mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-17 06:19:19 +02:00
972 lines
33 KiB
C++
972 lines
33 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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#include "stdafx.h"
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#include "editor/editorRoad.hpp"
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#include "editor/editorTrack.hpp"
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#include "world/Track.h"
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#include "scene/scene.h"
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#include "scene/scenelayers.h"
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#include "simulation/simulation.h"
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#include "utilities/Globals.h"
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#include "utilities/utilities.h"
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#include <algorithm>
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#include <cmath>
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#include <filesystem>
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#include <set>
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namespace
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{
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double const kSamePoint{0.25}; // ends of two pieces this close are taken for joined
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double const kPieceLength{50.0}; // longest piece the planner makes
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double const kPieceTurn{glm::radians(30.0)}; // largest turn of a single piece
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double const kShortestRoad{2.0};
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double const kTightestRadius{6.0};
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void add_unique(std::vector<road_node *> &Roads, road_node *Road)
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{
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if (Road != nullptr && std::find(Roads.begin(), Roads.end(), Road) == Roads.end())
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Roads.emplace_back(Road);
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}
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glm::dvec3 axis_end(road_node::state const &State, bool const Atend)
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{
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return State.axis.points[Atend ? segment_data::point::end : segment_data::point::start];
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}
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// roads other than the specified one, with an end at specified point
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std::vector<road_node *> roads_at(glm::dvec3 const &Point, road_node const *Exclude)
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{
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std::vector<road_node *> result;
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for (auto *road : simulation::Roads.sequence())
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{
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if (road == nullptr || road == Exclude || road->m_editorremoved)
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continue;
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for (auto const atend : {false, true})
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{
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if (glm::distance(axis_end(road->definition(), atend), Point) < kSamePoint)
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{
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result.emplace_back(road);
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break;
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}
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}
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}
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return result;
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}
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// junctions with an arm at specified point
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std::vector<junction_node *> junctions_at(glm::dvec3 const &Point)
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{
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std::vector<junction_node *> result;
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for (auto *junction : simulation::Junctions.sequence())
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{
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if (junction == nullptr || junction->m_editorremoved)
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continue;
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for (auto const &arm : junction->definition().arms)
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{
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if (glm::distance(arm.position, Point) < kSamePoint)
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{
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result.emplace_back(junction);
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break;
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}
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}
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}
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return result;
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}
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void add_unique(std::vector<junction_node *> &Junctions, junction_node *Junction)
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{
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if (Junction != nullptr && std::find(Junctions.begin(), Junctions.end(), Junction) == Junctions.end())
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Junctions.emplace_back(Junction);
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}
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// part of a path between two values of its curve parameter
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segment_data subpath(segment_data const &Path, double const From, double const To)
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{
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segment_data part{Path};
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auto const &p0{Path.points[segment_data::point::start]};
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auto const &p3{Path.points[segment_data::point::end]};
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part.rolls = {static_cast<float>(Path.rolls[0] + (Path.rolls[1] - Path.rolls[0]) * From), static_cast<float>(Path.rolls[0] + (Path.rolls[1] - Path.rolls[0]) * To)};
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if (Path.points[segment_data::point::control1] == glm::dvec3{0.0} && Path.points[segment_data::point::control2] == glm::dvec3{0.0})
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{
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part.points[segment_data::point::start] = glm::mix(p0, p3, From);
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part.points[segment_data::point::end] = glm::mix(p0, p3, To);
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return part;
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}
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auto const p1{p0 + Path.points[segment_data::point::control1]};
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auto const p2{p3 + Path.points[segment_data::point::control2]};
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auto const point = [&](double const T) {
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auto const u{1.0 - T};
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return u * u * u * p0 + 3.0 * u * u * T * p1 + 3.0 * u * T * T * p2 + T * T * T * p3;
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};
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auto const derivative = [&](double const T) {
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auto const u{1.0 - T};
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return 3.0 * u * u * (p1 - p0) + 6.0 * u * T * (p2 - p1) + 3.0 * T * T * (p3 - p2);
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};
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// a part of a cubic curve is a cubic curve, with the tangents scaled to the part of the parameter range it takes
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part.points[segment_data::point::start] = point(From);
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part.points[segment_data::point::end] = point(To);
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part.points[segment_data::point::control1] = derivative(From) * ((To - From) / 3.0);
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part.points[segment_data::point::control2] = derivative(To) * (-(To - From) / 3.0);
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return part;
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}
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// true if there's a vehicle on any of the paths turning the traffic back at the loose ends of the road
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bool turning(road_node const &Road)
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{
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for (auto const *turn : Road.turns())
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if (turn != nullptr && false == turn->Dynamics.empty())
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return true;
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return false;
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}
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void retire(std::vector<TTrack *> const &Tracks)
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{
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for (auto *track : Tracks)
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if (track != nullptr)
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editor_track::retire(*track);
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}
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// smallest radius of the bend made by a bezier curve, seen from above; 0 if the curve is practically straight
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double tightest_radius(segment_data const &Path)
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{
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auto const &p0{Path.points[segment_data::point::start]};
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auto const &p3{Path.points[segment_data::point::end]};
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auto const p1{p0 + Path.points[segment_data::point::control1]};
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auto const p2{p3 + Path.points[segment_data::point::control2]};
