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maszyna/world/Road.h

154 lines
5.4 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 <array>
#include <string>
#include <vector>
#include <glm/glm.hpp>
#include "utilities/Classes.h"
#include "utilities/Names.h"
#include "scene/scenenode.h"
#include "world/Segment.h"
namespace scene
{
struct scratch_data;
}
// a piece of a road for wheeled traffic: an axis, and a cross-section which stays the same along it.
// the node itself is neither driven on nor drawn. it produces the lanes, which are ordinary invisible one-way tracks,
// and the surface, the sides and the markings, which are ordinary shapes. this way the vehicles, the ai and the renderers
// deal with a road without knowing about it.
// scenery entry:
// node <max> <min> <name> road <axis, laid out like a path of a track> [<property> <values>]... endroad
class road_node : public scene::basic_node
{
public:
// types
enum class side_type
{
none,
shoulder, // level with the surface, closed with a bank
sidewalk // raised on a kerb
};
enum class marking_colour
{
none,
white,
orange
};
// which of two neighbouring lanes can be left across the line they share; the lanes are taken left to right, facing along the axis
enum lane_change : int
{
change_none = 0,
change_toright = 1, // from the left lane to the right one
change_toleft = 2, // from the right lane to the left one
change_both = 3
};
struct lane_data
{
float width{3.5f};
float velocity{-1.f}; // speed limit, none if negative
TTrack *track{nullptr}; // the generated path; owned by the path table, like every other track
};
struct side_data
{
side_type type{side_type::none};
float width{0.f};
std::string material;
};
// constructors
explicit road_node(scene::node_data const &Nodedata);
// methods
// restores content of the node from provided input stream; reads up to and including the closing 'endroad'
void import(cParser &Input, glm::dvec3 const &Offset);
// creates paths of the lanes and hands them over to the simulation
void create_lanes();
// links lanes of opposite directions at an end of the road which leads nowhere, so the vehicles can turn back
void close_ends();
// generates geometry of the surface, the sides and the markings
std::vector<scene::shape_node> create_shapes() const;
// identifier of a lane: f1..fn go along the axis and b1..bn against it, both counted outwards from where the directions meet
std::string lane_id(std::size_t const Lane) const;
// distance of the middle of a lane from the axis, positive to the left when facing along the axis
double lane_offset(std::size_t const Lane) const;
// combined width of the lanes
double width() const;
// lanes, left to right when facing along the axis: the ones going against it, outermost first, then the ones going along it
std::vector<lane_data> const &lanes() const
{
return m_lanes;
}
// permissions to change the lane, one for each pair of neighbouring lanes
std::vector<int> const &lane_changes() const
{
return m_changes;
}
segment_data const &axis() const
{
return m_axis;
}
private:
// methods
// radius() subclass details, calculates node's bounding radius
float radius_() override;
// serialize() subclass details, sends content of the subclass to provided stream
void serialize_(std::ostream &Output) const override;
// deserialize() subclass details, restores content of the subclass from provided stream
void deserialize_(std::istream &Input) override;
// export() subclass details, sends basic content of the class in legacy (text) format to provided stream
void export_as_text_(std::ostream &Output) const override;
// number of a lane in the left to right order, -1 if the road has no lane with such identifier
int lane_index(std::string const &Id) const;
// permission to change the lane a pair of neighbouring lanes gets if the scenery doesn't say otherwise
int default_change(std::size_t const Boundary) const;
// shape of the middle of a lane, laid out in the direction of travel
segment_data lane_path(std::size_t const Lane) const;
// creates a path for the vehicles and registers it with the simulation
TTrack *create_track(std::string const &Name, segment_data const &Path, float const Width, float const Velocity);
// members
segment_data m_axis;
int m_forward{1}; // number of lanes going along the axis
int m_backward{1}; // number of lanes going against the axis
float m_lanewidth{3.5f};
float m_velocity{-1.f};
std::vector<lane_data> m_lanes;
std::vector<int> m_changes;
std::string m_surface{"asphaltdark1"};
float m_texturelength{4.f};
std::array<side_data, 2> m_sides; // left, right
float m_kerbheight{0.12f};
glm::vec2 m_slope{1.f, 0.4f}; // width and drop of the bank which closes a shoulder
marking_colour m_markings{marking_colour::white};
float m_friction{0.85f};
float m_sounddistance{25.f};
int m_quality{15};
std::string m_environment{"flat"};
std::vector<TTrack *> m_turns; // paths made to close loose ends of the road
};
// collection of roads present in the scene
class road_table : public basic_table<road_node>
{
public:
// legacy style initialization, to be performed when the tracks are already joined
void InitRoads();
// generates geometry of the roads and inserts it in the region
void create_geometry(scene::scratch_data &Scratchpad);
};
//---------------------------------------------------------------------------