/* 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/. */ #include "stdafx.h" #include "editor/editorRoad.hpp" #include "editor/editorTrack.hpp" #include "world/Track.h" #include "scene/scene.h" #include "scene/scenelayers.h" #include "simulation/simulation.h" #include "utilities/Globals.h" #include "utilities/utilities.h" #include #include #include #include namespace { double const kSamePoint{0.25}; // ends of two pieces this close are taken for joined double const kPieceLength{50.0}; // longest piece the planner makes double const kPieceTurn{glm::radians(30.0)}; // largest turn of a single piece double const kShortestRoad{2.0}; double const kTightestRadius{6.0}; void add_unique(std::vector &Roads, road_node *Road) { if (Road != nullptr && std::find(Roads.begin(), Roads.end(), Road) == Roads.end()) Roads.emplace_back(Road); } glm::dvec3 axis_end(road_node::state const &State, bool const Atend) { return State.axis.points[Atend ? segment_data::point::end : segment_data::point::start]; } // roads other than the specified one, with an end at specified point std::vector roads_at(glm::dvec3 const &Point, road_node const *Exclude) { std::vector result; for (auto *road : simulation::Roads.sequence()) { if (road == nullptr || road == Exclude || road->m_editorremoved) continue; for (auto const atend : {false, true}) { if (glm::distance(axis_end(road->definition(), atend), Point) < kSamePoint) { result.emplace_back(road); break; } } } return result; } // junctions with an arm at specified point std::vector junctions_at(glm::dvec3 const &Point) { std::vector 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 &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(Path.rolls[0] + (Path.rolls[1] - Path.rolls[0]) * From), static_cast(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 const &Tracks) { for (auto *track : Tracks) if (track != nullptr) editor_track::retire(*track); } // smallest radius of the bend made by a bezier curve, seen from above; 0 if the curve is practically straight double tightest_radius(segment_data const &Path) { auto const &p0{Path.points[segment_data::point::start]}; auto const &p3{Path.points[segment_data::point::end]}; auto const p1{p0 + Path.points[segment_data::point::control1]}; auto const p2{p3 + Path.points[segment_data::point::control2]}; double curvature{0.0}; for (int i = 0; i <= 16; ++i) { auto const t{i / 16.0}; auto const u{1.0 - t}; auto const first{3.0 * u * u * (p1 - p0) + 6.0 * u * t * (p2 - p1) + 3.0 * t * t * (p3 - p2)}; auto const second{6.0 * u * (p2 - 2.0 * p1 + p0) + 6.0 * t * (p3 - 2.0 * p2 + p1)}; auto const speedsquared{first.x * first.x + first.z * first.z}; if (speedsquared < 1e-9) continue; curvature = std::max(curvature, std::abs(second.x * first.z - second.z * first.x) / (speedsquared * std::sqrt(speedsquared))); } return curvature > 1e-5 ? 1.0 / curvature : 0.0; } } bool editor_road::available(std::string *Reason) { if (Global.NvRenderer) { if (Reason != nullptr) *Reason = "Geometry of the roads can't be rebuilt with the experimental renderer"; return false; } if (simulation::Region == nullptr) { if (Reason != nullptr) *Reason = "No scenery is loaded"; return false; } return true; } bool editor_road::can_edit(road_node const &Road, std::string *Reason) { std::string reason; if (false == available(&reason)) { // reason was filled by the call } else if (Road.merged()) { reason = "the scenery wasn't opened for editing (-edit), geometry of the roads it came with can't be taken apart"; } else if (false == scene::Layers.editable(&Road, &reason)) { // reason was filled by the call } else if (Road.occupied()) { reason = "there are vehicles on it"; } else { // the paths made to turn the vehicles back at the loose ends of the neighbours go away too for (auto const *neighbour : neighbours(Road)) for (auto const *turn : neighbour->turns()) 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(); } std::vector editor_road::neighbours(road_node const &Road) { std::vector result; if (Road.m_editorremoved) return result; for (auto const atend : {false, true}) for (auto *road : roads_at(axis_end(Road.definition(), atend), &Road)) add_unique(result, road); return result; } template void editor_road::refresh(std::vector const &Roads, std::vector const &Junctions, Change_ Change) { // 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 affected; std::vector