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maszyna/editor/editorRoad.hpp

183 lines
12 KiB
C++

/*
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 <string>
#include <utility>
#include <vector>
#include <glm/glm.hpp>
#include "world/Road.h"
#include "world/RoadPoint.h"
// editor operations on the roads. a road in the scenery is a string of pieces joined end to end,
// each piece being a road node with lanes and geometry of its own; roads meet at junctions
class editor_road
{
public:
// an end of a road piece, or an arm of a junction, nothing is attached to
struct loose_end
{
road_node *road{nullptr};
junction_node *junction{nullptr};
bool atend{false}; // of a road: the end of its axis rather than the start
glm::dvec3 position{0.0};
glm::dvec3 outwards{0.0}; // direction a road would continue in
// of a road which keeps its two directions apart: the roadway of one of them, 1 for the lanes going along the axis, -1 for the ones going against it.
// 0: the end of the whole road
int half{0};
// of a junction arm, or of a single roadway: lanes of a road leading away from it
int forward{0};
int backward{0};
float width{0.f};
bool valid() const
{
return road != nullptr || junction != nullptr;
}
};
// an end of a road piece
struct piece_end
{
road_node *road{nullptr};
bool atend{false}; // the end of its axis rather than the start
};
// what an operation changed, in the form needed to take it back
struct record
{
std::vector<std::pair<road_node *, road_node::state>> roads; // pieces with what they were like before
std::vector<road_node *> roads_created;
std::vector<road_node *> roads_removed;
std::vector<std::pair<junction_node *, junction_node::state>> junctions; // junctions with what they were like before
std::vector<junction_node *> junctions_created;
std::vector<junction_node *> junctions_removed;
std::vector<std::pair<roadpoint_node *, roadpoint_node::state>> points; // crossings and traffic points with what they were like before
std::vector<roadpoint_node *> points_created;
std::vector<roadpoint_node *> points_removed;
bool empty() const
{
return roads.empty() && roads_created.empty() && roads_removed.empty() && junctions.empty() && junctions_created.empty() && junctions_removed.empty() && points.empty() &&
points_created.empty() && points_removed.empty();
}
};
// a road led out of the side of another road, or out of a junction between its arms: the junction this takes,
// and what has to be done with the roads to make room for it
struct branch
{
junction_node *junction{nullptr}; // the junction which gets another arm, nullptr if a new one is made
junction_node::state layout; // the junction as it's going to be
std::size_t arm{0}; // the arm of it made for the road
std::vector<std::pair<road_node *, road_node::state>> changes; // pieces cut short, with their new definitions
std::vector<road_node::state> added; // part of a piece left past the junction, to be made a piece of its own
std::vector<road_node *> removed; // pieces which lie within the junction
};
// true if the roads can be built and changed at all. optionally explains why they can't
static bool available(std::string *Reason = nullptr);
// true if specified road piece or junction can be changed or removed. optionally explains why it can't
static bool can_edit(road_node const &Road, std::string *Reason = nullptr);
static bool can_edit(junction_node const &Junction, std::string *Reason = nullptr);
// true if a road or a junction can be attached to specified loose end. optionally explains why it can't
static bool can_join(loose_end const &End, std::string *Reason = nullptr);
// makes road pieces out of provided definitions, with their lanes joined to the neighbours and geometry in the scene
static std::vector<road_node *> create(std::vector<road_node::state> const &States);
// replaces definitions of the pieces and makes their lanes and geometry anew
static void apply(std::vector<std::pair<road_node *, road_node::state>> const &Changes);
// replaces definitions of the junctions, and makes their geometry and the ways through them anew
static void apply(std::vector<std::pair<junction_node *, junction_node::state>> const &Changes);
// takes the pieces out of the scenery. they're kept around, so they can be brought back
static void remove(std::vector<road_node *> const &Roads);
static void revive(std::vector<road_node *> const &Roads);
// the same for the junctions
static std::vector<junction_node *> create(std::vector<junction_node::state> const &States);
static void remove(std::vector<junction_node *> const &Junctions);
static void revive(std::vector<junction_node *> const &Junctions);
// level crossings, and the points the vehicles appear at or are taken away at. these go by the lanes and the rails they find
// around them, so unlike the roads they can be changed with vehicles around
static bool can_edit(roadpoint_node const &Point, std::string *Reason = nullptr);
static std::vector<roadpoint_node *> create(std::vector<roadpoint_node::state> const &States);
static void apply(std::vector<std::pair<roadpoint_node *, roadpoint_node::state>> const &Changes);
static void remove(std::vector<roadpoint_node *> const &Points);
static void revive(std::vector<roadpoint_node *> const &Points);
// the crossing or traffic point nearest to specified point, within specified distance from it
static roadpoint_node *nearest_point(glm::dvec3 const &Point, double const Radius);
// place on the middle of a lane nearest to specified point, within specified distance from it.
// Direction: receives the way the traffic goes there. returns: false if there's no lane that close
static bool nearest_lane(glm::dvec3 const &Point, double const Reach, glm::dvec3 &Position, glm::dvec3 &Direction);
// rails crossing specified piece within specified distance from a point. Middle: receives the point of the axis halfway between
// the outermost of them, Halfspan: how far along the road these are from it. returns: false if no rails cross the piece there
static bool rails_across(road_node const &Road, glm::dvec3 const &Near, double const Reach, glm::dvec3 &Middle, double &Halfspan);
// takes a point out of a road. the two pieces which meet at it are made one, led from the far end of one to the far end
// of the other the way these ends go; a point a road ends at takes the last piece of the road with it.