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double curvature{0.0};
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for (int i = 0; i <= 16; ++i)
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{
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auto const t{i / 16.0};
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auto const u{1.0 - t};
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auto const first{3.0 * u * u * (p1 - p0) + 6.0 * u * t * (p2 - p1) + 3.0 * t * t * (p3 - p2)};
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auto const second{6.0 * u * (p2 - 2.0 * p1 + p0) + 6.0 * t * (p3 - 2.0 * p2 + p1)};
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auto const speedsquared{first.x * first.x + first.z * first.z};
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if (speedsquared < 1e-9)
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continue;
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curvature = std::max(curvature, std::abs(second.x * first.z - second.z * first.x) / (speedsquared * std::sqrt(speedsquared)));
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}
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return curvature > 1e-5 ? 1.0 / curvature : 0.0;
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}
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}
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bool editor_road::available(std::string *Reason)
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{
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if (Global.NvRenderer)
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{
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if (Reason != nullptr)
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*Reason = "Geometry of the roads can't be rebuilt with the experimental renderer";
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return false;
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}
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if (simulation::Region == nullptr)
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{
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if (Reason != nullptr)
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*Reason = "No scenery is loaded";
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return false;
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}
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return true;
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}
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bool editor_road::can_edit(road_node const &Road, std::string *Reason)
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{
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std::string reason;
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if (false == available(&reason))
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{
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// reason was filled by the call
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}
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else if (Road.merged())
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{
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reason = "the scenery wasn't opened for editing (-edit), geometry of the roads it came with can't be taken apart";
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}
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else if (false == scene::Layers.editable(&Road, &reason))
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{
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// reason was filled by the call
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}
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else if (Road.occupied())
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{
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reason = "there are vehicles on it";
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}
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else
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{
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// the paths made to turn the vehicles back at the loose ends of the neighbours go away too
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for (auto const *neighbour : neighbours(Road))
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for (auto const *turn : neighbour->turns())
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if (turn != nullptr && false == turn->Dynamics.empty())
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reason = "there are vehicles turning back next to it";
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}
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if (reason.empty())
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{
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// so do the ways through the junctions it leads to
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for (auto const atend : {false, true})
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for (auto const *junction : junctions_at(axis_end(Road.definition(), atend)))
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if (junction->occupied())
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reason = "there are vehicles on the junction it leads to";
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}
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if (false == reason.empty() && Reason != nullptr)
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*Reason = reason;
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return reason.empty();
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}
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bool editor_road::can_edit(junction_node const &Junction, std::string *Reason)
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{
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std::string reason;
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if (false == available(&reason))
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{
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// reason was filled by the call
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}
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else if (Junction.merged())
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{
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reason = "the scenery wasn't opened for editing (-edit), geometry of the junctions it came with can't be taken apart";
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}
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else if (false == scene::Layers.editable(&Junction, &reason))
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{
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// reason was filled by the call
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}
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else if (Junction.occupied())
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{
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reason = "there are vehicles on it";
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}
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else
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{
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// the roads attached to it get their loose ends closed anew
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for (auto const &arm : Junction.definition().arms)
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for (auto const *road : roads_at(arm.position, nullptr))
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if (turning(*road))
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reason = "there are vehicles turning back on the roads it leads to";
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}
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if (false == reason.empty() && Reason != nullptr)
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*Reason = reason;
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return reason.empty();
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}
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bool editor_road::can_join(loose_end const &End, std::string *Reason)
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{
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// what gets attached takes the place of the paths made for the end as it was
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std::string reason;
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if (End.road != nullptr && turning(*End.road))
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reason = "there are vehicles turning back on the road";
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if (End.junction != nullptr)
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{
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if (End.junction->occupied())
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reason = "there are vehicles on the junction";
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for (auto const &arm : End.junction->definition().arms)
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for (auto const *road : roads_at(arm.position, nullptr))
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if (turning(*road))
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reason = "there are vehicles turning back on the roads the junction leads to";
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}
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if (false == reason.empty() && Reason != nullptr)
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*Reason = reason;
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return reason.empty();
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}
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std::vector<road_node *> editor_road::neighbours(road_node const &Road)
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{
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std::vector<road_node *> result;
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if (Road.m_editorremoved)
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return result;
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for (auto const atend : {false, true})
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for (auto *road : roads_at(axis_end(Road.definition(), atend), &Road))
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add_unique(result, road);
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return result;
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}
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template <class Change_>
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void editor_road::refresh(std::vector<road_node *> const &Roads, std::vector<junction_node *> const &Junctions, Change_ Change)
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{
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// the pieces and junctions next to the changed ones keep their shape, but what they're joined with changes.
