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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-11-01 05:42:44 +01:00
Files
maszyna/world/Segment.h
maj00r 2b8d7d7cf3 refactor(track): what goes with unevenness in one place, readable
The rules stay in TrackUneven.h with no dependence on the engine, as they can
be tested. Their use on the tracks moves out of Track.cpp to TrackUneven.cpp,
split into steps: the group of switches, the values of its paths, the meeting
of two ends. One set of helpers for the paths of a track takes the place of
the same conditions written out in several places, and the value at the ends
of a switch is worked out in one place. The clatter of an axle leaves the long
Update of a vehicle. The fields in the editor say themselves when they show.

No change in behaviour.
2026-10-31 19:05:56 +01:00

189 lines
7.0 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 <optional>
#include "utilities/Classes.h"
#include "rendering/geometrybank.h"
#include "world/TrackUneven.h"
#include <glm/glm.hpp>
struct map_colored_paths {
std::vector<gfx::geometrybank_handle> switches;
std::vector<gfx::geometrybank_handle> occupied;
std::vector<gfx::geometrybank_handle> future;
std::vector<gfx::geometrybank_handle> highlighted;
};
struct segment_data {
// types
enum point {
start = 0,
control1,
control2,
end
};
// members
std::array<glm::dvec3, 4> points {};
std::array<float, 2> rolls {};
float radius {};
// constructors
segment_data() = default;
// methods
void deserialize( cParser &Input, glm::dvec3 const &Offset );
};
class TSegment
{ // aproksymacja toru (zwrotnica ma dwa takie, jeden z nich jest aktywny)
private:
glm::dvec3 Point1;
glm::dvec3 CPointOut;
glm::dvec3 CPointIn;
glm::dvec3 Point2;
float fRoll1 { 0.f };
float fRoll2 { 0.f }; // przechyłka na końcach
float m_designrolls[ 2 ] { 0.f, 0.f }; // as entered; the two above can differ at a joint
bool m_uneven { false }; // see TrackUneven.h
int m_path { 0 }; // which path of a switch
// where the path meets the next one: the middle of their ends and their common vector across
std::optional<std::pair<glm::dvec3, glm::dvec3>> m_joints[ 2 ];
double fLength { -1.0 }; // długość policzona
std::vector<double> fTsBuffer; // wartości parametru krzywej t dla równych odcinków s
std::vector<double> fTsSlope; // nachylenie dt/du (= dt/ds * fStep) w tych samych punktach
double fStep = 0.0;
int iSegCount = 0; // ilość odcinków do rysowania krzywej
double fDirection = 0.0; // Ra: kąt prostego w planie; dla łuku kąt od Point1
double fStoop = 0.0; // Ra: kąt wzniesienia; dla łuku od Point1
glm::dvec3 vA;
glm::dvec3 vB;
glm::dvec3 vC; // współczynniki wielomianów trzeciego stopnia vD==Point1
TTrack *pOwner = nullptr; // wskaźnik na właściciela
glm::dvec3 GetFirstDerivative(double const fTime) const;
double RombergIntegral(double const fA, double const fB) const;
void InitTFromSInterpolateData();
double GetTFromS(double const s) const;
double FastGetTFromS(double const s) const;
glm::dvec3 RaInterpolate(double const t) const;
glm::dvec3 RaInterpolate0(double const t) const;
// moves a lofted vertex with the unevenness of the track
void settle_vertex( gfx::basic_vertex &Vertex, glm::dvec3 const &Origin, glm::vec3 const &Position, glm::vec3 const &Parallel, double const Distance ) const;
// displacement of a point by the unevenness, at a distance along the path
glm::dvec3 stray( glm::dvec3 const &Point, track_uneven::amounts const &Amount, double const Distance ) const;
// a point of the path at a distance, past its ends straight on: the polynomial would run off on a short curved path
glm::dvec3 point_extended( double const Distance ) const;
void design_position( double const fDistance, glm::dvec3 &position, glm::vec3 &rotation ) const;
public:
bool bCurve = false;
explicit TSegment(TTrack *owner);
bool Init(glm::dvec3 NewPoint1, glm::dvec3 NewPoint2, double fNewStep, double fNewRoll1 = 0, double fNewRoll2 = 0);
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);
double
ComputeLength() const; // McZapkie-150503
// finds point on segment closest to specified point in 3d space. returns: point on segment as value in range 0-1
double
find_nearest_point( glm::dvec3 const &Point ) const;
inline
glm::dvec3
GetDirection1() const {
return bCurve ? CPointOut - Point1 : CPointOut; };
inline
glm::dvec3
GetDirection2() const {
return bCurve ? CPointIn - Point2 : CPointIn; };
glm::dvec3
GetDirection(double const fDistance) const;
inline
glm::dvec3
GetDirection() const {
return CPointOut; };
glm::dvec3
FastGetDirection(double const fDistance, double const fOffset) const;
/*
Math3D::vector3
GetPoint(double const fDistance) const;
*/
/// <summary>
/// ustalenie pozycji osi na torze, przechyłki, pochylenia i kierunku jazdy
/// </summary>
/// <param name="fDistance">Distance from p1</param>
/// <param name="position">Calculated position</param>
/// <param name="rotation">Calculated rotation</param>
void RaPositionGet(double const fDistance, glm::dvec3 &position, glm::vec3 &rotation) const;
// call before Init, it sets the density of the geometry
void
set_uneven( bool const Uneven, int const Path = 0 ) {
m_uneven = Uneven;
m_path = Path; }
glm::dvec3
end_point( int const End ) const {
return End == 0 ? Point1 : Point2; }
// a point of the path and the unit vector across it in the plan
void
plan_frame( double const Distance, glm::dvec3 &Point, glm::dvec3 &Across ) const;
float
design_roll( int const End ) const {
return m_designrolls[ End ]; }
void
set_joint( int const End, std::optional<std::pair<glm::dvec3, glm::dvec3>> const &Joint, float const Roll ) {
m_joints[ End ] = Joint;
( End == 0 ? fRoll1 : fRoll2 ) = Roll; }
// second derivative of the displacement along the path; times speed squared: acceleration of an axle
glm::dvec3
uneven_bend( double const Distance ) const;
glm::dvec3 FastGetPoint(double const t) const;
inline
glm::dvec3
FastGetPoint_0() const {
return Point1; };
inline
glm::dvec3
FastGetPoint_1() const {
return Point2; };
inline
float
GetRoll(double const Distance) const {
return std::lerp( fRoll1, fRoll2, static_cast<float>(Distance / fLength) ); }
inline
void
GetRolls(float &r1, float &r2) const {
// pobranie przechyłek (do generowania trójkątów)
r1 = fRoll1;
r2 = fRoll2; }
bool
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 );
/*
void
Render();
*/
inline
double
GetLength() const {
return fLength; };
inline
int
RaSegCount() const {
return fTsBuffer.empty() ? 1 : iSegCount; };
void
render_lines(std::vector<gfx::basic_vertex> &out, float quality = 1.0f) const;
glm::vec3
get_nearest_point(const glm::dvec3 &point, float quality = 1.0f) const;
};
//---------------------------------------------------------------------------