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108 lines
6.0 KiB
C++
108 lines
6.0 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 <string>
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#include <utility>
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#include <vector>
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#include <glm/glm.hpp>
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#include "world/Road.h"
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// editor operations on the roads. a road in the scenery is a string of pieces joined end to end,
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// each piece being a road node with lanes and geometry of its own; roads meet at junctions
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class editor_road
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{
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public:
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// an end of a road piece, or an arm of a junction, nothing is attached to
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struct loose_end
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{
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road_node *road{nullptr};
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junction_node *junction{nullptr};
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bool atend{false}; // of a road: the end of its axis rather than the start
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glm::dvec3 position{0.0};
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glm::dvec3 outwards{0.0}; // direction a road would continue in
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// of a junction arm: lanes of a road leading away from it
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int forward{0};
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int backward{0};
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float width{0.f};
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bool valid() const
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{
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return road != nullptr || junction != nullptr;
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}
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};
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enum class junction_kind
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{
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cross, // four roads
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tee_sides, // the road ends, with roads to both sides
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tee_left, // the road goes on, with a road to the left
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tee_right // the road goes on, with a road to the right
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};
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// true if the roads can be built and changed at all. optionally explains why they can't
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static bool available(std::string *Reason = nullptr);
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// true if specified road piece or junction can be changed or removed. optionally explains why it can't
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static bool can_edit(road_node const &Road, std::string *Reason = nullptr);
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static bool can_edit(junction_node const &Junction, std::string *Reason = nullptr);
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// true if a road or a junction can be attached to specified loose end. optionally explains why it can't
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static bool can_join(loose_end const &End, std::string *Reason = nullptr);
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// makes road pieces out of provided definitions, with their lanes joined to the neighbours and geometry in the scene
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static std::vector<road_node *> create(std::vector<road_node::state> const &States);
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// replaces definitions of the pieces and makes their lanes and geometry anew
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static void apply(std::vector<std::pair<road_node *, road_node::state>> const &Changes);
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// takes the pieces out of the scenery. they're kept around, so they can be brought back
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static void remove(std::vector<road_node *> const &Roads);
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static void revive(std::vector<road_node *> const &Roads);
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// the same for the junctions
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static std::vector<junction_node *> create(std::vector<junction_node::state> const &States);
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static void remove(std::vector<junction_node *> const &Junctions);
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static void revive(std::vector<junction_node *> const &Junctions);
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// cuts the piece in two at specified point of its axis. returns: the new piece, holding the part past the cut
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static road_node *split(road_node &Road, double const T);
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// the pieces which make a single road together with specified one, in no particular order
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static std::vector<road_node *> chain(road_node &Road);
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// the piece under specified point, or within specified distance from it
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static road_node *nearest(glm::dvec3 const &Point, double const Margin);
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// the junction specified point lies on
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static junction_node *nearest_junction(glm::dvec3 const &Point);
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// value of the curve parameter for the point of the axis nearest to specified point
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static double nearest_parameter(road_node::state const &State, glm::dvec3 const &Point);
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// end of a road with nothing attached, within specified distance from specified point; optionally arms of junctions too
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static loose_end find_end(glm::dvec3 const &Point, double const Radius, bool const Junctions = true);
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// lays out axes of the pieces for a road leading from a point to another. the directions are optional requirements
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// for the road at its ends; without them it starts straight at the target, with them it bends to meet them.
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// returns: the axes in order, or nothing if there's no reasonable road to make, with the reason in Error
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static std::vector<segment_data> plan(glm::dvec3 const &Start, glm::dvec2 const *Direction, glm::dvec3 const &Target, glm::dvec2 const *Enddirection, bool const Straight, std::string &Error);
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// cuts the pieces so none is longer than specified
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static std::vector<segment_data> refine(std::vector<segment_data> const &Pieces, double const Length);
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// gives a string of pieces a smooth profile running through provided heights.
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// Heights: one for the start of each piece and one for the end of the last. these of the ends are kept, the others are evened out:
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// the dips are filled while the tops stay, so the ground the heights were taken from doesn't come through the road.
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// Startgrade, Endgrade: slopes to keep at the ends, to carry on what the road joins; nullptr for none
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static void profile(std::vector<segment_data> &Pieces, std::vector<double> Heights, double const *Startgrade, double const *Endgrade);
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// length of the path seen from above
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static double planar_length(segment_data const &Path);
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// slope of the path at its end, in the direction it's laid out
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static double end_grade(segment_data const &Path);
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// distance from the centre of a junction to the ends of the roads it's made for
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static double junction_reach(int const Lanes, float const Width);
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// lays out a junction entered by a road. Entry: middle of the end of that road, Heading: the way the road goes there,
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// Incoming, Outgoing: lanes of that road leading into the junction and out of it
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static junction_node::state junction(junction_kind const Kind, glm::dvec3 const &Entry, glm::dvec2 const &Heading, int const Incoming, int const Outgoing, float const Width);
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// names of materials and images present in the texture folder, to pick from
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static std::vector<std::string> const &materials();
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private:
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// takes down what depends on the listed pieces and junctions, lets the caller change them, then builds it all again
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template <class Change_>
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static void refresh(std::vector<road_node *> const &Roads, std::vector<junction_node *> const &Junctions, Change_ Change);
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static std::vector<road_node *> neighbours(road_node const &Road);
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};
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