crossings; auto const gather = [&]() { std::vector roads{affected}; std::vector 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 things next to other ones gather(); std::vector lanes; for (auto *road : Roads) { if (road->m_editorremoved) continue; road->create_lanes(); road->show(); lanes.insert(lanes.end(), road->tracks().begin(), road->tracks().end()); } // 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(); } std::vector editor_road::create(std::vector const &States) { static int counter{0}; std::vector created; if (false == available()) return created; for (auto const &state : States) { scene::node_data data; data.type = "road"; data.range_max = -1.0; data.layer = scene::Layers.active(); // null_handle unless the scenery was opened for editing // the name is what the lanes are known by to the vehicles put on them, so each piece needs one of its own do { data.name = "road_" + std::to_string(++counter); } while (simulation::Roads.find(data.name) != nullptr); auto *road{new road_node(data)}; road->define(state); road->mark_dirty(); simulation::Roads.insert(road); scene::Layers.count(road->layer(), scene::layer_item::track); created.emplace_back(road); } refresh(created, {}, []() {}); return created; } void editor_road::apply(std::vector> const &Changes) { std::vector roads; for (auto const &change : Changes) add_unique(roads, change.first); if (roads.empty()) return; refresh(roads, {}, [&]() { for (auto const &change : Changes) { change.first->define(change.second); change.first->mark_dirty(); } }); } void editor_road::remove(std::vector const &Roads) { std::vector roads; for (auto *road : Roads) if (road != nullptr && false == road->m_editorremoved) add_unique(roads, road); if (roads.empty()) return; refresh(roads, {}, [&]() { for (auto *road : roads) { road->m_editorremoved = true; scene::Layers.count(road->layer(), scene::layer_item::track, -1); } }); } void editor_road::revive(std::vector const &Roads) { std::vector roads; for (auto *road : Roads) if (road != nullptr && road->m_editorremoved) add_unique(roads, road); if (roads.empty()) return; refresh(roads, {}, [&]() { for (auto *road : roads) { road->m_editorremoved = false; road->mark_dirty(); scene::Layers.count(road->layer(), scene::layer_item::track); } }); } std::vector editor_road::create(std::vector const &States) { static int counter{0}; std::vector 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 const &Junctions) { std::vector 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 const &Junctions) { std::vector 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) return nullptr; auto first{Road.definition()}; auto second{first}; auto const &path{Road.definition().axis}; auto const p0{path.points[segment_data::point::start]}; auto const p3{path.points[segment_data::point::end]}; if (path.points[segment_data::point::control1] == glm::dvec3{0.0} && path.points[segment_data::point::control2] == glm::dvec3{0.0}) { auto const middle{glm::mix(p0, p3, T)}; first.axis.points[segment_data::point::end] = middle; second.axis.points[segment_data::point::start] = middle; } else { auto const p1{p0 + path.points[segment_data::point::control1]}; auto const p2{p3 + path.points[segment_data::point::control2]}; auto const p01{glm::mix(p0, p1, T)}; auto const p12{glm::mix(p1, p2, T)}; auto const p23{glm::mix(p2, p3, T)}; auto const p012{glm::mix(p01, p12, T)}; auto const p123{glm::mix(p12, p23, T)}; auto const middle{glm::mix(p012, p123, T)}; first.axis.points[segment_data::point::control1] = p01 - p0; first.axis.points[segment_data::point::control2] = p012 - middle; first.axis.points[segment_data::point::end] = middle; second.axis.points[segment_data::point::start] = middle; second.axis.points[segment_data::point::control1] = p123 - middle; second.axis.points[segment_data::point::control2] = p23 - p3; } auto const roll{static_cast(path.rolls[0] + (path.rolls[1] - path.rolls[0]) * T)}; first.axis.rolls[1] = roll; second.axis.rolls[0] = roll; apply({{&Road, first}}); auto const created{create({second})}; return created.empty() ? nullptr : created.front(); } std::vector editor_road::chain(road_node &Road) { std::vector result{&Road}; for (std::size_t idx = 0; idx < result.size(); ++idx) { for (auto const atend : {false, true}) { // a road goes on only where exactly two pieces meet auto const