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130 lines
5.5 KiB
C++
130 lines
5.5 KiB
C++
//---------------------------------------------------------------------------
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#ifndef SegmentH
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#define SegmentH
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#include "VBO.h"
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#include "dumb3d.h"
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#include "Classes.h"
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using namespace Math3D;
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// 110405 Ra: klasa punktów przekroju z normalnymi
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class vector6 : public vector3
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{ // punkt przekroju wraz z wektorem normalnym
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public:
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vector3 n;
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__fastcall vector6()
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{
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x = y = z = n.x = n.z = 0.0;
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n.y = 1.0;
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};
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__fastcall vector6(double a, double b, double c, double d, double e, double f)
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//{x=a; y=b; z=c; n.x=d; n.y=e; n.z=f;};
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{
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x = a;
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y = b;
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z = c;
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n.x = 0.0;
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n.y = 1.0;
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n.z = 0.0;
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}; // Ra: bo na razie s¹ z tym problemy
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__fastcall vector6(double a, double b, double c)
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{
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x = a;
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y = b;
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z = c;
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n.x = 0.0;
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n.y = 1.0;
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n.z = 0.0;
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};
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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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vector3 Point1, CPointOut, CPointIn, Point2;
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double fRoll1, fRoll2; // przechy³ka na koñcach
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double fLength; // d³ugoœæ policzona
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double *fTsBuffer; // wartoœci parametru krzywej dla równych odcinków
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double fStep;
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int iSegCount; // iloœæ odcinków do rysowania krzywej
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double fDirection; // Ra: k¹t prostego w planie; dla ³uku k¹t od Point1
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double fStoop; // Ra: k¹t wzniesienia; dla ³uku od Point1
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vector3 vA, vB, vC; // wspó³czynniki wielomianów trzeciego stopnia vD==Point1
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// TSegment *pPrev; //odcinek od strony punktu 1 - w segmencie, ¿eby nie skakaæ na zwrotnicach
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// TSegment *pNext; //odcinek od strony punktu 2
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TTrack *pOwner; // wskaŸnik na w³aœciciela
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double fAngle[2]; // k¹ty zakoñczenia drogi na przejazdach
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vector3 __fastcall GetFirstDerivative(double fTime);
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double __fastcall RombergIntegral(double fA, double fB);
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double __fastcall GetTFromS(double s);
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vector3 __fastcall RaInterpolate(double t);
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vector3 __fastcall RaInterpolate0(double t);
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// TSegment *segNeightbour[2]; //s¹siednie odcinki - musi byæ przeniesione z Track
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// int iNeightbour[2]; //do którego koñca doczepiony
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public:
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bool bCurve;
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// int iShape; //Ra: flagi kszta³tu dadz¹ wiêcej mo¿liwoœci optymalizacji
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// (0-Bezier,1-prosty,2/3-³uk w lewo/prawo,6/7-przejœciowa w lewo/prawo)
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__fastcall TSegment(TTrack *owner);
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__fastcall ~TSegment();
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bool __fastcall Init(vector3 NewPoint1, vector3 NewPoint2, double fNewStep,
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double fNewRoll1 = 0, double fNewRoll2 = 0);
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bool __fastcall Init(vector3 &NewPoint1, vector3 NewCPointOut, vector3 NewCPointIn,
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vector3 &NewPoint2, double fNewStep, double fNewRoll1 = 0,
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double fNewRoll2 = 0, bool bIsCurve = true);
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inline double __fastcall ComputeLength(); // McZapkie-150503
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inline vector3 __fastcall GetDirection1() { return bCurve ? CPointOut - Point1 : CPointOut; };
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inline vector3 __fastcall GetDirection2() { return bCurve ? CPointIn - Point2 : CPointIn; };
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vector3 __fastcall GetDirection(double fDistance);
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vector3 __fastcall GetDirection() { return CPointOut; };
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vector3 __fastcall FastGetDirection(double fDistance, double fOffset);
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vector3 __fastcall GetPoint(double fDistance);
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void __fastcall RaPositionGet(double fDistance, vector3 &p, vector3 &a);
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vector3 __fastcall FastGetPoint(double t);
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inline vector3 __fastcall FastGetPoint_0() { return Point1; };
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inline vector3 __fastcall FastGetPoint_1() { return Point2; };
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inline double __fastcall GetRoll(double s)
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{
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s /= fLength;
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return ((1.0 - s) * fRoll1 + s * fRoll2);
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}
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void __fastcall GetRolls(double &r1, double &r2)
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{ // pobranie przechy³ek (do generowania trójk¹tów)
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r1 = fRoll1;
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r2 = fRoll2;
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}
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void __fastcall RenderLoft(const vector6 *ShapePoints, int iNumShapePoints,
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double fTextureLength, int iSkip = 0, int iQualityFactor = 1,
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vector3 **p = NULL, bool bRender = true);
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void __fastcall RenderSwitchRail(const vector6 *ShapePoints1, const vector6 *ShapePoints2,
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int iNumShapePoints, double fTextureLength, int iSkip = 0,
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double fOffsetX = 0.0f);
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void __fastcall Render();
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inline double __fastcall GetLength() { return fLength; };
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void __fastcall MoveMe(vector3 pPosition)
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{
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Point1 += pPosition;
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Point2 += pPosition;
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if (bCurve)
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{
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CPointIn += pPosition;
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CPointOut += pPosition;
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}
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}
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int __fastcall RaSegCount() { return fTsBuffer ? iSegCount : 1; };
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void __fastcall RaRenderLoft(CVertNormTex *&Vert, const vector6 *ShapePoints,
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int iNumShapePoints, double fTextureLength, int iSkip = 0,
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int iEnd = 0, double fOffsetX = 0.0);
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void __fastcall RaAnimate(CVertNormTex *&Vert, const vector6 *ShapePoints, int iNumShapePoints,
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double fTextureLength, int iSkip = 0, int iEnd = 0,
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double fOffsetX = 0.0);
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void __fastcall AngleSet(int i, double a) { fAngle[i] = a; };
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void __fastcall Rollment(double w1, double w2); // poprawianie przechy³ki
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};
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//---------------------------------------------------------------------------
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#endif
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