]> git.tdb.fi Git - r2c2.git/blobdiff - source/3d/tracktype.cpp
Make use of the mspmath library
[r2c2.git] / source / 3d / tracktype.cpp
index 26be52796dc4d827a221ab64bc788ae53388d208..a5e97cc55a09ad10e89c0a7babbfa119fad1467b 100644 (file)
@@ -1,13 +1,6 @@
-/* $Id$
-
-This file is part of the MSP Märklin suite
-Copyright © 2010 Mikkosoft Productions, Mikko Rasa
-Distributed under the GPL
-*/
-
 #include <algorithm>
 #include <cmath>
-#include <msp/gl/meshbuilder.h>
+#include <msp/gl/technique.h>
 #include "catalogue.h"
 #include "tracktype.h"
 
@@ -16,7 +9,7 @@ using namespace Msp;
 
 namespace {
 
-bool compare_z(const Marklin::Point &p1, const Marklin::Point &p2)
+bool compare_z(const R2C2::Vector &p1, const R2C2::Vector &p2)
 {
        return p1.z<p2.z;
 }
@@ -27,7 +20,7 @@ Iter graham_scan(Iter begin, Iter end)
        // http://en.wikipedia.org/wiki/Graham_scan
 
        // Find point with lowest X coordinate
-       Marklin::Point lowest = *begin;
+       R2C2::Vector lowest = *begin;
        for(Iter i=begin; i!=end; ++i)
                if(i->x<lowest.x || (i->x==lowest.x && i->y>lowest.y))
                        lowest = *i;
@@ -40,7 +33,7 @@ Iter graham_scan(Iter begin, Iter end)
        for(Iter k=begin, i=k++, j=k++;; )
        {
                // Compute winding by cross product
-               float turn = (j->x-i->x)*(k->y-j->y) - (k->x-j->x)*(j->y-i->y);
+               float turn = cross(*j-*i, *k-*j).z;
 
                if(turn<1e-5)
                {
@@ -69,46 +62,85 @@ Iter graham_scan(Iter begin, Iter end)
 
 }
 
-namespace Marklin {
+namespace R2C2 {
 
-TrackType3D::TrackType3D(const Catalogue3D &cat3d, const TrackType &tt):
-       ballast_mesh((GL::NORMAL3, GL::COLOR4_UBYTE, GL::VERTEX3)),
-       rail_mesh((GL::NORMAL3, GL::COLOR4_UBYTE, GL::VERTEX3))
+TrackType3D::TrackType3D(Catalogue3D &cat3d, const TrackType &tt):
+       catalogue(cat3d),
+       mesh(0),
+       object(0)
 {
        const Catalogue &cat = cat3d.get_catalogue();
        const vector<TrackPart> &parts = tt.get_parts();
 
        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();
+       const Vector &ballast_min = ballast_profile.get_min_coords();
+       const Vector &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();
+       const Vector &rail_min = rail_profile.get_min_coords();
+       const Vector &rail_max = rail_profile.get_max_coords();
+       float rail_h = rail_max.y-rail_min.y;
 
        float gauge = cat.get_gauge();
 
+       string obj_name = tt.get_object();
+       if(!obj_name.empty())
        {
-               unsigned index = 0;
-               GL::MeshBuilder bld(ballast_mesh);
-               bld.color(0.25f, 0.25f, 0.25f);
-               for(vector<TrackPart>::const_iterator i=parts.begin(); i!=parts.end(); ++i)
-                       build_part(*i, ballast_profile, Point(0, -ballast_min.y), bld, index);
+               object = &catalogue.get<GL::Object>(obj_name);
+               const GL::Mesh *m = object->get_mesh();
+               const GL::VertexArray &vertices = m->get_vertices();
+               int vertex_offs = vertices.get_format().offset(GL::VERTEX2);
+               if(vertex_offs>=0)
+               {
+                       for(unsigned i=0; i<vertices.size(); ++i)
+                       {
+                               const float *v = vertices[i]+vertex_offs;
+                               border.push_back(Vector(v[0], v[1], 0));
+                       }
+               }
        }
-
+       else
        {
+               mesh = new GL::Mesh((GL::NORMAL3, GL::TEXCOORD2, GL::VERTEX3));
+               mesh->set_winding(&GL::WindingTest::counterclockwise());
+               GL::MeshBuilder bld(*mesh);
+
                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;
+               bld.texcoord(0.25, 0.5);
+               for(vector<TrackPart>::const_iterator i=parts.begin(); i!=parts.end(); ++i)
+                       build_part(*i, ballast_profile, Vector(0, -ballast_min.y, 0), false, bld, index);
+
+               bld.texcoord(0.75, 0.5);
+               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);
+                       build_part(*i, rail_profile, Vector(0, gauge/2, y), true, 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);
+                       build_part(*i, rail_profile, Vector(0, -gauge/2, y), false, bld, index);
+
+               object = new GL::Object;
+               object->set_mesh(mesh);
+               object->set_technique(&catalogue.get<GL::Technique>(cat.get_track_technique()));
+       }
+       unsigned paths = tt.get_paths();
+       for(unsigned i=0; paths; ++i, paths>>=1)
+       {
+               GL::Mesh *m = 0;
+               if(paths&1)
+               {
+                       m = new GL::Mesh(GL::VERTEX3);
+                       GL::MeshBuilder bld(*m);
+                       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(), Vector(0, 0, ballast_h+1.5*rail_h), false, bld, index);
+               }
+               path_meshes.push_back(m);
        }
 
