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- A path of no length gave a joint with a vector across of NaN to the path joined to it, on any scenery, with unevenness or not. It now has no vector across, and so makes no joint. - Axles no longer stray along the track. It moved vehicles against each other, changing the distance their couplers go by. - The bend under an axle goes straight on past the ends of a path: the polynomial ran off on a short curved one, with a kick in the cab shake. - A track left out of its rail run, where tracks are joined one way only, no longer walks the whole run again on every call. - The clatter of an axle goes by the outer axle on its side of the vehicle, and not always by the same one, as the two can be on different tracks. - A vertex works out the amounts once, and the foot of the ballast not at all.
186 lines
6.9 KiB
C++
186 lines
6.9 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include <optional>
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#include "utilities/Classes.h"
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#include "rendering/geometrybank.h"
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#include "world/TrackUneven.h"
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#include <glm/glm.hpp>
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struct map_colored_paths {
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std::vector<gfx::geometrybank_handle> switches;
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std::vector<gfx::geometrybank_handle> occupied;
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std::vector<gfx::geometrybank_handle> future;
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std::vector<gfx::geometrybank_handle> highlighted;
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};
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struct segment_data {
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// types
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enum point {
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start = 0,
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control1,
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control2,
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end
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};
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// members
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std::array<glm::dvec3, 4> points {};
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std::array<float, 2> rolls {};
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float radius {};
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// constructors
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segment_data() = default;
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// methods
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void deserialize( cParser &Input, glm::dvec3 const &Offset );
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};
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class TSegment
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{ // aproksymacja toru (zwrotnica ma dwa takie, jeden z nich jest aktywny)
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private:
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glm::dvec3 Point1;
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glm::dvec3 CPointOut;
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glm::dvec3 CPointIn;
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glm::dvec3 Point2;
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float fRoll1 { 0.f };
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float fRoll2 { 0.f }; // przechyłka na końcach
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float m_designrolls[ 2 ] { 0.f, 0.f }; // as entered; the two above can differ at a joint
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bool m_uneven { false }; // see TrackUneven.h
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int m_path { 0 }; // which path of a switch
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// where the path meets the next one: the middle of their ends and their common vector across
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std::optional<std::pair<glm::dvec3, glm::dvec3>> m_joints[ 2 ];
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double fLength { -1.0 }; // długość policzona
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std::vector<double> fTsBuffer; // wartości parametru krzywej t dla równych odcinków s
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std::vector<double> fTsSlope; // nachylenie dt/du (= dt/ds * fStep) w tych samych punktach
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double fStep = 0.0;
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int iSegCount = 0; // ilość odcinków do rysowania krzywej
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double fDirection = 0.0; // Ra: kąt prostego w planie; dla łuku kąt od Point1
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double fStoop = 0.0; // Ra: kąt wzniesienia; dla łuku od Point1
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glm::dvec3 vA;
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glm::dvec3 vB;
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glm::dvec3 vC; // współczynniki wielomianów trzeciego stopnia vD==Point1
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TTrack *pOwner = nullptr; // wskaźnik na właściciela
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glm::dvec3 GetFirstDerivative(double const fTime) const;
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double RombergIntegral(double const fA, double const fB) const;
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void InitTFromSInterpolateData();
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double GetTFromS(double const s) const;
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double FastGetTFromS(double const s) const;
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glm::dvec3 RaInterpolate(double const t) const;
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glm::dvec3 RaInterpolate0(double const t) const;
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// moves a lofted vertex with the unevenness of the track
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void settle_vertex( gfx::basic_vertex &Vertex, glm::dvec3 const &Origin, glm::vec3 const &Position, glm::vec3 const &Parallel, double const Distance ) const;
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// displacement of a point by the unevenness, at a distance along the path
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glm::dvec3 stray( glm::dvec3 const &Point, track_uneven::amounts const &Amount, double const Distance ) const;
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// a point of the path at a distance, past its ends straight on: the polynomial would run off on a short curved path
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glm::dvec3 point_extended( double const Distance ) const;
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void design_position( double const fDistance, glm::dvec3 &position, glm::vec3 &rotation ) const;
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public:
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bool bCurve = false;
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explicit TSegment(TTrack *owner);
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bool Init(glm::dvec3 NewPoint1, glm::dvec3 NewPoint2, double fNewStep, double fNewRoll1 = 0, double fNewRoll2 = 0);
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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);
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double
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ComputeLength() const; // McZapkie-150503
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// finds point on segment closest to specified point in 3d space. returns: point on segment as value in range 0-1
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double
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find_nearest_point( glm::dvec3 const &Point ) const;
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inline
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glm::dvec3
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GetDirection1() const {
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return bCurve ? CPointOut - Point1 : CPointOut; };
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inline
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glm::dvec3
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GetDirection2() const {
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return bCurve ? CPointIn - Point2 : CPointIn; };
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glm::dvec3
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GetDirection(double const fDistance) const;
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inline
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glm::dvec3
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GetDirection() const {
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return CPointOut; };
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glm::dvec3
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FastGetDirection(double const fDistance, double const fOffset) const;
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/*
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Math3D::vector3
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GetPoint(double const fDistance) const;
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*/
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/// <summary>
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/// ustalenie pozycji osi na torze, przechyłki, pochylenia i kierunku jazdy
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/// </summary>
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/// <param name="fDistance">Distance from p1</param>
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/// <param name="position">Calculated position</param>
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/// <param name="rotation">Calculated rotation</param>
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void RaPositionGet(double const fDistance, glm::dvec3 &position, glm::vec3 &rotation) const;
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// call before Init, it sets the density of the geometry
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void
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set_uneven( bool const Uneven, int const Path = 0 ) {
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m_uneven = Uneven;
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m_path = Path; }
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// a point of the path and the unit vector across it in the plan
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void
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plan_frame( double const Distance, glm::dvec3 &Point, glm::dvec3 &Across ) const;
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float
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design_roll( int const End ) const {
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return m_designrolls[ End ]; }
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void
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set_joint( int const End, std::optional<std::pair<glm::dvec3, glm::dvec3>> const &Joint, float const Roll ) {
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m_joints[ End ] = Joint;
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( End == 0 ? fRoll1 : fRoll2 ) = Roll; }
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// second derivative of the displacement along the path; times speed squared: acceleration of an axle
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glm::dvec3
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uneven_bend( double const Distance ) const;
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glm::dvec3 FastGetPoint(double const t) const;
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inline
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glm::dvec3
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FastGetPoint_0() const {
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return Point1; };
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inline
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glm::dvec3
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FastGetPoint_1() const {
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return Point2; };
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inline
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float
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GetRoll(double const Distance) const {
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return std::lerp( fRoll1, fRoll2, static_cast<float>(Distance / fLength) ); }
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inline
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void
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GetRolls(float &r1, float &r2) const {
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// pobranie przechyłek (do generowania trójkątów)
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r1 = fRoll1;
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r2 = fRoll2; }
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bool
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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 );
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/*
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void
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Render();
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*/
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inline
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double
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GetLength() const {
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return fLength; };
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inline
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int
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RaSegCount() const {
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return fTsBuffer.empty() ? 1 : iSegCount; };
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void
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render_lines(std::vector<gfx::basic_vertex> &out, float quality = 1.0f) const;
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glm::vec3
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get_nearest_point(const glm::dvec3 &point, float quality = 1.0f) const;
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};
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//---------------------------------------------------------------------------
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