next{roads_at(axis_end(result[idx]->definition(), atend), result[idx])}; if (next.size() == 1) add_unique(result, next.front()); } } return result; } double editor_road::nearest_parameter(road_node::state const &State, glm::dvec3 const &Point) { auto const distance = [&](double const T) { auto const position{State.point(T)}; return glm::distance(glm::dvec2{position.x, position.z}, glm::dvec2{Point.x, Point.z}); }; double best{0.0}; for (int i = 1; i <= 64; ++i) if (distance(i / 64.0) < distance(best)) best = i / 64.0; double step{1.0 / 64.0}; for (int i = 0; i < 24; ++i) { step *= 0.5; if (best - step >= 0.0 && distance(best - step) < distance(best)) best -= step; else if (best + step <= 1.0 && distance(best + step) < distance(best)) best += step; } return best; } road_node *editor_road::nearest(glm::dvec3 const &Point, double const Margin) { road_node *result{nullptr}; double best{std::numeric_limits::max()}; for (auto *road : simulation::Roads.sequence()) { if (road == nullptr || road->m_editorremoved) continue; auto const &state{road->definition()}; auto const reach{0.5 * state.width() + std::max(state.sides[0].width, state.sides[1].width) + Margin}; if (glm::distance(road->location(), Point) > 0.5 * state.length() + reach + 10.0) continue; auto const position{state.point(nearest_parameter(state, Point))}; auto const distance{glm::distance(glm::dvec2{position.x, position.z}, glm::dvec2{Point.x, Point.z})}; // roads passing over or under the point don't count if (distance > reach || std::abs(position.y - Point.y) > 3.0) continue; if (distance < best) { best = distance; result = road; } } return result; } junction_node *editor_road::nearest_junction(glm::dvec3 const &Point) { junction_node *result{nullptr}; double best{std::numeric_limits::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}; for (auto *road : simulation::Roads.sequence()) { if (road == nullptr || road->m_editorremoved) continue; auto const &state{road->definition()}; for (auto const atend : {false, true}) { 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() || 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; } std::vector editor_road::plan(glm::dvec3 const &Start, glm::dvec2 const *Direction, glm::dvec3 const &Target, glm::dvec2 const *Enddirection, bool const Straight, std::string &Error) { std::vector pieces; glm::dvec2 const chord{Target.x - Start.x, Target.z - Start.z}; auto const span{glm::length(chord)}; if (span < kShortestRoad) { Error = "Too short"; return pieces; } // straight road, cut into pieces of reasonable length auto const straight = [&](glm::dvec3 const &End) { auto const count{std::max(1, static_cast(std::ceil(glm::distance(Start, End) / kPieceLength)))}; for (int i = 0; i < count; ++i) { segment_data piece; piece.points[segment_data::point::start] = glm::mix(Start, End, static_cast(i) / count); piece.points[segment_data::point::end] = glm::mix(Start, End, static_cast(i + 1) / count); pieces.emplace_back(piece); } }; if (Direction != nullptr && Enddirection != nullptr) { // both ends are tied, which leaves a single curve with the tangents set if (glm::dot(*Direction, chord) < 0.1 * span || glm::dot(*Enddirection, chord) < 0.1 * span) { Error = "The road would have to turn back to meet the end"; return pieces; } auto const rise{(Target.y - Start.y) / 3.0}; segment_data piece; piece.points[segment_data::point::start] = Start; piece.points[segment_data::point::end] = Target; piece.points[segment_data::point::control1] = glm::dvec3{Direction->x * span / 3.0, rise, Direction->y * span / 3.0}; piece.points[segment_data::point::control2] = glm::dvec3{-Enddirection->x * span / 3.0, -rise, -Enddirection->y * span / 3.0}; auto const radius{tightest_radius(piece)}; if (radius == 0.0) { pieces.clear(); straight(Target); return pieces; } if (radius < kTightestRadius) { Error = "The bend is too tight"; return pieces; } piece.radius = static_cast(radius); pieces.emplace_back(piece); return pieces; } if (Direction == nullptr && Enddirection != nullptr) { // only the far end is tied: the same road as the one leading back from there, turned around glm::dvec2 const back{-*Enddirection}; auto reversed{plan(Target, &back, Start, nullptr, Straight, Error)}; for (auto &piece : reversed) { std::swap(piece.points[segment_data::point::start], piece.points[segment_data::point::end]); std::swap(piece.points[segment_data::point::control1], piece.points[segment_data::point::control2]); } std::reverse(reversed.begin(), reversed.end()); return