        min_z = max_z = border.front().z;
-       for(vector<Point>::iterator i=border.begin(); i!=border.end(); ++i)
+       for(vector<Vector>::iterator i=border.begin(); i!=border.end(); ++i)
        {
                min_z = min(min_z, i->z);
                max_z = max(max_z, i->z);
@@ -116,84 +148,88 @@ TrackType3D::TrackType3D(const Catalogue3D &cat3d, const TrackType &tt):
        border.erase(graham_scan(border.begin(), border.end()), border.end());
 }
 
-void TrackType3D::get_bounds(float angle, Point &minp, Point &maxp) const
+TrackType3D::~TrackType3D()
 {
-       float c = cos(-angle);
-       float s = sin(-angle);
+       for(vector<GL::Mesh *>::iterator i=path_meshes.begin(); i!=path_meshes.end(); ++i)
+               delete *i;
+}
 
-       minp = maxp = Point();
+void TrackType3D::get_bounds(const Angle &angle, Vector &minp, Vector &maxp) const
+{
+       Transform trans = Transform::rotation(-angle, Vector(0, 0, 1));
+
+       minp = maxp = Vector();
        minp.z = min_z;
        maxp.z = max_z;
 
-       for(vector<Point>::const_iterator i=border.begin(); i!=border.end(); ++i)
+       for(vector<Vector>::const_iterator i=border.begin(); i!=border.end(); ++i)
        {
-               float x = c*i->x-s*i->y;
-               float y = s*i->x+c*i->y;
+               Vector v = trans.transform(*i);
 
-               minp.x = min(minp.x, x);
-               minp.y = min(minp.y, y);
-               maxp.x = max(maxp.x, x);
-               maxp.y = max(maxp.y, y);
+               minp.x = min(minp.x, v.x);
+               minp.y = min(minp.y, v.y);
+               maxp.x = max(maxp.x, v.x);
+               maxp.y = max(maxp.y, v.y);
        }
 }
 
-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())
+               throw out_of_range("TrackType3D::get_path_mesh");
+       if(!path_meshes[p])
+               throw invalid_argument("TrackType3D::get_path_mesh");
+       return *path_meshes[p];
 }
 
-void TrackType3D::build_part(const TrackPart &part, const Profile &profile, const Point &offset, GL::MeshBuilder &bld, unsigned &base_index)
+void TrackType3D::build_part(const TrackPart &part, const Profile &profile, const Vector &offset, bool mirror, 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*32)+1 : 1);
 
-       unsigned n_points = profile.get_n_points();
+       unsigned n_vertices = profile.get_n_vertices();
        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);
+               Transform trans = Transform::rotation(basep.dir, Vector(0, 0, 1));
 
-               Point p;
-               for(unsigned j=0; j<n_points; ++j)
+               for(unsigned j=0; j<n_vertices; ++j)
                {
-                       // TODO: smoothing - only duplicate vertex if the angle is large enough
+                       const Profile::Vertex &v = profile.get_vertex(mirror ? n_vertices-1-j : j);
+                       Vector p(0, -v.pos.x, v.pos.y);
+                       if(mirror)
+                               p.y = -p.y;
+                       p = basep.pos+trans.transform(offset+p);
 
-                       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);
-                       if(j>0)
-                               bld.vertex(p.x, p.y, p.z);
+                       Vector n(0, -v.normal.x, v.normal.y);
+                       if(mirror)
+                               n.y = -n.y;
+                       n = trans.transform(n);
 
-                       if(j+1<n_points)
-                       {
-                               Point n = profile.get_edge_normal(j);
-                               bld.normal(s*n.x, -c*n.x, n.y);
-                               bld.vertex(p.x, p.y, p.z);
-                       }
+                       bld.normal(n.x, n.y, n.z);
+                       bld.vertex(p.x, p.y, p.z);
 
                        border.push_back(p);
                }
        }
 
-       for(unsigned i=0; i+1<n_points; ++i)
+       for(unsigned i=0; i+1<n_vertices; )
        {
                bld.begin(GL::TRIANGLE_STRIP);
                for(unsigned j=0; j<=nsegs; ++j)
                {
-                       unsigned k = (j*(n_points-1)+i)*2;
+                       unsigned k = j*n_vertices+i;
                        bld.element(base_index+k+1);
                        bld.element(base_index+k);
                }
                bld.end();
+
+               ++i;
+               if(!profile.get_vertex(i).smooth)
+                       ++i;
        }
 
-       base_index += (nsegs+1)*(n_points-1)*2;
+       base_index += (nsegs+1)*n_vertices;
 }
 
-} // namespace Marklin
+} // namespace R2C2