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Files
maszyna/editor/editorTrack.cpp

891 lines
28 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/.
*/
#include "stdafx.h"
#include "editor/editorTrack.hpp"
#include "world/Track.h"
#include "scene/scene.h"
#include "simulation/simulation.h"
#include "rendering/renderer.h"
#include "utilities/Globals.h"
#include "utilities/utilities.h"
#include "utilities/parser.h"
#include <algorithm>
#include <cmath>
#include <limits>
#include <sstream>
namespace
{
// end points closer than this are treated as the same point
double const kSamePoint{0.05};
segment_data::point point_index(editor_track::point_kind const Kind)
{
switch (Kind)
{
case editor_track::point_kind::start: return segment_data::point::start;
case editor_track::point_kind::control1: return segment_data::point::control1;
case editor_track::point_kind::control2: return segment_data::point::control2;
default: return segment_data::point::end;
}
}
bool is_end(editor_track::point_kind const Kind)
{
return Kind == editor_track::point_kind::start || Kind == editor_track::point_kind::end;
}
bool has_switch_paths(TTrack const &Track)
{
return Track.SwitchExtension != nullptr && (Track.eType == tt_Switch || Track.eType == tt_Cross);
}
void add_unique(std::vector<TTrack *> &Tracks, TTrack *Track)
{
if (Track != nullptr && std::find(Tracks.begin(), Tracks.end(), Track) == Tracks.end())
Tracks.emplace_back(Track);
}
// first derivative of the path curve at its start or end, in the direction from the start to the end
glm::dvec3 path_tangent(segment_data const &Path, bool const Atend)
{
auto const &start{Path.points[segment_data::point::start]};
auto const &end{Path.points[segment_data::point::end]};
auto const &control1{Path.points[segment_data::point::control1]};
auto const &control2{Path.points[segment_data::point::control2]};
if (false == Atend)
return control1 != glm::dvec3{} ? control1 : (end + control2) - start;
return control2 != glm::dvec3{} ? -control2 : end - (start + control1);
}
// plan radius of the path curve at specified parameter, 0 if it's straight there
double path_radius(segment_data const &Path, double const T)
{
auto const &p0{Path.points[segment_data::point::start]};
auto const &p3{Path.points[segment_data::point::end]};
auto const &control1{Path.points[segment_data::point::control1]};
auto const &control2{Path.points[segment_data::point::control2]};
if (control1 == glm::dvec3{} && control2 == glm::dvec3{})
return 0.0;
auto const p1{p0 + control1};
auto const p2{p3 + control2};
auto const u{1.0 - T};
auto const first{3.0 * u * u * (p1 - p0) + 6.0 * u * T * (p2 - p1) + 3.0 * T * T * (p3 - p2)};
auto const second{6.0 * u * (p2 - 2.0 * p1 + p0) + 6.0 * T * (p3 - 2.0 * p2 + p1)};
auto const speed{std::hypot(first.x, first.z)};
auto const curvature{std::abs(first.x * second.z - first.z * second.x) / (speed * speed * speed)};
return curvature > 1e-7 ? 1.0 / curvature : 0.0;
}
// the same path run in the opposite direction
segment_data reversed(segment_data const &Path)
{
segment_data result{Path};
result.points[segment_data::point::start] = Path.points[segment_data::point::end];
result.points[segment_data::point::end] = Path.points[segment_data::point::start];
result.points[segment_data::point::control1] = Path.points[segment_data::point::control2];
result.points[segment_data::point::control2] = Path.points[segment_data::point::control1];
// roll follows the direction of the curve, which flips along with the direction of travel
result.rolls = {-Path.rolls[1], -Path.rolls[0]};
return result;
}
// direction of travel and plan radius at the joint of a chain with an adjoining path.
