-
Notifications
You must be signed in to change notification settings - Fork 51
/
Segment.h
147 lines (135 loc) · 4.66 KB
/
Segment.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
/*
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 "Classes.h"
#include "dumb3d.h"
#include "geometrybank.h"
#include "utilities.h"
struct map_colored_paths {
std::vector<gfx::geometrybank_handle> switches;
std::vector<gfx::geometrybank_handle> occupied;
std::vector<gfx::geometrybank_handle> future;
std::vector<gfx::geometrybank_handle> highlighted;
};
struct segment_data {
// types
enum point {
start = 0,
control1,
control2,
end
};
// members
std::array<glm::dvec3, 4> points {};
std::array<float, 2> rolls {};
float radius {};
// constructors
segment_data() = default;
// methods
void deserialize( cParser &Input, glm::dvec3 const &Offset );
};
class TSegment
{ // aproksymacja toru (zwrotnica ma dwa takie, jeden z nich jest aktywny)
private:
Math3D::vector3 Point1, CPointOut, CPointIn, Point2;
float
fRoll1 { 0.f },
fRoll2 { 0.f }; // przechyłka na końcach
double fLength { -1.0 }; // długość policzona
std::vector<double> fTsBuffer; // 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
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);
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
float
GetRoll(double const Distance) const {
return interpolate( fRoll1, fRoll2, static_cast<float>(Distance / fLength) ); }
inline
void
GetRolls(float &r1, float &r2) const {
// pobranie przechyłek (do generowania trójkątów)
r1 = fRoll1;
r2 = fRoll2; }
bool
RenderLoft( gfx::vertex_array &Output, Math3D::vector3 const &Origin, gfx::vertex_array const &ShapePoints, bool const Transition, double fTextureLength, double Texturescale = 1.0, int iSkip = 0, int iEnd = 0, std::pair<float, float> fOffsetX = {0.f, 0.f}, glm::vec3 **p = nullptr, bool bRender = true );
/*
void
Render();
*/
inline
double
GetLength() const {
return fLength; };
inline
int
RaSegCount() const {
return ( fTsBuffer.empty() ? 1 : iSegCount ); };
void
render_lines(std::vector<gfx::basic_vertex> &out, float quality = 1.0f) const;
glm::vec3
get_nearest_point(const glm::dvec3 &point, float quality = 1.0f) const;
};
//---------------------------------------------------------------------------