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// this takes down the paths made for the joints, so they can be made again once the change is done
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std::vector<road_node *> affected;
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std::vector<junction_node *> crossings;
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auto const gather = [&]() {
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std::vector<road_node *> roads{affected};
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std::vector<junction_node *> junctions{crossings};
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for (auto *road : Roads)
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{
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add_unique(roads, road);
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if (road->m_editorremoved)
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continue;
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for (auto *neighbour : neighbours(*road))
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add_unique(roads, neighbour);
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for (auto const atend : {false, true})
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for (auto *junction : junctions_at(axis_end(road->definition(), atend)))
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add_unique(junctions, junction);
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}
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for (auto *junction : Junctions)
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add_unique(junctions, junction);
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// a junction changes what the roads attached to it do at their ends
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for (auto *junction : junctions)
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if (false == junction->m_editorremoved)
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for (auto const &arm : junction->definition().arms)
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for (auto *road : roads_at(arm.position, nullptr))
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add_unique(roads, road);
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for (auto *road : roads)
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{
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if (std::find(affected.begin(), affected.end(), road) == affected.end())
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{
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retire(road->release_turns());
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affected.emplace_back(road);
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}
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}
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for (auto *junction : junctions)
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{
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if (std::find(crossings.begin(), crossings.end(), junction) == crossings.end())
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{
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retire(junction->release_links());
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crossings.emplace_back(junction);
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}
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}
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};
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gather();
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for (auto *road : Roads)
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{
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road->hide();
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retire(road->release_lanes());
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}
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for (auto *junction : Junctions)
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junction->hide();
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Change();
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// the change could have moved things next to other ones
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gather();
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std::vector<TTrack *> lanes;
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for (auto *road : Roads)
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{
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if (road->m_editorremoved)
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continue;
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road->create_lanes();
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road->show();
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lanes.insert(lanes.end(), road->tracks().begin(), road->tracks().end());
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}
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// joins the lanes with the lanes of the neighbours, by the ends they share
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editor_track::commit(lanes);
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for (auto *junction : Junctions)
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if (false == junction->m_editorremoved)
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junction->show();
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// the junctions take the lanes which end at them, what's left loose after that is closed by the roads
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for (auto *junction : crossings)
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if (false == junction->m_editorremoved)
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junction->create_links();
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for (auto *road : affected)
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if (false == road->m_editorremoved)
