]> git.tdb.fi Git - r2c2.git/blobdiff - source/3d/tracktype.cpp
Add vehicles
[r2c2.git] / source / 3d / tracktype.cpp
index 26be52796dc4d827a221ab64bc788ae53388d208..12a1bb92a15df585e426e381cc30ab5331877b3f 100644 (file)
@@ -72,6 +72,7 @@ Iter graham_scan(Iter begin, Iter end)
 namespace Marklin {
 
 TrackType3D::TrackType3D(const Catalogue3D &cat3d, const TrackType &tt):
+       catalogue(cat3d),
        ballast_mesh((GL::NORMAL3, GL::COLOR4_UBYTE, GL::VERTEX3)),
        rail_mesh((GL::NORMAL3, GL::COLOR4_UBYTE, GL::VERTEX3))
 {
@@ -81,10 +82,12 @@ TrackType3D::TrackType3D(const Catalogue3D &cat3d, const TrackType &tt):
        const Profile &ballast_profile = cat.get_ballast_profile();
        const Point &ballast_min = ballast_profile.get_min_coords();
        const Point &ballast_max = ballast_profile.get_max_coords();
+       float ballast_h = ballast_max.y-ballast_min.y;
 
        const Profile &rail_profile = cat.get_rail_profile();
        const Point &rail_min = rail_profile.get_min_coords();
        const Point &rail_max = rail_profile.get_max_coords();
+       float rail_h = rail_max.y-rail_min.y;
 
        float gauge = cat.get_gauge();
 
@@ -100,12 +103,28 @@ TrackType3D::TrackType3D(const Catalogue3D &cat3d, const TrackType &tt):
                unsigned index = 0;
                GL::MeshBuilder bld(rail_mesh);
                bld.color(0.85f, 0.85f, 0.85f);
-               float y = ballast_max.y-ballast_min.y-rail_min.y;
+               float y = ballast_h-rail_min.y;
                for(vector<TrackPart>::const_iterator i=parts.begin(); i!=parts.end(); ++i)
                        build_part(*i, rail_profile, Point(-gauge/2-rail_max.x, y), bld, index);
                for(vector<TrackPart>::const_iterator i=parts.begin(); i!=parts.end(); ++i)
                        build_part(*i, rail_profile, Point(gauge/2-rail_min.x, y), bld, index);
        }
+       unsigned paths = tt.get_paths();
+       for(unsigned i=0; paths; ++i, paths>>=1)
+       {
+               GL::Mesh *mesh = 0;
+               if(paths&1)
+               {
+                       mesh = new GL::Mesh(GL::VERTEX3);
+                       GL::MeshBuilder bld(*mesh);
+                       unsigned index = 0;
+                       for(vector<TrackPart>::const_iterator j=parts.begin(); j!=parts.end(); ++j)
+                               if(j->get_path()==i)
+                                       build_part(*j, cat.get_path_profile(), Point(0, ballast_h+1.5*rail_h), bld, index);
+               }
+               path_meshes.push_back(mesh);
+       }
 
        min_z = max_z = border.front().z;
        for(vector<Point>::iterator i=border.begin(); i!=border.end(); ++i)
@@ -137,26 +156,35 @@ void TrackType3D::get_bounds(float angle, Point &minp, Point &maxp) const
        }
 }
 
-void TrackType3D::render() const
+const GL::Mesh &TrackType3D::get_path_mesh(unsigned p) const
 {
-       ballast_mesh.draw();
-       rail_mesh.draw();
+       if(p>=path_meshes.size() || !path_meshes[p])
+               throw InvalidParameterValue("Invalid path");
+       return *path_meshes[p];
+}
+
+void TrackType3D::render(const GL::Tag &tag) const
+{
+       if(tag==0)
+       {
+               catalogue.get_ballast_material().bind();
+               ballast_mesh.draw();
+               catalogue.get_rail_material().bind();
+               rail_mesh.draw();
+       }
 }
 
 void TrackType3D::build_part(const TrackPart &part, const Profile &profile, const Point &offset, GL::MeshBuilder &bld, unsigned &base_index)
 {
-       unsigned nsegs = (part.radius ? static_cast<unsigned>(part.length*16)+1 : 1);
-       float plen = part.length;
-       if(part.radius)
-               plen *= abs(part.radius);
+       float plen = part.get_length();
+       unsigned nsegs = (part.is_curved() ? static_cast<unsigned>(plen*16)+1 : 1);
 
        unsigned n_points = profile.get_n_points();
        for(unsigned i=0; i<=nsegs; ++i)
        {
-               float a = part.dir+(part.radius ? i*plen/nsegs/part.radius : 0);
-               float c = cos(a);
-               float s = sin(a);
-               Point basep = part.get_point(i*plen/nsegs);
+               TrackPoint basep = part.get_point(i*plen/nsegs);
+               float c = cos(basep.dir);
+               float s = sin(basep.dir);
 
                Point p;
                for(unsigned j=0; j<n_points; ++j)
@@ -164,9 +192,9 @@ void TrackType3D::build_part(const TrackPart &part, const Profile &profile, cons
                        // TODO: smoothing - only duplicate vertex if the angle is large enough
 
                        p = profile.get_point(j);
-                       p.z = basep.z+p.y+offset.y;
-                       p.y = basep.y-c*(p.x+offset.x);
-                       p.x = basep.x+s*(p.x+offset.x);
+                       p.z = basep.pos.z+p.y+offset.y;
+                       p.y = basep.pos.y-c*(p.x+offset.x);
+                       p.x = basep.pos.x+s*(p.x+offset.x);
                        if(j>0)
                                bld.vertex(p.x, p.y, p.z);