// Leaving: the chain continues into the adjoining path (its end), otherwise it comes from it (its start)
bool adjoining_direction(TTrack const *Neighbour, glm::dvec3 const &Joint, bool const Leaving, glm::dvec3 &Direction, double &Radius)
{
if (Neighbour == nullptr)
return false;
for (auto const &path : Neighbour->m_paths)
{
for (auto const atend : {false, true})
{
auto const &point{path.points[atend ? segment_data::point::end : segment_data::point::start]};
if (glm::distance(point, Joint) > kSamePoint)
continue;
// the tangent runs from the start of the neighbour to its end; it's the direction of travel when
// entering the neighbour at its start, or arriving from it through its end
auto const tangent{glm::normalize(path_tangent(path, atend))};
Direction = (Leaving != atend) ? tangent : -tangent;
Radius = path_radius(path, atend ? 1.0 : 0.0);
return true;
}
}
return false;
}
} // namespace
editor_track::state editor_track::capture(TTrack const &Track)
{
state result;
result.paths = Track.m_paths;
result.velocity = Track.fVelocity;
result.switchvelocity = Track.SwitchExtension ? Track.SwitchExtension->fVelocity : -1.f;
result.width = Track.fTrackWidth;
result.friction = Track.fFriction;
result.sounddistance = Track.fSoundDistance;
result.quality = Track.iQualityFlag;
result.damage = Track.iDamageFlag;
result.environment = static_cast<int>(Track.eEnvironment);
result.material1 = Track.m_material1;
result.material2 = Track.m_material2;
result.material3 = Track.SwitchExtension ? Track.SwitchExtension->m_material3 : null_handle;
result.texlength = Track.fTexLength;
result.texheight = texture_height(Track);
result.texwidth = Track.fTexWidth;
result.texslope = Track.fTexSlope;
return result;
}
void editor_track::apply(TTrack &Track, state const &State)
{
Track.m_paths = State.paths;
Track.fVelocity = State.velocity;
if (Track.SwitchExtension)
{
Track.SwitchExtension->fVelocity = State.switchvelocity;
Track.SwitchExtension->m_material3 = State.material3;
}
Track.fTrackWidth = State.width;
Track.fTrackWidth2 = State.width;
Track.fFriction = State.friction;
Track.fSoundDistance = State.sounddistance;
Track.iQualityFlag = State.quality;
damage(Track, State.damage);
Track.eEnvironment = static_cast<TEnvironmentType>(State.environment);
Track.m_material1 = State.material1;
Track.m_material2 = State.material2;
Track.fTexLength = State.texlength;
texture_height(Track, State.texheight);
Track.fTexWidth = State.texwidth;
Track.fTexSlope = State.texslope;
}
bool editor_track::is_supported(TTrack const &Track)
{
if ((Track.iCategoryFlag & 0x80) != 0)
return false; // auto-generated helper path
if (Track.eType == tt_Normal)
return Track.Segment != nullptr;
if (Track.eType == tt_Switch)
return Track.SwitchExtension != nullptr && Track.m_paths.size() >= 2;
return false;
}
bool editor_track::can_edit_geometry(TTrack const &Track, std::string &Reason)
{
if (false == is_supported(Track))
{
Reason = "Editing of this path type isn't supported";
return false;
}
if (Global.NvRenderer)
{
Reason = "Path geometry can't be rebuilt with the experimental renderer";
return false;
}
if (false == Track.Dynamics.empty())
{
Reason = "There are vehicles placed on this path";
return false;
}
Reason.clear();
return true;
}
void editor_track::commit(std::vector<TTrack *> const &Tracks)
{
if (Tracks.empty())
return;
// paths whose render geometry depends on the modified ones
std::vector<TTrack *> affected;
for (auto *track : Tracks)
{
add_unique(affected, track);
for (auto *neighbour : neighbours(*track))
add_unique(affected, neighbour);
}
// take the paths out of the scene while their ends still match the old segments...
for (auto *track : Tracks)
{
disconnect(*track);
simulation::Region->erase_and_unregister(track);
}
// ...rebuild the segments and put the paths back in their new place...
for (auto *track : Tracks)
{
track->init_segments(false);
track->update_location();
track->m_area.radius = -1.f; // forces radius recalculation
simulation::Region->insert_and_register(track);
}
// ...connect them with whatever they touch now...