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road->close_ends();
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}
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std::vector<road_node *> editor_road::create(std::vector<road_node::state> const &States)
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{
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static int counter{0};
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std::vector<road_node *> created;
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if (false == available())
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return created;
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for (auto const &state : States)
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{
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scene::node_data data;
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data.type = "road";
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data.range_max = -1.0;
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data.layer = scene::Layers.active(); // null_handle unless the scenery was opened for editing
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// the name is what the lanes are known by to the vehicles put on them, so each piece needs one of its own
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do
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{
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data.name = "road_" + std::to_string(++counter);
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} while (simulation::Roads.find(data.name) != nullptr);
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auto *road{new road_node(data)};
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road->define(state);
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road->mark_dirty();
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simulation::Roads.insert(road);
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scene::Layers.count(road->layer(), scene::layer_item::track);
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created.emplace_back(road);
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}
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refresh(created, {}, []() {});
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return created;
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}
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void editor_road::apply(std::vector<std::pair<road_node *, road_node::state>> const &Changes)
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{
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std::vector<road_node *> roads;
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for (auto const &change : Changes)
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add_unique(roads, change.first);
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if (roads.empty())
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return;
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refresh(roads, {}, [&]() {
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for (auto const &change : Changes)
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{
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change.first->define(change.second);
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change.first->mark_dirty();
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}
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});
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}
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void editor_road::remove(std::vector<road_node *> const &Roads)
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{
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std::vector<road_node *> roads;
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for (auto *road : Roads)
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if (road != nullptr && false == road->m_editorremoved)
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add_unique(roads, road);
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if (roads.empty())
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return;
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refresh(roads, {}, [&]() {
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for (auto *road : roads)
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{
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road->m_editorremoved = true;
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scene::Layers.count(road->layer(), scene::layer_item::track, -1);
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}
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});
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}
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void editor_road::revive(std::vector<road_node *> const &Roads)
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{
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std::vector<road_node *> roads;
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for (auto *road : Roads)
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if (road != nullptr && road->m_editorremoved)
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add_unique(roads, road);
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if (roads.empty())
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return;
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refresh(roads, {}, [&]() {
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for (auto *road : roads)
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{
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road->m_editorremoved = false;
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road->mark_dirty();
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scene::Layers.count(road->layer(), scene::layer_item::track);
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}
