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maszyna/world/Segment.h
combolek b17a86bc18 state_manager: Optimize computation of position from distance along the track (#141)
TSegment::GetTFromS() is a significant hotspot in the non-rendering part of the state_manager update (about 13%). This change introduces a FastGetTFromS() version that interpolates from precomputed values instead of doing the whole calculation on every call. Computing position from track distance is now done in constant time. This reduces the contribution to about 0.3%.
2026-07-19 15:06:56 +02:00

148 lines
4.9 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 "utilities/Classes.h"
#include "rendering/geometrybank.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, CPointOut, CPointIn, Point2;
float
fRoll1 { 0.f },
fRoll2 { 0.f }; // przechyłka na końcach
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, vB, 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;
public:
bool bCurve = false;
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);
/*
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;
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;
};
//---------------------------------------------------------------------------