-/* $Id$
-
-This file is part of R²C²
-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"
using namespace std;
using namespace Msp;
-namespace {
-
-bool compare_z(const R2C2::Point &p1, const R2C2::Point &p2)
-{
- return p1.z<p2.z;
-}
-
-template<typename Iter>
-Iter graham_scan(Iter begin, Iter end)
-{
- // http://en.wikipedia.org/wiki/Graham_scan
-
- // Find point with lowest X coordinate
- R2C2::Point lowest = *begin;
- for(Iter i=begin; i!=end; ++i)
- if(i->x<lowest.x || (i->x==lowest.x && i->y>lowest.y))
- lowest = *i;
-
- // Compute tangents and sort points
- for(Iter i=begin; i!=end; ++i)
- i->z = (i->x==lowest.x ? 1e5/(i->y-lowest.y-1) : (i->y-lowest.y)/(i->x-lowest.x));
- sort(begin, end, compare_z);
-
- 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);
-
- if(turn<1e-5)
- {
- // Right turn - throw the middle point away
- // Special case for collinear vertices in the beginning
- if(i==begin)
- j = k++;
- else
- j = i--;
- }
- else
- {
- // Left turn - store the middle point and advance
- if(++i!=j)
- *i = *j;
- j = k++;
- }
-
- // Cycle back to beginning and terminate after checking the last point
- if(k==end)
- k = begin;
- else if(j==begin)
- return ++i;
- }
-}
-
-}
-
namespace R2C2 {
-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))
+TrackType3D::TrackType3D(Catalogue3D &c, const TrackType &tt):
+ ObjectType3D(c),
+ mesh(0),
+ object(0),
+ own_data(false)
{
- const Catalogue &cat = cat3d.get_catalogue();
+ const TrackAppearance &appearance = tt.get_appearance();
+ const Catalogue &cat = catalogue.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 Profile &ballast_profile = appearance.get_ballast_profile();
+ 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 Profile &rail_profile = appearance.get_rail_profile();
+ 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;
+ const Profile &tie_profile = appearance.get_tie_profile();
+ const Vector &tie_min = tie_profile.get_min_coords();
+ const Vector &tie_max = tie_profile.get_max_coords();
+ float tie_h = tie_max.y-tie_min.y;
+
float gauge = cat.get_gauge();
+ string obj_name = tt.get_object();
+ if(!obj_name.empty())
+ object = &catalogue.get<GL::Object>(obj_name);
+ 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(ballast_mesh);
- bld.color(0.25f, 0.25f, 0.25f);
+ bld.texcoord(0.17, 0.5);
for(vector<TrackPart>::const_iterator i=parts.begin(); i!=parts.end(); ++i)
- build_part(*i, ballast_profile, Point(0, -ballast_min.y), bld, index);
- }
+ build_part(*i, ballast_profile, Vector(0, 0, -ballast_min.y), false, bld, index);
- {
- unsigned index = 0;
- GL::MeshBuilder bld(rail_mesh);
- bld.color(0.85f, 0.85f, 0.85f);
- float y = ballast_h-rail_min.y;
+ float y = ballast_h-tie_min.y;
+ bld.texcoord(0.83, 0.5);
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_ties(*i, tie_profile, appearance.get_tie_length(), appearance.get_tie_spacing(), Vector(0, 0, y), bld, index);
+
+ bld.texcoord(0.5, 0.5);
+ y = ballast_h+tie_h-rail_min.y;
+ for(vector<TrackPart>::const_iterator i=parts.begin(); i!=parts.end(); ++i)
+ 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>(appearance.get_technique()));
+
+ own_data = true;
}
-
+