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});
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}
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std::vector<junction_node *> editor_road::create(std::vector<junction_node::state> const &States)
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{
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static int counter{0};
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std::vector<junction_node *> created;
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if (false == available())
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return created;
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for (auto const &state : States)
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{
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scene::node_data data;
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data.type = "junction";
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data.range_max = -1.0;
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data.layer = scene::Layers.active(); // null_handle unless the scenery was opened for editing
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do
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{
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data.name = "junction_" + std::to_string(++counter);
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} while (simulation::Junctions.find(data.name) != nullptr);
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auto *junction{new junction_node(data)};
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junction->define(state);
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junction->mark_dirty();
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simulation::Junctions.insert(junction);
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scene::Layers.count(junction->layer(), scene::layer_item::track);
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created.emplace_back(junction);
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}
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refresh({}, created, []() {});
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return created;
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}
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void editor_road::remove(std::vector<junction_node *> const &Junctions)
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{
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std::vector<junction_node *> junctions;
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for (auto *junction : Junctions)
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if (junction != nullptr && false == junction->m_editorremoved)
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add_unique(junctions, junction);
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if (junctions.empty())
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return;
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refresh({}, junctions, [&]() {
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for (auto *junction : junctions)
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{
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junction->m_editorremoved = true;
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scene::Layers.count(junction->layer(), scene::layer_item::track, -1);
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}
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});
|
|
}
|
|
|
|
void editor_road::revive(std::vector<junction_node *> const &Junctions)
|
|
{
|
|
std::vector<junction_node *> junctions;
|
|
for (auto *junction : Junctions)
|
|
if (junction != nullptr && junction->m_editorremoved)
|
|
add_unique(junctions, junction);
|
|
if (junctions.empty())
|
|
return;
|
|
refresh({}, junctions, [&]() {
|
|
for (auto *junction : junctions)
|
|
{
|
|
junction->m_editorremoved = false;
|
|
junction->mark_dirty();
|
|
scene::Layers.count(junction->layer(), scene::layer_item::track);
|
|
}
|
|
});
|
|
}
|
|
|
|
road_node *editor_road::split(road_node &Road, double const T)
|
|
{
|
|
if (T <= 0.001 || T >= 0.999)
|
|
return nullptr;
|
|
auto first{Road.definition()};
|
|
auto second{first};
|
|
auto const &path{Road.definition().axis};
|
|
auto const p0{path.points[segment_data::point::start]};
|
|
auto const p3{path.points[segment_data::point::end]};
|
|
if (path.points[segment_data::point::control1] == glm::dvec3{0.0} && path.points[segment_data::point::control2] == glm::dvec3{0.0})
|
|
{
|
|
auto const middle{glm::mix(p0, p3, T)};
|
|
first.axis.points[segment_data::point::end] = middle;
|
|
second.axis.points[segment_data::point::start] = middle;
|
|
}
|
|
else
|
|
{
|
|
auto const p1{p0 + path.points[segment_data::point::control1]};
|
|
auto const p2{p3 + path.points[segment_data::point::control2]};
|
|
auto const p01{glm::mix(p0, p1, T)};
|
|
auto const p12{glm::mix(p1, p2, T)};
|
|
auto const p23{glm::mix(p2, p3, T)};
|
|
auto const p012{glm::mix(p01, p12, T)};
|
|
auto const p123{glm::mix(p12, p23, T)};
|
|
auto const middle{glm::mix(p012, p123, T)};
|
|
first.axis.points[segment_data::point::control1] = p01 - p0;
|
|
first.axis.points[segment_data::point::control2] = p012 - middle;
|
|
first.axis.points[segment_data::point::end] = middle;
|
|
second.axis.points[segment_data::point::start] = middle;
|
|
second.axis.points[segment_data::point::control1] = p123 - middle;
|
|
second.axis.points[segment_data::point::control2] = p23 - p3;
|
|
}
|
|
auto const roll{static_cast<float>(path.rolls[0] + (path.rolls[1] - path.rolls[0]) * T)};
|
|
first.axis.rolls[1] = roll;
|
|
second.axis.rolls[0] = roll;
|
|
apply({{&Road, first}});
|
|
auto const created{create({second})};
|
|
return created.empty() ? nullptr : created.front();
|
|
}
|
|
|
|
std::vector<road_node *> editor_road::chain(road_node &Road)
|
|
{
|
|
std::vector<road_node *> result{&Road};
|
|
for (std::size_t idx = 0; idx < result.size(); ++idx)