for (auto *track : Tracks)
join(*track);
for (auto *track : Tracks)
for (auto *neighbour : neighbours(*track))
add_unique(affected, neighbour);
// ...and update the visuals
for (auto *track : affected)
update_transition(*track);
for (auto *track : affected)
rebuild_geometry(*track);
for (auto *track : Tracks)
track->mark_dirty();
}
void editor_track::commit_parameters(TTrack &Track)
{
Track.fTrackWidth2 = Track.fTrackWidth;
// segments are re-created from unchanged data, but road texture proportions and roll fix depend on parameters
Track.init_segments(false);
std::vector<TTrack *> affected{&Track};
for (auto *neighbour : neighbours(Track))
add_unique(affected, neighbour);
for (auto *track : affected)
update_transition(*track);
for (auto *track : affected)
rebuild_geometry(*track);
Track.mark_dirty();
}
glm::dvec3 editor_track::point_position(TTrack const &Track, point_ref const &Point)
{
if (Point.path < 0 || Point.path >= static_cast<int>(Track.m_paths.size()))
return Track.location();
auto const &path{Track.m_paths[Point.path]};
auto const &start{path.points[segment_data::point::start]};
auto const &end{path.points[segment_data::point::end]};
switch (Point.kind)
{
case point_kind::start: return start;
case point_kind::end: return end;
case point_kind::control1:
{
auto const &control{path.points[segment_data::point::control1]};
return control == glm::dvec3{} ? start + (end - start) / 3.0 : start + control;
}
case point_kind::control2:
{
auto const &control{path.points[segment_data::point::control2]};
return control == glm::dvec3{} ? end + (start - end) / 3.0 : end + control;
}
}
return start;
}
void editor_track::move_point(TTrack &Track, point_ref const &Point, glm::dvec3 const &Position)
{
if (Point.path < 0 || Point.path >= static_cast<int>(Track.m_paths.size()))
return;
auto &path{Track.m_paths[Point.path]};
switch (Point.kind)
{
case point_kind::start:
case point_kind::end:
{
auto &point{path.points[point_index(Point.kind)]};
auto const oldposition{point};
point = Position;
// control vectors are relative to their end points, so they follow them automatically.
// other paths of the same piece sharing this point (the common start of a switch) follow as well
for (auto &otherpath : Track.m_paths)
{
if (&otherpath == &path)
continue;
for (auto const index : {segment_data::point::start, segment_data::point::end})
if (glm::distance(otherpath.points[index], oldposition) < kSamePoint)
otherpath.points[index] = Position;
}
break;
}
case point_kind::control1:
{
auto control{Position - path.points[segment_data::point::start]};
path.points[segment_data::point::control1] = (glm::length(control) < 0.01 ? glm::dvec3{} : control);
break;
}
case point_kind::control2:
{
auto control{Position - path.points[segment_data::point::end]};
path.points[segment_data::point::control2] = (glm::length(control) < 0.01 ? glm::dvec3{} : control);
break;
}
}
}
void editor_track::translate(TTrack &Track, glm::dvec3 const &Offset)
{
for (auto &path : Track.m_paths)
{
path.points[segment_data::point::start] += Offset;
path.points[segment_data::point::end] += Offset;
}
}
void editor_track::rotate_y(TTrack &Track, glm::dvec3 const &Pivot, double const Angle)
{
auto const c{std::cos(Angle)};
auto const s{std::sin(Angle)};
auto const rotate = [&](glm::dvec3 const &Vector) { return glm::dvec3{Vector.x * c + Vector.z * s, Vector.y, -Vector.x * s + Vector.z * c}; };
for (auto &path : Track.m_paths)
{
for (auto const index : {segment_data::point::start, segment_data::point::end})
path.points[index] = Pivot + rotate(path.points[index] - Pivot);
for (auto const index : {segment_data::point::control1, segment_data::point::control2})
path.points[index] = rotate(path.points[index]);
}
}
glm::dvec3 editor_track::pivot(TTrack const &Track)
{
return Track.location();
}