// what gets done is added to Record. returns: false if it can't be done, with the reason in Error
static bool dissolve(glm::dvec3 const &Joint, record &Record, std::string &Error);
// cuts the piece in two at specified point of its axis. returns: the new piece, holding the part past the cut
static road_node *split(road_node &Road, double const T);
// the pieces which make a single road together with specified one, in no particular order
static std::vector<road_node *> chain(road_node &Road);
// the piece under specified point, or within specified distance from it
static road_node *nearest(glm::dvec3 const &Point, double const Margin);
// the junction specified point lies on
static junction_node *nearest_junction(glm::dvec3 const &Point);
// the point where pieces meet or end which is nearest to specified one, within specified distance from it. returns: false if there's none
static bool nearest_joint(glm::dvec3 const &Point, double const Radius, glm::dvec3 &Joint);
// ends of the pieces which meet at specified point
static std::vector<piece_end> ends_at(glm::dvec3 const &Point);
// junctions with an arm at specified point, each with the number of that arm
static std::vector<std::pair<junction_node *, std::size_t>> arms_at(glm::dvec3 const &Point);
// brings what's next to the ends of a piece in line with the piece, after its lanes or its width were changed:
// a junction gets its arm made for the lanes the piece has now, a neighbouring piece with the same lanes is made as wide
// as the piece where they meet, and one with other lanes is led to the lanes of the piece: its end, or the whole of it if it's short,
// becomes a piece which gains or loses lanes along the way. what gets done is added to Record, what couldn't be done to Notes
static void settle(road_node &Road, record &Record, std::string &Notes);
// width shared by all lanes of the road at specified value of the curve parameter of its axis. returns: false if the lanes differ in width
static bool lane_width(road_node::state const &State, double const T, float &Width);
// lays out a junction for a road leaving the side of specified piece at specified value of the curve parameter of its axis.
// Direction: the way the road leaves; Incoming, Outgoing: lanes of that road leading into the junction and out of it.
// nothing is changed until the result is carried out. returns: false if it can't be done, with the reason in Error
static bool branch_from(road_node &Road, double const T, glm::dvec2 const &Direction, int const Incoming, int const Outgoing, float const Width, branch &Result, std::string &Error);
// the same for a road leaving a junction between its arms, which gives the junction another arm
static bool branch_from(junction_node &Junction, glm::dvec2 const &Direction, int const Incoming, int const Outgoing, float const Width, branch &Result, std::string &Error);
// makes the junction laid out for a branch, or gives the existing one its new arm, and cuts the roads to fit. what it does is added to Record.
// returns: the junction
static junction_node *carry_out(branch const &Branch, record &Record);
// value of the curve parameter for the point of the axis nearest to specified point
static double nearest_parameter(road_node::state const &State, glm::dvec3 const &Point);
// end of a road with nothing attached, within specified distance from specified point; optionally arms of junctions too
static loose_end find_end(glm::dvec3 const &Point, double const Radius, bool const Junctions = true);
// lays out axes of the pieces for a road leading from a point to another. the directions are optional requirements
// for the road at its ends; without them it starts straight at the target, with them it bends to meet them.
// returns: the axes in order, or nothing if there's no reasonable road to make, with the reason in Error
static std::vector<segment_data> plan(glm::dvec3 const &Start, glm::dvec2 const *Direction, glm::dvec3 const &Target, glm::dvec2 const *Enddirection, bool const Straight, std::string &Error);
// cuts the pieces so none is longer than specified
static std::vector<segment_data> refine(std::vector<segment_data> const &Pieces, double const Length);
// gives a string of pieces a smooth profile running through provided heights.
// Heights: one for the start of each piece and one for the end of the last. these of the ends are kept, the others are evened out:
// the dips are filled while the tops stay, so the ground the heights were taken from doesn't come through the road.
// Startgrade, Endgrade: slopes to keep at the ends, to carry on what the road joins; nullptr for none
static void profile(std::vector<segment_data> &Pieces, std::vector<double> Heights, double const *Startgrade, double const *Endgrade);
// length of the path seen from above
static double planar_length(segment_data const &Path);
// slope of the path at its end, in the direction it's laid out
static double end_grade(segment_data const &Path);
// lays out the pieces of a roundabout: a one-way road going around specified point, to the left of the traffic.
// Radius: of the axis of that road; Layout: what the road is like. the lanes it has along its axis are the ones the roundabout gets.
// Island: what the middle is covered with, "none" to leave the ground showing
static std::vector<road_node::state> roundabout(glm::dvec3 const &Centre, double const Radius, road_node::state const &Layout, std::string const &Island);
// names of materials and images present in the texture folder, to pick from
static std::vector<std::string> const &materials();
private:
// takes down what depends on the listed pieces and junctions, lets the caller change them, then builds it all again
template <class Change_>
static void refresh(std::vector<road_node *> const &Roads, std::vector<junction_node *> const &Junctions, Change_ Change);
static std::vector<road_node *> neighbours(road_node const &Road);
};