|
|
{
|
|
for (auto const atend : {false, true})
|
|
{
|
|
// a road goes on only where exactly two pieces meet
|
|
auto const next{roads_at(axis_end(result[idx]->definition(), atend), result[idx])};
|
|
if (next.size() == 1)
|
|
add_unique(result, next.front());
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
double editor_road::nearest_parameter(road_node::state const &State, glm::dvec3 const &Point)
|
|
{
|
|
auto const distance = [&](double const T) {
|
|
auto const position{State.point(T)};
|
|
return glm::distance(glm::dvec2{position.x, position.z}, glm::dvec2{Point.x, Point.z});
|
|
};
|
|
double best{0.0};
|
|
for (int i = 1; i <= 64; ++i)
|
|
if (distance(i / 64.0) < distance(best))
|
|
best = i / 64.0;
|
|
double step{1.0 / 64.0};
|
|
for (int i = 0; i < 24; ++i)
|
|
{
|
|
step *= 0.5;
|
|
if (best - step >= 0.0 && distance(best - step) < distance(best))
|
|
best -= step;
|
|
else if (best + step <= 1.0 && distance(best + step) < distance(best))
|
|
best += step;
|
|
}
|
|
return best;
|
|
}
|
|
|
|
road_node *editor_road::nearest(glm::dvec3 const &Point, double const Margin)
|
|
{
|
|
road_node *result{nullptr};
|
|
double best{std::numeric_limits<double>::max()};
|
|
for (auto *road : simulation::Roads.sequence())
|
|
{
|
|
if (road == nullptr || road->m_editorremoved)
|
|
continue;
|
|
auto const &state{road->definition()};
|
|
auto const reach{0.5 * state.width() + std::max(state.sides[0].width, state.sides[1].width) + Margin};
|
|
if (glm::distance(road->location(), Point) > 0.5 * state.length() + reach + 10.0)
|
|
continue;
|
|
auto const position{state.point(nearest_parameter(state, Point))};
|
|
auto const distance{glm::distance(glm::dvec2{position.x, position.z}, glm::dvec2{Point.x, Point.z})};
|
|
// roads passing over or under the point don't count
|
|
if (distance > reach || std::abs(position.y - Point.y) > 3.0)
|
|
continue;
|
|
if (distance < best)
|
|
{
|
|
best = distance;
|
|
result = road;
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
junction_node *editor_road::nearest_junction(glm::dvec3 const &Point)
|
|
{
|
|
junction_node *result{nullptr};
|
|
double best{std::numeric_limits<double>::max()};
|
|
for (auto *junction : simulation::Junctions.sequence())
|
|
{
|
|
if (junction == nullptr || junction->m_editorremoved)
|
|
continue;
|
|
auto const &state{junction->definition()};
|
|
// the junction takes the ground up to the ends of the roads it's made for
|
|
double reach{0.0};
|
|
for (auto const &arm : state.arms)
|
|
reach = std::max(reach, glm::distance(glm::dvec2{arm.position.x, arm.position.z}, glm::dvec2{state.centre.x, state.centre.z}));
|
|
auto const distance{glm::distance(glm::dvec2{state.centre.x, state.centre.z}, glm::dvec2{Point.x, Point.z})};
|
|
if (distance > reach || std::abs(state.centre.y - Point.y) > 3.0 || distance > best)
|
|
continue;
|
|
best = distance;
|
|
result = junction;
|
|
}
|
|
return result;
|
|
}
|
|
|
|
editor_road::loose_end editor_road::find_end(glm::dvec3 const &Point, double const Radius, bool const Junctions)
|
|
{
|
|
loose_end result;
|
|
double best{Radius};
|
|
for (auto *road : simulation::Roads.sequence())
|
|
{
|
|
if (road == nullptr || road->m_editorremoved)
|
|
continue;
|
|
auto const &state{road->definition()};
|
|
for (auto const atend : {false, true})
|
|
{
|
|
auto const position{axis_end(state, atend)};
|
|
auto const distance{glm::distance(glm::dvec2{position.x, position.z}, glm::dvec2{Point.x, Point.z})};
|
|
if (distance > best || std::abs(position.y - Point.y) > 3.0 || false == roads_at(position, road).empty() || false == junctions_at(position).empty())
|
|
continue;
|
|
best = distance;
|
|
result = loose_end{};
|
|
result.road = road;
|
|
result.atend = atend;
|
|
result.position = position;
|
|
result.outwards = (atend ? state.tangent(1.0) : -state.tangent(0.0));
|
|
}
|
|
}
|
|
if (false == Junctions)
|
|
return result;
|
|
for (auto *junction : simulation::Junctions.sequence())
|
|
{
|
|
if (junction == nullptr || junction->m_editorremoved)
|
|
continue;
|
|
for (auto const &arm : junction->definition().arms)
|
|
{
|
|
auto const distance{glm::distance(glm::dvec2{arm.position.x, arm.position.z}, glm::dvec2{Point.x, Point.z})};
|
|
if (distance > best || std::abs(arm.position.y - Point.y) > 3.0 || false == roads_at(arm.position, nullptr).empty())
|
|
continue;
|
|
best = distance;
|
|
result = loose_end{};
|
|
result.junction = junction;
|
|
result.position = arm.position;
|
|
result.outwards = glm::dvec3{arm.direction.x, 0.0, arm.direction.y};
|
|
// a road leading away from the junction has the lanes going out of it as the ones going along its axis
|
|
result.forward = arm.outgoing;
|
|
result.backward = arm.incoming;
|
|
result.width = arm.width;
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
std::vector<segment_data> editor_road::plan(glm::dvec3 const &Start, glm::dvec2 const *Direction, glm::dvec3 const &Target, glm::dvec2 const *Enddirection, bool const Straight, std::string &Error)
|
|
{
|
|
std::vector<segment_data> pieces;
|
|
glm::dvec2 const chord{Target.x - Start.x, Target.z - Start.z};
|
|
auto const span{glm::length(chord)};
|
|
if (span < kShortestRoad)
|
|
{
|
|
Error = "Too short";
|
|
return pieces;
|
|
}
|
|
// straight road, cut into pieces of reasonable length
|
|
auto const straight = [&](glm::dvec3 const &End) {
|
|
auto const count{std::max(1, static_cast<int>(std::ceil(glm::distance(Start, End) / kPieceLength)))};
|
|
for (int i = 0; i < count; ++i)
|
|
{
|
|
segment_data piece;
|
|
piece.points[segment_data::point::start] = glm::mix(Start, End, static_cast<double>(i) / count);
|
|
piece.points[segment_data::point::end] = glm::mix(Start, End, static_cast<double>(i + 1) / count);
|
|
pieces.emplace_back(piece);
|
|
}
|
|
};
|
|
|
|
if (Direction != nullptr && Enddirection != nullptr)
|
|
{
|
|
// both ends are tied, which leaves a single curve with the tangents set
|
|
if (glm::dot(*Direction, chord) < 0.1 * span || glm::dot(*Enddirection, chord) < 0.1 * span)
