.x, p0.z};
for (int i = 1; i <= 32; ++i)
{
auto const t{i / 32.0};
auto const u{1.0 - t};
auto const point{u * u * u * p0 + 3.0 * u * u * t * p1 + 3.0 * u * t * t * p2 + t * t * t * p3};
glm::dvec2 const current{point.x, point.z};
length += glm::distance(previous, current);
previous = current;
}
return length;
}
double editor_road::end_grade(segment_data const &Path)
{
auto const &control{Path.points[segment_data::point::control2]};
if (control != glm::dvec3{0.0})
{
auto const run{glm::length(glm::dvec2{control.x, control.z})};
return run > 1e-6 ? -control.y / run : 0.0;
}
auto const length{planar_length(Path)};
return length > 1e-6 ? (Path.points[segment_data::point::end].y - Path.points[segment_data::point::start].y) / length : 0.0;
}
std::vector<segment_data> editor_road::refine(std::vector<segment_data> const &Pieces, double const Length)
{
std::vector<segment_data> result;
for (auto const &piece : Pieces)
{
auto const count{std::max(1, static_cast<int>(std::ceil(planar_length(piece) / std::max(1.0, Length) - 0.01)))};
for (int i = 0; i < count; ++i)
result.emplace_back(count == 1 ? piece : subpath(piece, static_cast<double>(i) / count, static_cast<double>(i + 1) / count));
}
return result;
}
void editor_road::profile(std::vector<segment_data> &Pieces, std::vector<double> Heights, double const *Startgrade, double const *Endgrade)
{
auto const count{Pieces.size()};
if (count == 0 || Heights.size() != count + 1)
return;
std::vector<double> lengths(count);
for (std::size_t i = 0; i < count; ++i)
lengths[i] = std::max(0.01, planar_length(Pieces[i]));
// the heights in between are evened out, so the road doesn't ride every dip. it's never lowered though,
// as that would let the ground the heights were taken from come through the surface
{
auto const sampled{Heights};
for (std::size_t i = 1; i < count; ++i)
Heights[i] = std::max(sampled[i], 0.25 * sampled[i - 1] + 0.5 * sampled[i] + 0.25 * sampled[i + 1]);
}
std::vector<double> slopes(count);
for (std::size_t i = 0; i < count; ++i)
slopes[i] = (Heights[i + 1] - Heights[i]) / lengths[i];
// slope at each joint is shared by the pieces on both its sides, which is what rounds the profile
std::vector<double> grades(count + 1);
grades.front() = (Startgrade != nullptr ? *Startgrade : slopes.front());
grades.back() = (Endgrade != nullptr ? *Endgrade : slopes.back());
for (std::size_t i = 1; i < count; ++i)
{
auto const before{slopes[i - 1]};
auto const after{slopes[i]};
if (before * after <= 0.0)
{
// a crest or a bottom
grades[i] = 0.0;
continue;
}
auto grade{(before * lengths[i] + after * lengths[i - 1]) / (lengths[i - 1] + lengths[i])};
// kept from overshooting the heights the road is led through
auto const limit{3.0 * std::min(std::abs(before), std::abs(after))};
grades[i] = std::clamp(grade, -limit, limit);
}
for (std::size_t i = 0; i < count; ++i)
{
auto &piece{Pieces[i]};
auto &start{piece.points[segment_data::point::start]};
auto &end{piece.points[segment_data::point::end]};
auto &control1{piece.points[segment_data::point::control1]};
auto &control2{piece.points[segment_data::point::control2]};
start.y = Heights[i];
end.y = Heights[i + 1];
if (control1 == glm::dvec3{0.0} && control2 == glm::dvec3{0.0})
{
if (std::abs(grades[i] - slopes[i]) < 1e-4 && std::abs(grades[i + 1] - slopes[i]) < 1e-4)
continue; // even slope, the piece stays a plain straight
// a straight needs its control points spelled out to bend up or down
control1 = (end - start) / 3.0;
control2 = (start - end) / 3.0;
}
control1.y = grades[i] * glm::length(glm::dvec2{control1.x, control1.z});
control2.y = -grades[i + 1] * glm::length(glm::dvec2{control2.x, control2.z});
}
}
double editor_road::junction_reach(int const Lanes, float const Width)
{
// half of the road, and room for the corners
return 0.5 * std::max(1, Lanes) * Width + 6.0;
}
junction_node::state editor_road::junction(junction_kind const Kind, glm::dvec3 const &Entry, glm::dvec2 const &Heading, int const Incoming, int const Outgoing, float const Width)
{
junction_node::state state;
auto const heading{glm::length(Heading) > 1e-6 ? glm::normalize(Heading) : glm::dvec2{0.0, 1.0}};
glm::dvec2 const left{heading.y, -heading.x};
auto const reach{junction_reach(Incoming + Outgoing, Width)};
auto const spot = [&](glm::dvec2 const &Direction, double const Distance) { return glm::dvec3{Entry.x + Direction.x * Distance, Entry.y, Entry.z + Direction.y * Distance}; };
state.centre = spot(heading, reach);
auto const arm = [&](glm::dvec2 const &Direction, int const In, int const Out) {
junction_node::arm_data data;
data.position = glm::dvec3{state.centre.x + Direction.x * reach, Entry.y, state.centre.z + Direction.y * reach};
data.direction = Direction;
data.incoming = In;
data.outgoing = Out;
data.width = Width;
state.arms.emplace_back(data);
};
// the road the junction is entered by, then the others: what comes in by one leaves by them
arm(-heading, Incoming, Outgoing);
if (Kind == junction_kind::cross || Kind == junction_kind::tee_left || Kind == junction_kind::tee_right)
arm(heading, Outgoing, Incoming);
if (Kind == junction_kind::cross || Kind == junction_kind::tee_sides || Kind == junction_kind::tee_left)
arm(left, Outgoing, Incoming);
if (Kind == junction_kind::cross || Kind == junction_kind::tee_sides || Kind == junction_kind::tee_right)
arm(-left, Outgoing, Incoming);
state.normalize();
return state;
}
std::vector<std::string> const &editor_road::materials()
{
static std::vector<std::string> names;