mirror of
https://github.com/MaSzyna-EU07/maszyna.git
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195 lines
6.5 KiB
C++
195 lines
6.5 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 "openglgeometrybank.h"
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#include "dumb3d.h"
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#include "Classes.h"
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#include "usefull.h"
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// 110405 Ra: klasa punktów przekroju z normalnymi
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class vector6 : public Math3D::vector3
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{ // punkt przekroju wraz z wektorem normalnym
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public:
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Math3D::vector3 n;
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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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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 są z tym problemy
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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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Math3D::vector3 Point1, CPointOut, CPointIn, Point2;
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double fRoll1 = 0.0,
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fRoll2 = 0.0; // przechyłka na końcach
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double fLength = 0.0; // długość policzona
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double *fTsBuffer = nullptr; // wartości parametru krzywej dla równych odcinków
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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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Math3D::vector3 vA, vB, vC; // współczynniki wielomianów trzeciego stopnia vD==Point1
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TTrack *pOwner = nullptr; // wskaźnik na właściciela
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double fAngle[ 2 ] = { 0.0, 0.0 }; // kąty zakończenia drogi na przejazdach
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Math3D::vector3
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GetFirstDerivative(double const fTime) const;
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double
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RombergIntegral(double const fA, double const fB) const;
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double
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GetTFromS(double const s) const;
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Math3D::vector3
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RaInterpolate(double const t) const;
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Math3D::vector3
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RaInterpolate0(double const t) const;
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public:
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bool bCurve = false;
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TSegment(TTrack *owner);
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~TSegment();
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<<<<<<< HEAD
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bool Init(vector3 NewPoint1, vector3 NewPoint2, double fNewStep, double fNewRoll1 = 0, double fNewRoll2 = 0);
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bool Init(vector3 &NewPoint1, vector3 NewCPointOut, vector3 NewCPointIn, vector3 &NewPoint2,
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double fNewStep, double fNewRoll1 = 0, double fNewRoll2 = 0, bool bIsCurve = true);
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inline double ComputeLength(); // McZapkie-150503
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inline vector3 GetDirection1() {
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return bCurve ? CPointOut - Point1 : CPointOut; };
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inline vector3 GetDirection2() {
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return bCurve ? CPointIn - Point2 : CPointIn; };
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vector3 GetDirection(double fDistance);
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vector3 GetDirection() {
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return CPointOut; };
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vector3 FastGetDirection(double fDistance, double fOffset);
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vector3 GetPoint(double fDistance);
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void RaPositionGet(double fDistance, vector3 &p, vector3 &a);
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vector3 FastGetPoint(double t);
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inline vector3 FastGetPoint_0() {
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return Point1; };
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inline vector3 FastGetPoint_1() {
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return Point2; };
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inline double GetRoll(double const Distance) {
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return interpolate( fRoll1, fRoll2, Distance / fLength ); }
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void GetRolls(double &r1, double &r2) {
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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 RenderLoft( vertex_array &Output, Math3D::vector3 const &Origin, vector6 const *ShapePoints, int iNumShapePoints, double fTextureLength, double Texturescale = 1.0, int iSkip = 0, int iEnd = 0, double fOffsetX = 0.0, vector3 **p = nullptr, bool bRender = true);
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void Render();
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inline double GetLength() {
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return fLength; };
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void 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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void AngleSet(int i, double a) {
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fAngle[i] = a; };
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bool
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Init( Math3D::vector3 NewPoint1, Math3D::vector3 NewPoint2, double fNewStep, double fNewRoll1 = 0, double fNewRoll2 = 0);
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bool
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Init( Math3D::vector3 &NewPoint1, Math3D::vector3 NewCPointOut, Math3D::vector3 NewCPointIn, Math3D::vector3 &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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Math3D::vector3
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GetDirection1() const {
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return bCurve ? CPointOut - Point1 : CPointOut; };
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inline
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Math3D::vector3
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GetDirection2() const {
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return bCurve ? CPointIn - Point2 : CPointIn; };
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Math3D::vector3
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GetDirection(double const fDistance) const;
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inline
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Math3D::vector3
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GetDirection() const {
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return CPointOut; };
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Math3D::vector3
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FastGetDirection(double const fDistance, double const fOffset);
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Math3D::vector3
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GetPoint(double const fDistance) const;
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void
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RaPositionGet(double const fDistance, Math3D::vector3 &p, Math3D::vector3 &a) const;
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Math3D::vector3
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FastGetPoint(double const t) const;
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inline
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Math3D::vector3
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FastGetPoint_0() const {
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return Point1; };
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inline
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Math3D::vector3
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FastGetPoint_1() const {
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return Point2; };
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inline
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double
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GetRoll(double const Distance) const {
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return interpolate( fRoll1, fRoll2, Distance / fLength ); }
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inline
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void
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GetRolls(double &r1, double &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( vertex_array &Output, Math3D::vector3 const &Origin, vector6 const *ShapePoints, int iNumShapePoints, double fTextureLength, double Texturescale = 1.0, int iSkip = 0, int iEnd = 0, double fOffsetX = 0.0, Math3D::vector3 **p = nullptr, bool bRender = true);
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void
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Render();
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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 RaSegCount()
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{
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if (!fTsBuffer || !bCurve)
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return 1;
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return iSegCount;
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};
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inline
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void
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AngleSet(int const i, double const a) {
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fAngle[i] = a; };
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};
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//---------------------------------------------------------------------------
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