|
|
{
|
|
Error = "The road would have to turn back to meet the end";
|
|
return pieces;
|
|
}
|
|
auto const rise{(Target.y - Start.y) / 3.0};
|
|
segment_data piece;
|
|
piece.points[segment_data::point::start] = Start;
|
|
piece.points[segment_data::point::end] = Target;
|
|
piece.points[segment_data::point::control1] = glm::dvec3{Direction->x * span / 3.0, rise, Direction->y * span / 3.0};
|
|
piece.points[segment_data::point::control2] = glm::dvec3{-Enddirection->x * span / 3.0, -rise, -Enddirection->y * span / 3.0};
|
|
auto const radius{tightest_radius(piece)};
|
|
if (radius == 0.0)
|
|
{
|
|
pieces.clear();
|
|
straight(Target);
|
|
return pieces;
|
|
}
|
|
if (radius < kTightestRadius)
|
|
{
|
|
Error = "The bend is too tight";
|
|
return pieces;
|
|
}
|
|
piece.radius = static_cast<float>(radius);
|
|
pieces.emplace_back(piece);
|
|
return pieces;
|
|
}
|
|
if (Direction == nullptr && Enddirection != nullptr)
|
|
{
|
|
// only the far end is tied: the same road as the one leading back from there, turned around
|
|
glm::dvec2 const back{-*Enddirection};
|
|
auto reversed{plan(Target, &back, Start, nullptr, Straight, Error)};
|
|
for (auto &piece : reversed)
|
|
{
|
|
std::swap(piece.points[segment_data::point::start], piece.points[segment_data::point::end]);
|
|
std::swap(piece.points[segment_data::point::control1], piece.points[segment_data::point::control2]);
|
|
}
|
|
std::reverse(reversed.begin(), reversed.end());
|
|
return reversed;
|
|
}
|
|
if (Direction == nullptr)
|
|
{
|
|
straight(Target);
|
|
return pieces;
|
|
}
|
|
|
|
// the road leaves the start in set direction, and reaches the target with an arc
|
|
auto const forward{*Direction};
|
|
glm::dvec2 const left{forward.y, -forward.x};
|
|
auto const along{glm::dot(chord, forward)};
|
|
auto const side{glm::dot(chord, left)};
|
|
if (Straight || std::abs(side) < 0.02 * span)
|
|
{
|
|
if (along < kShortestRoad)
|
|
{
|
|
Error = "The target is behind the start";
|
|
return pieces;
|
|
}
|
|
straight(glm::dvec3{Start.x + forward.x * along, Target.y, Start.z + forward.y * along});
|
|
return pieces;
|
|
}
|
|
auto const turn{2.0 * std::atan2(side, along)}; // positive to the left
|
|
auto const radius{span * span / (2.0 * side)}; // likewise
|
|
if (std::abs(turn) > glm::radians(170.0))
|
|
{
|
|
Error = "The road would have to turn back to reach the target";
|
|
return pieces;
|
|
}
|
|
if (std::abs(radius) < kTightestRadius)
|
|
{
|
|
Error = "The bend is too tight";
|
|
return pieces;
|
|
}
|
|
glm::dvec2 const start{Start.x, Start.z};
|
|
auto const centre{start + left * radius};
|
|
auto const count{std::max(1, static_cast<int>(std::ceil(std::max(std::abs(turn) / kPieceTurn, std::abs(radius * turn) / kPieceLength))))};
|
|
auto const handle{4.0 / 3.0 * std::tan(std::abs(turn) / count / 4.0) * std::abs(radius)};
|
|
auto const rise{(Target.y - Start.y) / count};
|
|
for (int i = 0; i < count; ++i)
|
|
{
|
|
auto const angle0{turn * i / count};
|
|
auto const angle1{turn * (i + 1) / count};
|
|
auto const point0{centre - left * (radius * std::cos(angle0)) + forward * (radius * std::sin(angle0))};
|
|
auto const point1{centre - left * (radius * std::cos(angle1)) + forward * (radius * std::sin(angle1))};
|
|
auto const tangent0{forward * std::cos(angle0) + left * std::sin(angle0)};
|
|
auto const tangent1{forward * std::cos(angle1) + left * std::sin(angle1)};
|
|
segment_data piece;
|
|
piece.points[segment_data::point::start] = glm::dvec3{point0.x, Start.y + rise * i, point0.y};
|
|
piece.points[segment_data::point::end] = glm::dvec3{point1.x, Start.y + rise * (i + 1), point1.y};
|
|
piece.points[segment_data::point::control1] = glm::dvec3{tangent0.x * handle, rise / 3.0, tangent0.y * handle};
|
|
piece.points[segment_data::point::control2] = glm::dvec3{-tangent1.x * handle, -rise / 3.0, -tangent1.y * handle};
|
|
piece.radius = static_cast<float>(std::abs(radius));
|
|
pieces.emplace_back(piece);
|
|
}
|
|
// the arc is worked out from the start, make sure it ends exactly at the target
|
|
pieces.back().points[segment_data::point::end] = Target;
|
|
return pieces;
|
|
}
|
|
|
|
double editor_road::planar_length(segment_data const &Path)
|
|
{
|
|
auto const whole{subpath(Path, 0.0, 1.0)};
|
|
auto const &p0{whole.points[segment_data::point::start]};
|
|
auto const &p3{whole.points[segment_data::point::end]};
|
|
if (whole.points[segment_data::point::control1] == glm::dvec3{0.0} && whole.points[segment_data::point::control2] == glm::dvec3{0.0})
|
|
return glm::distance(glm::dvec2{p0.x, p0.z}, glm::dvec2{p3.x, p3.z});
|
|
auto const p1{p0 + whole.points[segment_data::point::control1]};
|
|
auto const p2{p3 + whole.points[segment_data::point::control2]};
|
|
double length{0.0};
|
|
glm::dvec2 previous{p0.x, p0.z};
|
|
for (int i = 1; i <= 32; ++i)
|
|
{
|
|
auto const t{i / 32.0};
|
|
auto const u{1.0 - t};
|
|
auto const point{u * u * u * p0 + 3.0 * u * u * t * p1 + 3.0 * u * t * t * p2 + t * t * t * p3};
|
|
glm::dvec2 const current{point.x, point.z};
|
|
length += glm::distance(previous, current);
|
|
previous = current;
|
|
}
|
|
return length;
|
|
}
|
|
|
|
double editor_road::end_grade(segment_data const &Path)
|
|
{
|
|
auto const &control{Path.points[segment_data::point::control2]};
|
|
if (control != glm::dvec3{0.0})
|
|
{
|
|
auto const run{glm::length(glm::dvec2{control.x, control.z})};
|
|
return run > 1e-6 ? -control.y / run : 0.0;
|
|
}
|
|
auto const length{planar_length(Path)};
|
|
return length > 1e-6 ? (Path.points[segment_data::point::end].y - Path.points[segment_data::point::start].y) / length : 0.0;
|
|
}
|
|
|
|
std::vector<segment_data> editor_road::refine(std::vector<segment_data> const &Pieces, double const Length)
|
|
{
|
|
std::vector<segment_data> result;
|
|
for (auto const &piece : Pieces)
|
|
{
|
|
auto const count{std::max(1, static_cast<int>(std::ceil(planar_length(piece) / std::max(1.0, Length) - 0.01)))};
|
|
for (int i = 0; i < count; ++i)
|
|