std::vector<TTrack *> editor_track::neighbours(TTrack const &Track)
{
std::vector<TTrack *> result;
add_unique(result, Track.trPrev);
add_unique(result, Track.trNext);
if (has_switch_paths(Track))
{
for (int i = 0; i < 2; ++i)
{
add_unique(result, Track.SwitchExtension->pPrevs[i]);
add_unique(result, Track.SwitchExtension->pNexts[i]);
}
}
result.erase(std::remove(result.begin(), result.end(), &Track), result.end());
return result;
}
std::vector<std::pair<TTrack *, editor_track::point_ref>> editor_track::connected_points(TTrack const &Track, glm::dvec3 const &Position)
{
std::vector<std::pair<TTrack *, point_ref>> result;
for (auto *neighbour : neighbours(Track))
{
for (int i = 0; i < static_cast<int>(neighbour->m_paths.size()); ++i)
{
for (auto const kind : {point_kind::start, point_kind::end})
{
if (glm::distance(neighbour->m_paths[i].points[point_index(kind)], Position) < kSamePoint)
result.emplace_back(neighbour, point_ref{i, kind});
}
}
}
return result;
}
bool editor_track::is_connected(TTrack const &Track, point_ref const &Point)
{
if (false == is_end(Point.kind))
return false;
return false == connected_points(Track, point_position(Track, Point)).empty();
}
editor_track::snap_target editor_track::find_snap_target(TTrack const &Track, glm::dvec3 const &Position, double const Radius, std::vector<TTrack const *> const &Exclude)
{
snap_target result;
result.distance = std::numeric_limits<double>::max();
auto const excluded = [&](TTrack const *Other) { return std::find(Exclude.begin(), Exclude.end(), Other) != Exclude.end(); };
auto const category{Track.iCategoryFlag & 15};
// NOTE: copy, the region returns its scratchpad
auto const sections{simulation::Region->sections(Position, static_cast<float>(Radius))};
for (auto *section : sections)
{
for (auto const &cell : section->m_cells)
{
for (auto *other : cell.m_directories.paths)
{
if (other == &Track || excluded(other) || (other->iCategoryFlag & 15) != category || false == is_supported(*other))
continue;
for (int i = 0; i < static_cast<int>(other->m_paths.size()); ++i)
{
auto const &path{other->m_paths[i]};
for (auto const kind : {point_kind::start, point_kind::end})
{
auto const &point{path.points[point_index(kind)]};
auto const distance{glm::distance(point, Position)};
if (distance > Radius || distance >= result.distance)
continue;
// skip ends already connected with something which stays in place
auto const connections{connected_points(*other, point)};
if (std::any_of(connections.begin(), connections.end(), [&](auto const &Connection) { return false == excluded(Connection.first); }))
continue;
glm::dvec3 direction;
if (kind == point_kind::start)
{
auto const &control{path.points[segment_data::point::control1]};
direction = control != glm::dvec3{} ? control : path.points[segment_data::point::end] - point;
}
else
{
auto const &control{path.points[segment_data::point::control2]};
direction = control != glm::dvec3{} ? control : path.points[segment_data::point::start] - point;
}
if (glm::length(direction) < 1e-6)
continue;
result.track = other;
result.point = point_ref{i, kind};
result.position = point;
result.direction = glm::normalize(direction);
result.distance = distance;
}
}
}
}
}
return result;
}
void editor_track::snap_point(TTrack &Track, point_ref const &Point, snap_target const &Target, bool const Aligntangent)
{
if (Target.track == nullptr || false == is_end(Point.kind))
return;
move_point(Track, Point, Target.position);
if (false == Aligntangent)
return;
// the path continues the target, so it leaves the shared point in the opposite direction
auto &path{Track.m_paths[Point.path]};
auto const &start{path.points[segment_data::point::start]};
auto const &end{path.points[segment_data::point::end]};
auto &control{path.points[Point.kind == point_kind::start ? segment_data::point::control1 : segment_data::point::control2]};
