3 This file is part of the MSP Märklin suite
4 Copyright © 2010 Mikkosoft Productions, Mikko Rasa
5 Distributed under the GPL
10 #include <msp/gl/meshbuilder.h>
11 #include "catalogue.h"
12 #include "tracktype.h"
19 bool compare_z(const Marklin::Point &p1, const Marklin::Point &p2)
24 template<typename Iter>
25 Iter graham_scan(Iter begin, Iter end)
27 // http://en.wikipedia.org/wiki/Graham_scan
29 // Find point with lowest X coordinate
30 Marklin::Point lowest = *begin;
31 for(Iter i=begin; i!=end; ++i)
32 if(i->x<lowest.x || (i->x==lowest.x && i->y>lowest.y))
35 // Compute tangents and sort points
36 for(Iter i=begin; i!=end; ++i)
37 i->z = (i->x==lowest.x ? 1e5/(i->y-lowest.y-1) : (i->y-lowest.y)/(i->x-lowest.x));
38 sort(begin, end, compare_z);
40 for(Iter k=begin, i=k++, j=k++;; )
42 // Compute winding by cross product
43 float turn = (j->x-i->x)*(k->y-j->y) - (k->x-j->x)*(j->y-i->y);
47 // Right turn - throw the middle point away
48 // Special case for collinear vertices in the beginning
56 // Left turn - store the middle point and advance
62 // Cycle back to beginning and terminate after checking the last point
74 TrackType3D::TrackType3D(const Catalogue3D &cat3d, const TrackType &tt):
76 ballast_mesh((GL::NORMAL3, GL::COLOR4_UBYTE, GL::VERTEX3)),
77 rail_mesh((GL::NORMAL3, GL::COLOR4_UBYTE, GL::VERTEX3))
79 const Catalogue &cat = cat3d.get_catalogue();
80 const vector<TrackPart> &parts = tt.get_parts();
82 const Profile &ballast_profile = cat.get_ballast_profile();
83 const Point &ballast_min = ballast_profile.get_min_coords();
84 const Point &ballast_max = ballast_profile.get_max_coords();
86 const Profile &rail_profile = cat.get_rail_profile();
87 const Point &rail_min = rail_profile.get_min_coords();
88 const Point &rail_max = rail_profile.get_max_coords();
90 float gauge = cat.get_gauge();
94 GL::MeshBuilder bld(ballast_mesh);
95 bld.color(0.25f, 0.25f, 0.25f);
96 for(vector<TrackPart>::const_iterator i=parts.begin(); i!=parts.end(); ++i)
97 build_part(*i, ballast_profile, Point(0, -ballast_min.y), bld, index);
102 GL::MeshBuilder bld(rail_mesh);
103 bld.color(0.85f, 0.85f, 0.85f);
104 float y = ballast_max.y-ballast_min.y-rail_min.y;
105 for(vector<TrackPart>::const_iterator i=parts.begin(); i!=parts.end(); ++i)
106 build_part(*i, rail_profile, Point(-gauge/2-rail_max.x, y), bld, index);
107 for(vector<TrackPart>::const_iterator i=parts.begin(); i!=parts.end(); ++i)
108 build_part(*i, rail_profile, Point(gauge/2-rail_min.x, y), bld, index);
111 min_z = max_z = border.front().z;
112 for(vector<Point>::iterator i=border.begin(); i!=border.end(); ++i)
114 min_z = min(min_z, i->z);
115 max_z = max(max_z, i->z);
117 border.erase(graham_scan(border.begin(), border.end()), border.end());
120 void TrackType3D::get_bounds(float angle, Point &minp, Point &maxp) const
122 float c = cos(-angle);
123 float s = sin(-angle);
125 minp = maxp = Point();
129 for(vector<Point>::const_iterator i=border.begin(); i!=border.end(); ++i)
131 float x = c*i->x-s*i->y;
132 float y = s*i->x+c*i->y;
134 minp.x = min(minp.x, x);
135 minp.y = min(minp.y, y);
136 maxp.x = max(maxp.x, x);
137 maxp.y = max(maxp.y, y);
141 void TrackType3D::render(const GL::Tag &tag) const
145 catalogue.get_ballast_material().bind();
147 catalogue.get_rail_material().bind();
152 void TrackType3D::build_part(const TrackPart &part, const Profile &profile, const Point &offset, GL::MeshBuilder &bld, unsigned &base_index)
154 float plen = part.get_length();
155 unsigned nsegs = (part.is_curved() ? static_cast<unsigned>(plen*16)+1 : 1);
157 unsigned n_points = profile.get_n_points();
158 for(unsigned i=0; i<=nsegs; ++i)
160 TrackPoint basep = part.get_point(i*plen/nsegs);
161 float c = cos(basep.dir);
162 float s = sin(basep.dir);
165 for(unsigned j=0; j<n_points; ++j)
167 // TODO: smoothing - only duplicate vertex if the angle is large enough
169 p = profile.get_point(j);
170 p.z = basep.pos.z+p.y+offset.y;
171 p.y = basep.pos.y-c*(p.x+offset.x);
172 p.x = basep.pos.x+s*(p.x+offset.x);
174 bld.vertex(p.x, p.y, p.z);
178 Point n = profile.get_edge_normal(j);
179 bld.normal(s*n.x, -c*n.x, n.y);
180 bld.vertex(p.x, p.y, p.z);
187 for(unsigned i=0; i+1<n_points; ++i)
189 bld.begin(GL::TRIANGLE_STRIP);
190 for(unsigned j=0; j<=nsegs; ++j)
192 unsigned k = (j*(n_points-1)+i)*2;
193 bld.element(base_index+k+1);
194 bld.element(base_index+k);
199 base_index += (nsegs+1)*(n_points-1)*2;
202 } // namespace Marklin