unsigned paths = tt.get_paths();
- for(unsigned i=0; paths; ++i, paths>>=1)
+ for(int i=-1; i<=1; ++i)
{
- GL::Mesh *mesh = 0;
- if(paths&1)
+ // TODO Make profile width configurable
+ Profile profile;
+ if(i==0)
{
- mesh = new GL::Mesh(GL::VERTEX3);
- GL::MeshBuilder bld(*mesh);
+ float rail_w = (rail_max.x-rail_min.x)*2;
+ profile.append_vertex(Vector(rail_w*-0.5, 0, 0), false);
+ profile.append_vertex(Vector(rail_w*0.5, 0, 0), false);
+ }
+ else
+ {
+ profile.append_vertex(Vector(i*(gauge*0.5+rail_min.x*2), 0, 0), false);
+ profile.append_vertex(Vector(i*(gauge*0.5+rail_max.x*2), 0, 0), false);
+ }
+
+ // TODO Avoid generating redundant meshes for single-path tracks
+ for(int j=-1; j<=4; ++j)
+ {
+ if(j>=0 && !((paths>>j)&1))
+ continue;
+
+ GL::Mesh *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(), Point(0, ballast_h+1.5*rail_h), bld, index);
+ for(vector<TrackPart>::const_iterator k=parts.begin(); k!=parts.end(); ++k)
+ if(j<0 || k->get_path()==static_cast<unsigned>(j))
+ build_part(*k, profile, Vector(0, 0, ballast_h+1.5*rail_h), false, bld, index);
+ path_meshes[(j&0xFF)|((i&3)<<8)] = m;
}
- path_meshes.push_back(mesh);
}
+}
- min_z = max_z = border.front().z;
- for(vector<Point>::iterator i=border.begin(); i!=border.end(); ++i)
+TrackType3D::~TrackType3D()
+{
+ for(map<unsigned, GL::Mesh *>::iterator i=path_meshes.begin(); i!=path_meshes.end(); ++i)
+ delete i->second;
+ if(own_data)
{
- min_z = min(min_z, i->z);
- max_z = max(max_z, i->z);
+ delete object;
+ delete mesh;
}
- border.erase(graham_scan(border.begin(), border.end()), border.end());
}
-TrackType3D::~TrackType3D()
+const GL::Mesh &TrackType3D::get_path_mesh(int p, int s) const
{
- for(vector<GL::Mesh *>::iterator i=path_meshes.begin(); i!=path_meshes.end(); ++i)
- delete *i;
+ unsigned key = (p<0 ? 0xFF : p) | ((s&3)<<8);
+ return *get_item(path_meshes, key);
}
-void TrackType3D::get_bounds(float angle, Point &minp, Point &maxp) const
+void TrackType3D::build_part(const TrackPart &part, const Profile &profile, const Vector &offset, bool mirror, GL::MeshBuilder &bld, unsigned &base_index)
{
- float c = cos(-angle);
- float s = sin(-angle);
-
- minp = maxp = Point();
- minp.z = min_z;
- maxp.z = max_z;
+ float plen = part.get_length();
+ unsigned nsegs = (part.is_curved() ? static_cast<unsigned>(plen*32)+1 : 1);
- for(vector<Point>::const_iterator i=border.begin(); i!=border.end(); ++i)
+ unsigned n_vertices = profile.get_n_vertices();
+ for(unsigned i=0; i<=nsegs; ++i)
{
- float x = c*i->x-s*i->y;
- float y = s*i->x+c*i->y;
+ OrientedPoint basep = part.get_point(i*plen/nsegs);
+ Transform trans = Transform::rotation(basep.rotation, Vector(0, 0, 1));
- minp.x = min(minp.x, x);
- minp.y = min(minp.y, y);
- maxp.x = max(maxp.x, x);
- maxp.y = max(maxp.y, y);
+ for(unsigned j=0; j<n_vertices; ++j)
+ {
+ 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.position+trans.transform(offset+p);
+
+ Vector n(0, -v.normal.x, v.normal.y);
+ if(mirror)
+ n.y = -n.y;
+ n = trans.transform(n);
+
+ bld.normal(n.x, n.y, n.z);
+ bld.vertex(p.x, p.y, p.z);
+ }
}
-}
-
-const GL::Mesh &TrackType3D::get_path_mesh(unsigned p) const
-{