auto const length{control != glm::dvec3{} ? glm::length(control) : glm::distance(start, end) / 3.0};
control = -Target.direction * length;
}
std::string editor_track::material_name(material_handle const Material)
{
if (Material == null_handle)
return "none";
auto name{GfxRenderer->Material(Material)->GetName()};
if (name.find(paths::textures) == 0)
name.erase(0, std::string{paths::textures}.size());
return name;
}
material_handle editor_track::fetch_material(std::string const &Name)
{
if (Name.empty() || Name == "none")
return null_handle;
auto name{Name};
replace_slashes(name);
return GfxRenderer->Fetch_Material(name);
}
float editor_track::texture_height(TTrack const &Track)
{
return (Track.fTexHeight1 - Track.fTexHeightOffset) * (Track.iCategoryFlag & 4 ? -1.f : 1.f);
}
void editor_track::texture_height(TTrack &Track, float const Height)
{
Track.fTexHeight1 = Height * (Track.iCategoryFlag & 4 ? -1.f : 1.f) + Track.fTexHeightOffset;
}
double editor_track::velocity(TTrack const &Track)
{
if (Track.SwitchExtension && Track.eType == tt_Switch)
return Track.SwitchExtension->fVelocity;
return Track.fVelocity;
}
void editor_track::velocity(TTrack &Track, double const Velocity)
{
if (Track.SwitchExtension && Track.eType == tt_Switch)
{
// same rules as TTrack::Switch()
Track.SwitchExtension->fVelocity = static_cast<float>(Velocity);
if (Velocity <= -2.0)
Track.fVelocity = Track.SwitchExtension->CurrentIndex ? -Velocity : -1.0;
else
Track.fVelocity = Velocity;
return;
}
Track.fVelocity = Velocity;
}
void editor_track::damage(TTrack &Track, int const Damage)
{
Track.iDamageFlag = Damage;
if (Damage & 128)
Track.iAction |= 0x80;
else
Track.iAction &= ~0x80;
}
void editor_track::disconnect(TTrack &Track)
{
for (auto *neighbour : neighbours(Track))
{
if (has_switch_paths(*neighbour))
{
auto &extension{*neighbour->SwitchExtension};
for (int i = 0; i < 2; ++i)
{
if (extension.pPrevs[i] == &Track)
extension.pPrevs[i] = nullptr;
if (extension.pNexts[i] == &Track)
extension.pNexts[i] = nullptr;
}
bind_switch_path(*neighbour, extension.CurrentIndex);
}
else
{
if (neighbour->trPrev == &Track)
neighbour->trPrev = nullptr;
if (neighbour->trNext == &Track)
neighbour->trNext = nullptr;
}
}
Track.trPrev = nullptr;
Track.trNext = nullptr;
if (has_switch_paths(Track))
{
auto &extension{*Track.SwitchExtension};
for (int i = 0; i < 2; ++i)
{
extension.pPrevs[i] = nullptr;
extension.pNexts[i] = nullptr;
}
}
}
void editor_track::join(TTrack &Track)
{
TTrack *other;
int endpointid;
switch (Track.eType)
{
case tt_Normal:
{
if (Track.trPrev == nullptr)
{
std::tie(other, endpointid) = simulation::Region->find_path(Track.Segment->FastGetPoint_0(), &Track);
connect(Track, true, other, endpointid);
}
if (Track.trNext == nullptr)
{
std::tie(other, endpointid) = simulation::Region->find_path(Track.Segment->FastGetPoint_1(), &Track);
connect(Track, false, other, endpointid);
}
break;
}
case tt_Switch:
{
// like during scenery load, switches are connected from the side of the regular paths
for (int i = 0; i < 2; ++i)
{
auto const &segment{Track.SwitchExtension->Segments[i]};
for (auto const &point : {segment->FastGetPoint_0(), segment->FastGetPoint_1()})
{
std::tie(other, endpointid) = simulation::Region->find_path(point, &Track);
if (other != nullptr && other->eType == tt_Normal)
join(*other);
}
}
break;
}
default:
break;
}
}
void editor_track::connect(TTrack &Track, bool const Prevside, TTrack *Other, int const Endpointid)
{
if (Other == nullptr)
return;
switch (Endpointid)
{
case 0:
if (Prevside)
Track.ConnectPrevPrev(Other, 0);
else
Track.ConnectNextPrev(Other, 0);
break;
case 1:
if (Prevside)
Track.ConnectPrevNext(Other, 1);
else
Track.ConnectNextNext(Other, 1);
break;
case 2:
case 3:
case 4:
case 5:
{
if (false == has_switch_paths(*Other))
break;
// same connections as in path_table::InitTracks(), but made without moving the switch blades