reversed; } if (Direction == nullptr) { straight(Target); return pieces; } // the road leaves the start in set direction, and reaches the target with an arc auto const forward{*Direction}; glm::dvec2 const left{forward.y, -forward.x}; auto const along{glm::dot(chord, forward)}; auto const side{glm::dot(chord, left)}; if (Straight || std::abs(side) < 0.02 * span) { if (along < kShortestRoad) { Error = "The target is behind the start"; return pieces; } straight(glm::dvec3{Start.x + forward.x * along, Target.y, Start.z + forward.y * along}); return pieces; } auto const turn{2.0 * std::atan2(side, along)}; // positive to the left auto const radius{span * span / (2.0 * side)}; // likewise if (std::abs(turn) > glm::radians(170.0)) { Error = "The road would have to turn back to reach the target"; return pieces; } if (std::abs(radius) < kTightestRadius) { Error = "The bend is too tight"; return pieces; } glm::dvec2 const start{Start.x, Start.z}; auto const centre{start + left * radius}; auto const count{std::max(1, static_cast(std::ceil(std::max(std::abs(turn) / kPieceTurn, std::abs(radius * turn) / kPieceLength))))}; auto const handle{4.0 / 3.0 * std::tan(std::abs(turn) / count / 4.0) * std::abs(radius)}; auto const rise{(Target.y - Start.y) / count}; for (int i = 0; i < count; ++i) { auto const angle0{turn * i / count}; auto const angle1{turn * (i + 1) / count}; auto const point0{centre - left * (radius * std::cos(angle0)) + forward * (radius * std::sin(angle0))}; auto const point1{centre - left * (radius * std::cos(angle1)) + forward * (radius * std::sin(angle1))}; auto const tangent0{forward * std::cos(angle0) + left * std::sin(angle0)}; auto const tangent1{forward * std::cos(angle1) + left * std::sin(angle1)}; segment_data piece; piece.points[segment_data::point::start] = glm::dvec3{point0.x, Start.y + rise * i, point0.y}; piece.points[segment_data::point::end] = glm::dvec3{point1.x, Start.y + rise * (i + 1), point1.y}; piece.points[segment_data::point::control1] = glm::dvec3{tangent0.x * handle, rise / 3.0, tangent0.y * handle}; piece.points[segment_data::point::control2] = glm::dvec3{-tangent1.x * handle, -rise / 3.0, -tangent1.y * handle}; piece.radius = static_cast(std::abs(radius)); pieces.emplace_back(piece); } // the arc is worked out from the start, make sure it ends exactly at the target pieces.back().points[segment_data::point::end] = Target; 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 editor_road::refine(std::vector const &Pieces, double const Length) { std::vector result; for (auto const &piece : Pieces) { auto const count{std::max(1, static_cast(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(i) / count, static_cast(i + 1) / count)); } return result; } void editor_road::profile(std::vector &Pieces, std::vector Heights, double const *Startgrade, double const *Endgrade) { auto const count{Pieces.size()}; if (count == 0 || Heights.size() != count + 1) return; std::vector 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 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 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 const &editor_road::materials() { static std::vector names; static bool scanned{false}; if (scanned) return names; scanned = true; std::set found; std::error_code error; for (std::filesystem::directory_iterator file{Global.asCurrentTexturePath, std::filesystem::directory_options::skip_permission_denied, error}, end; file != end; file.increment(error)) { if (error || false == file->is_regular_file(error)) continue; auto extension{file->path().extension().string()}; std::transform(extension.begin(), extension.end(), extension.begin(), [](unsigned char c) { return static_cast(std::tolower(c)); }); if (extension != ".mat" && extension != ".dds" && extension != ".tga" && extension != ".png" && extension != ".bmp" && extension != ".jpg" && extension != ".ktx" && extension != ".tex") continue; auto name{file->path().stem().string()}; std::transform(name.begin(), name.end(), name.begin(), [](unsigned char c) { return static_cast(std::tolower(c)); }); // names with spaces can't be put in a scenery file if (name.empty() || name.find(' ') != std::string::npos) continue; found.emplace(name); } names.assign(found.begin(), found.end()); return names; }