Files
maszyna/Segment.h

150 lines
4.7 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 "openglgeometrybank.h"
#include "dumb3d.h"
#include "Classes.h"
#include "usefull.h"
// 110405 Ra: klasa punktów przekroju z normalnymi
class vector6 : public Math3D::vector3
{ // punkt przekroju wraz z wektorem normalnym
public:
Math3D::vector3 n;
vector6()
{
x = y = z = n.x = n.z = 0.0;
n.y = 1.0;
};
vector6(double a, double b, double c, double d, double e, double f)
//{x=a; y=b; z=c; n.x=d; n.y=e; n.z=f;};
{
x = a;
y = b;
z = c;
n.x = 0.0;
n.y = 1.0;
n.z = 0.0;
}; // Ra: bo na razie są z tym problemy
vector6(double a, double b, double c)
{
x = a;
y = b;
z = c;
n.x = 0.0;
n.y = 1.0;
n.z = 0.0;
};
};
class TSegment
{ // aproksymacja toru (zwrotnica ma dwa takie, jeden z nich jest aktywny)
private:
Math3D::vector3 Point1, CPointOut, CPointIn, Point2;
double fRoll1 = 0.0,
fRoll2 = 0.0; // przechyłka na końcach
double fLength = 0.0; // długość policzona
double *fTsBuffer = nullptr; // wartości parametru krzywej dla równych odcinków
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
Math3D::vector3 vA, vB, vC; // współczynniki wielomianów trzeciego stopnia vD==Point1
TTrack *pOwner = nullptr; // wskaźnik na właściciela
double fAngle[ 2 ] = { 0.0, 0.0 }; // kąty zakończenia drogi na przejazdach
Math3D::vector3
GetFirstDerivative(double const fTime) const;
double
RombergIntegral(double const fA, double const fB) const;
double
GetTFromS(double const s) const;
Math3D::vector3
RaInterpolate(double const t) const;
Math3D::vector3
RaInterpolate0(double const t) const;
public:
bool bCurve = false;
TSegment(TTrack *owner);
~TSegment();
bool
Init( Math3D::vector3 NewPoint1, Math3D::vector3 NewPoint2, double fNewStep, double fNewRoll1 = 0, double fNewRoll2 = 0);
bool
Init( Math3D::vector3 &NewPoint1, Math3D::vector3 NewCPointOut, Math3D::vector3 NewCPointIn, Math3D::vector3 &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
Math3D::vector3
GetDirection1() const {
return bCurve ? CPointOut - Point1 : CPointOut; };
inline
Math3D::vector3
GetDirection2() const {
return bCurve ? CPointIn - Point2 : CPointIn; };
Math3D::vector3
GetDirection(double const fDistance) const;
inline
Math3D::vector3
GetDirection() const {
return CPointOut; };
Math3D::vector3
FastGetDirection(double const fDistance, double const fOffset);
Math3D::vector3
GetPoint(double const fDistance) const;
void
RaPositionGet(double const fDistance, Math3D::vector3 &p, Math3D::vector3 &a) const;
Math3D::vector3
FastGetPoint(double const t) const;
inline
Math3D::vector3
FastGetPoint_0() const {
return Point1; };
inline
Math3D::vector3
FastGetPoint_1() const {
return Point2; };
inline
double
GetRoll(double const Distance) const {
return interpolate( fRoll1, fRoll2, Distance / fLength ); }
inline
void
GetRolls(double &r1, double &r2) const {
// pobranie przechyłek (do generowania trójkątów)
r1 = fRoll1;
r2 = fRoll2; }
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, Math3D::vector3 **p = nullptr, bool bRender = true);
void
Render();
inline
double
GetLength() const {
return fLength; };
inline
int
RaSegCount() const {
return fTsBuffer ? iSegCount : 1; };
inline
void
AngleSet(int const i, double const a) {
fAngle[i] = a; };
};
//---------------------------------------------------------------------------