auto const path{(Endpointid - 2) / 2};
auto const atend{((Endpointid - 2) % 2) != 0};
bind_switch_path(*Other, path);
if (Prevside)
{
if (atend)
Track.ConnectPrevNext(Other, path ? 3 : 1);
else
Track.ConnectPrevPrev(Other, path ? 2 : 0);
}
else
{
if (atend)
Track.ConnectNextNext(Other, path ? 3 : 1);
else
Track.ConnectNextPrev(Other, path ? 2 : 0);
}
store_switch_path(*Other, path);
bind_switch_path(*Other, Other->SwitchExtension->CurrentIndex);
break;
}
default:
break;
}
}
void editor_track::update_transition(TTrack &Track)
{
// same rule as TTrack::ConnectNextPrev(): transition is drawn by the path whose end 2 meets start of a different path
Track.iTrapezoid &= ~2;
auto const *next{Track.trNext};
if (next == nullptr || Track.iNextDirection != 0)
return;
if (Track.m_visible && next->m_visible && Track.eType == tt_Normal && next->eType == tt_Normal)
{
if (Track.fTrackWidth != next->fTrackWidth || Track.fTexHeight1 != next->fTexHeight1 || Track.fTexWidth != next->fTexWidth || Track.fTexSlope != next->fTexSlope)
Track.iTrapezoid |= 2;
}
}
void editor_track::bind_switch_path(TTrack &Switch, int const Path)
{
auto &extension{*Switch.SwitchExtension};
auto const path{Path & 1};
Switch.Segment = extension.Segments[path];
Switch.trNext = extension.pNexts[path];
Switch.trPrev = extension.pPrevs[path];
Switch.iNextDirection = extension.iNextDirection[path];
Switch.iPrevDirection = extension.iPrevDirection[path];
}
void editor_track::store_switch_path(TTrack &Switch, int const Path)
{
// same as TTrack::SetConnections(), without switching back to the base position
auto &extension{*Switch.SwitchExtension};
auto const path{Path & 1};
extension.pNexts[path] = Switch.trNext;
extension.pPrevs[path] = Switch.trPrev;
extension.iNextDirection[path] = Switch.iNextDirection;
extension.iPrevDirection[path] = Switch.iPrevDirection;
if (Switch.eType == tt_Switch)
{
// switch paths share their start point, so they share the path connected there as well
extension.pPrevs[path ^ 1] = Switch.trPrev;
extension.iPrevDirection[path ^ 1] = Switch.iPrevDirection;
}
}
bool editor_track::find_chain(TTrack *From, TTrack *To, chain &Chain, std::string &Error)
{
Chain = {};
if (From == nullptr || To == nullptr)
{
Error = "Select the first and the last path of the fragment";
return false;
}
auto const regular = [](TTrack const *Track) { return Track->eType == tt_Normal && is_supported(*Track); };
if (false == regular(From) || false == regular(To))
{
Error = "The fragment has to consist of regular paths, without switches";
return false;
}
Chain.tracks = {From};
Chain.forward = {true};
if (From != To)
{
bool found{false};
// try to reach the last path leaving the first one through its end, then through its start
for (auto const throughend : {true, false})
{
Chain.tracks = {From};
Chain.forward = {throughend};
TTrack *previous{From};
TTrack *current{throughend ? From->trNext : From->trPrev};
while (current != nullptr && current != From && Chain.tracks.size() < 10000 && regular(current))
{
auto const entersatstart{current->trPrev == previous};
Chain.tracks.push_back(current);
Chain.forward.push_back(entersatstart);
if (current == To)
{
found = true;
break;
}
previous = current;
current = entersatstart ? current->trNext : current->trPrev;
}
if (found)
break;
}
if (false == found)
{
Chain = {};
Error = "The selected paths aren't connected by a chain of regular paths (switches end the chain)";
return false;
}
}
auto const category{From->iCategoryFlag & 15};
for (auto const *track : Chain.tracks)
{
if ((track->iCategoryFlag & 15) != category)
{
Error = "The fragment mixes different kinds of paths";
Chain = {};
return false;
}
if (false == track->Dynamics.empty())
{
Error = "There are vehicles placed on path " + track->name();
Chain = {};
return false;
}