- 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)
+ for(unsigned i=0; i+1<n_vertices; )
{
- catalogue.get_ballast_material().bind();
- ballast_mesh.draw();
- catalogue.get_rail_material().bind();
- rail_mesh.draw();
+ bld.begin(GL::TRIANGLE_STRIP);
+ for(unsigned j=0; j<=nsegs; ++j)
+ {
+ 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_vertices;
}
-void TrackType3D::build_part(const TrackPart &part, const Profile &profile, const Point &offset, GL::MeshBuilder &bld, unsigned &base_index)
+void TrackType3D::build_ties(const TrackPart &part, const Profile &profile, float length, float spacing, const Vector &offset, GL::MeshBuilder &bld, unsigned &base_index)
{
float plen = part.get_length();
- unsigned nsegs = (part.is_curved() ? static_cast<unsigned>(plen*32)+1 : 1);
+ unsigned count = plen/spacing+0.5;
+ (void)length;
+ (void)offset;
+ (void)profile;
+
+ unsigned n_vertices = profile.get_n_vertices();
+ float min_y = profile.get_min_coords().y;
+ vector<Vector> cap_vertices;
+ for(unsigned i=0; i+1<n_vertices; )
+ {
+ const Profile::Vertex &v = profile.get_vertex(i);
+ if(cap_vertices.size()>=2)
+ {
+ if(i+2<n_vertices)
+ cap_vertices.push_back(Vector(v.pos.x, min_y, 0));
+ else
+ cap_vertices.push_back(profile.get_vertex(n_vertices-1).pos);
+ }
+ cap_vertices.push_back(v.pos);
- unsigned n_points = profile.get_n_points();
- for(unsigned i=0; i<=nsegs; ++i)
+ ++i;
+ if(!profile.get_vertex(i).smooth)
+ ++i;
+ }
+
+ for(unsigned i=0; i<count; ++i)
{
- TrackPoint basep = part.get_point(i*plen/nsegs);
- float c = cos(basep.dir);
- float s = sin(basep.dir);
+ OrientedPoint basep = part.get_point((i+0.5)*plen/count);
+ Transform trans = Transform::rotation(basep.rotation, Vector(0, 0, 1));
- Point p;
- for(unsigned j=0; j<n_points; ++j)
+ unsigned strip = 0;
+ 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(j);
- p = profile.get_point(j);
- 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);
+ Vector n = trans.transform(Vector(0, -v.normal.x, v.normal.y));
+ bld.normal(n.x, n.y, n.z);
- if(j+1<n_points)
+ if(!strip)
+ bld.begin(GL::TRIANGLE_STRIP);
+
+ for(unsigned k=0; k<2; ++k)
{
- Point n = profile.get_edge_normal(j);
- bld.normal(s*n.x, -c*n.x, n.y);
+ Vector p((k-0.5)*length, -v.pos.x, v.pos.y);
+ p = basep.position+trans.transform(offset+p);
bld.vertex(p.x, p.y, p.z);
}
- border.push_back(p);
+ if(++strip>=2 && !profile.get_vertex(j).smooth)
+ {
+ bld.end();
+ strip = 0;
+ }
}
- }
+ if(strip)
+ bld.end();
- for(unsigned i=0; i+1<n_points; ++i)
- {
- bld.begin(GL::TRIANGLE_STRIP);
- for(unsigned j=0; j<=nsegs; ++j)
+ for(unsigned j=0; j<2; ++j)
{
- unsigned k = (j*(n_points-1)+i)*2;
- bld.element(base_index+k+1);
- bld.element(base_index+k);
+ Vector n = trans.transform(Vector(j*2.0-1, 0, 0));
+ bld.normal(n.x, n.y, n.z);
+
+ bld.begin(GL::TRIANGLE_STRIP);
+ for(unsigned k=0; k<cap_vertices.size(); ++k)
+ {
+ const Vector &v = cap_vertices[k^j];
+ Vector p((j-0.5)*length, -v.x, v.y);
+ p = basep.position+trans.transform(offset+p);
+ bld.vertex(p.x, p.y, p.z);
+ }
+ bld.end();
}
- bld.end();
- }
- base_index += (nsegs+1)*(n_points-1)*2;
+ base_index += 2*(n_vertices+cap_vertices.size());
+ }
}
} // namespace R2C2