result.emplace_back(count == 1 ? piece : subpath(piece, static_cast<double>(i) / count, static_cast<double>(i + 1) / count));
|
|
}
|
|
return result;
|
|
}
|
|
|
|
void editor_road::profile(std::vector<segment_data> &Pieces, std::vector<double> Heights, double const *Startgrade, double const *Endgrade)
|
|
{
|
|
auto const count{Pieces.size()};
|
|
if (count == 0 || Heights.size() != count + 1)
|
|
return;
|
|
std::vector<double> lengths(count);
|
|
for (std::size_t i = 0; i < count; ++i)
|
|
lengths[i] = std::max(0.01, planar_length(Pieces[i]));
|
|
// the heights in between are evened out, so the road doesn't ride every dip. it's never lowered though,
|
|
// as that would let the ground the heights were taken from come through the surface
|
|
{
|
|
auto const sampled{Heights};
|
|
for (std::size_t i = 1; i < count; ++i)
|
|
Heights[i] = std::max(sampled[i], 0.25 * sampled[i - 1] + 0.5 * sampled[i] + 0.25 * sampled[i + 1]);
|
|
}
|
|
std::vector<double> slopes(count);
|
|
for (std::size_t i = 0; i < count; ++i)
|
|
slopes[i] = (Heights[i + 1] - Heights[i]) / lengths[i];
|
|
// slope at each joint is shared by the pieces on both its sides, which is what rounds the profile
|
|
std::vector<double> grades(count + 1);
|
|
grades.front() = (Startgrade != nullptr ? *Startgrade : slopes.front());
|
|
grades.back() = (Endgrade != nullptr ? *Endgrade : slopes.back());
|
|
for (std::size_t i = 1; i < count; ++i)
|
|
{
|
|
auto const before{slopes[i - 1]};
|
|
auto const after{slopes[i]};
|
|
if (before * after <= 0.0)
|
|
{
|
|
// a crest or a bottom
|
|
grades[i] = 0.0;
|
|
continue;
|
|
}
|
|
auto grade{(before * lengths[i] + after * lengths[i - 1]) / (lengths[i - 1] + lengths[i])};
|
|
// kept from overshooting the heights the road is led through
|
|
auto const limit{3.0 * std::min(std::abs(before), std::abs(after))};
|
|
grades[i] = std::clamp(grade, -limit, limit);
|
|
}
|
|
for (std::size_t i = 0; i < count; ++i)
|
|
{
|
|
auto &piece{Pieces[i]};
|
|
auto &start{piece.points[segment_data::point::start]};
|
|
auto &end{piece.points[segment_data::point::end]};
|
|
auto &control1{piece.points[segment_data::point::control1]};
|
|
auto &control2{piece.points[segment_data::point::control2]};
|
|
start.y = Heights[i];
|
|
end.y = Heights[i + 1];
|
|
if (control1 == glm::dvec3{0.0} && control2 == glm::dvec3{0.0})
|
|
{
|
|
if (std::abs(grades[i] - slopes[i]) < 1e-4 && std::abs(grades[i + 1] - slopes[i]) < 1e-4)
|
|
continue; // even slope, the piece stays a plain straight
|
|
// a straight needs its control points spelled out to bend up or down
|
|
control1 = (end - start) / 3.0;
|
|
control2 = (start - end) / 3.0;
|
|
}
|
|
control1.y = grades[i] * glm::length(glm::dvec2{control1.x, control1.z});
|
|
control2.y = -grades[i + 1] * glm::length(glm::dvec2{control2.x, control2.z});
|
|
}
|
|
}
|
|
|
|
double editor_road::junction_reach(int const Lanes, float const Width)
|
|
{
|
|
// half of the road, and room for the corners
|
|
return 0.5 * std::max(1, Lanes) * Width + 6.0;
|
|
}
|
|
|
|
junction_node::state editor_road::junction(junction_kind const Kind, glm::dvec3 const &Entry, glm::dvec2 const &Heading, int const Incoming, int const Outgoing, float const Width)
|
|
{
|
|
junction_node::state state;
|
|
auto const heading{glm::length(Heading) > 1e-6 ? glm::normalize(Heading) : glm::dvec2{0.0, 1.0}};
|
|
glm::dvec2 const left{heading.y, -heading.x};
|
|
auto const reach{junction_reach(Incoming + Outgoing, Width)};
|
|
auto const spot = [&](glm::dvec2 const &Direction, double const Distance) { return glm::dvec3{Entry.x + Direction.x * Distance, Entry.y, Entry.z + Direction.y * Distance}; };
|
|
state.centre = spot(heading, reach);
|
|
auto const arm = [&](glm::dvec2 const &Direction, int const In, int const Out) {
|
|
junction_node::arm_data data;
|
|
data.position = glm::dvec3{state.centre.x + Direction.x * reach, Entry.y, state.centre.z + Direction.y * reach};
|
|
data.direction = Direction;
|
|
data.incoming = In;
|
|
data.outgoing = Out;
|
|
data.width = Width;
|
|
state.arms.emplace_back(data);
|
|
};
|
|
// the road the junction is entered by, then the others: what comes in by one leaves by them
|
|
arm(-heading, Incoming, Outgoing);
|
|
if (Kind == junction_kind::cross || Kind == junction_kind::tee_left || Kind == junction_kind::tee_right)
|
|
arm(heading, Outgoing, Incoming);
|
|
if (Kind == junction_kind::cross || Kind == junction_kind::tee_sides || Kind == junction_kind::tee_left)
|
|
arm(left, Outgoing, Incoming);
|
|
if (Kind == junction_kind::cross || Kind == junction_kind::tee_sides || Kind == junction_kind::tee_right)
|
|
arm(-left, Outgoing, Incoming);
|
|
state.normalize();
|
|
return state;
|
|
}
|
|
|
|
std::vector<std::string> const &editor_road::materials()
|
|
{
|
|
static std::vector<std::string> names;
|
|
static bool scanned{false};
|
|
if (scanned)
|
|
return names;
|
|
scanned = true;
|
|
std::set<std::string> found;
|
|
std::error_code error;
|
|
for (std::filesystem::directory_iterator file{Global.asCurrentTexturePath, std::filesystem::directory_options::skip_permission_denied, error}, end; file != end; file.increment(error))
|
|
{
|
|
if (error || false == file->is_regular_file(error))
|
|
continue;
|
|
auto extension{file->path().extension().string()};
|
|
std::transform(extension.begin(), extension.end(), extension.begin(), [](unsigned char c) { return static_cast<char>(std::tolower(c)); });
|
|
if (extension != ".mat" && extension != ".dds" && extension != ".tga" && extension != ".png" && extension != ".bmp" && extension != ".jpg" && extension != ".ktx" && extension != ".tex")
|
|
continue;
|
|
auto name{file->path().stem().string()};
|
|
std::transform(name.begin(), name.end(), name.begin(), [](unsigned char c) { return static_cast<char>(std::tolower(c)); });
|
|
// names with spaces can't be put in a scenery file
|
|
if (name.empty() || name.find(' ') != std::string::npos)
|
|
continue;
|
|
found.emplace(name);
|
|
}
|
|
names.assign(found.begin(), found.end());
|
|
return names;
|
|
}
|