Chain.length += track->Length();
Chain.velocity = std::max(Chain.velocity, velocity(*track));
auto const radius{path_radius(track->m_paths.front(), 0.5)};
if (radius > 0.0 && (Chain.radius == 0.0 || radius < Chain.radius))
Chain.radius = radius;
}
// fixed ends, with directions taken from the adjoining paths when there are any
auto const &first{From->m_paths.front()};
auto const firstforward{Chain.forward.front()};
Chain.start = first.points[firstforward ? segment_data::point::start : segment_data::point::end];
Chain.start_direction = firstforward ? path_tangent(first, false) : -path_tangent(first, true);
adjoining_direction(firstforward ? From->trPrev : From->trNext, Chain.start, false, Chain.start_direction, Chain.start_radius);
Chain.start_direction = glm::normalize(Chain.start_direction);
auto const &last{To->m_paths.front()};
auto const lastforward{Chain.forward.back()};
Chain.end = last.points[lastforward ? segment_data::point::end : segment_data::point::start];
Chain.end_direction = lastforward ? path_tangent(last, true) : -path_tangent(last, false);
adjoining_direction(lastforward ? To->trNext : To->trPrev, Chain.end, true, Chain.end_direction, Chain.end_radius);
Chain.end_direction = glm::normalize(Chain.end_direction);
Error.clear();
return true;
}
std::vector<TTrack *> editor_track::relay(chain const &Chain, std::vector<segment_data> const &Pieces)
{
std::vector<TTrack *> created;
auto const count{Chain.tracks.size()};
if (count == 0 || Pieces.size() < count)
return created;
// existing paths are spread evenly over the pieces, added paths fill the gaps between them
std::vector<TTrack *> tracks;
std::size_t previous{count};
for (std::size_t i = 0; i < Pieces.size(); ++i)
{
auto const index{i * count / Pieces.size()};
TTrack *track;
bool forward;
if (index != previous)
{
track = Chain.tracks[index];
forward = Chain.forward[index];
}
else
{
track = clone(*Chain.tracks[index]);
created.push_back(track);
forward = true;
}
previous = index;
track->m_paths.resize(1);
track->m_paths.front() = forward ? Pieces[i] : reversed(Pieces[i]);
tracks.push_back(track);
}
commit(tracks);
return created;
}
TTrack *editor_track::clone(TTrack const &Template)
{
std::ostringstream text;
Template.export_as_text_(text);
cParser parser(text.str(), cParser::buffer_TEXT);
parser.getTokens();
std::string token;
parser >> token; // node type, consumed before the path is loaded
scene::node_data data;
data.type = "track";
if (false == Template.name().empty() && Template.name() != "none")
{
for (int i = 1; data.name.empty() || simulation::Paths.find(data.name) != nullptr; ++i)
data.name = Template.name() + "_" + std::to_string(i);
}
auto *track = new TTrack(data);
track->m_rangesquaredmin = Template.m_rangesquaredmin;
track->m_rangesquaredmax = Template.m_rangesquaredmax;
track->Load(&parser, glm::dvec3{});
// events stay with the original path only
for (auto *events : {&track->m_events0, &track->m_events1, &track->m_events2, &track->m_events0all, &track->m_events1all, &track->m_events2all})
events->clear();
track->m_events = false;
track->m_friction = Template.m_friction;
simulation::Paths.insert(track);
return track;
}
void editor_track::retire(TTrack &Track)
{
auto const adjoining{neighbours(Track)};
disconnect(Track);
simulation::Region->erase_and_unregister(&Track);
Track.m_editorremoved = true;
for (auto *neighbour : adjoining)
{
update_transition(*neighbour);
rebuild_geometry(*neighbour);
}
}
void editor_track::revive(TTrack &Track)
{
Track.m_editorremoved = false;
commit({&Track});
}
void editor_track::rebuild_geometry(TTrack &Track)
{
auto &section{simulation::Region->section(Track.location())};
// sections which weren't displayed yet create geometry of their content on their own
Track.rebuild_geometry(section.m_geometrycreated ? section.m_geometrybank : gfx::geometrybank_handle{});
}