namespace R2C2 {
-TrackType3D::TrackType3D(Catalogue3D &cat3d, const TrackType &tt):
- catalogue(cat3d),
+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 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 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();
GL::MeshBuilder bld(*mesh);
unsigned index = 0;
- bld.texcoord(0.25, 0.5);
+ bld.texcoord(0.17, 0.5);
+ for(vector<TrackPart>::const_iterator i=parts.begin(); i!=parts.end(); ++i)
+ build_part(*i, ballast_profile, Vector(0, 0, -ballast_min.y), false, bld, index);
+
+ 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, ballast_profile, Vector(0, -ballast_min.y, 0), false, bld, index);
+ build_ties(*i, tie_profile, appearance.get_tie_length(), appearance.get_tie_spacing(), Vector(0, 0, y), bld, index);
- bld.texcoord(0.75, 0.5);
- float y = ballast_h-rail_min.y;
+ 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)
object = new GL::Object;
object->set_mesh(mesh);
- object->set_technique(&catalogue.get<GL::Technique>(cat.get_track_technique()));
+ 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 *m = 0;
- if(paths&1)
+ // TODO Make profile width configurable
+ Profile profile;
+ if(i==0)
+ {
+ 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
{
- m = new GL::Mesh(GL::VERTEX3);
+ 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(), Vector(0, 0, ballast_h+1.5*rail_h), false, 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(m);
}
}
TrackType3D::~TrackType3D()
{
- for(vector<GL::Mesh *>::iterator i=path_meshes.begin(); i!=path_meshes.end(); ++i)
- delete *i;
+ for(map<unsigned, GL::Mesh *>::iterator i=path_meshes.begin(); i!=path_meshes.end(); ++i)
+ delete i->second;
if(own_data)
{
delete object;
}
}
-const GL::Mesh &TrackType3D::get_path_mesh(unsigned p) const
+const GL::Mesh &TrackType3D::get_path_mesh(int p, int s) const
{
- 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];
+ unsigned key = (p<0 ? 0xFF : p) | ((s&3)<<8);
+ return *get_item(path_meshes, key);
}
void TrackType3D::build_part(const TrackPart &part, const Profile &profile, const Vector &offset, bool mirror, GL::MeshBuilder &bld, unsigned &base_index)
unsigned n_vertices = profile.get_n_vertices();
for(unsigned i=0; i<=nsegs; ++i)
{
- TrackPoint basep = part.get_point(i*plen/nsegs);
- Transform trans = Transform::rotation(basep.dir, Vector(0, 0, 1));
+ OrientedPoint basep = part.get_point(i*plen/nsegs);
+ Transform trans = Transform::rotation(basep.rotation, Vector(0, 0, 1));
for(unsigned j=0; j<n_vertices; ++j)
{
Vector p(0, -v.pos.x, v.pos.y);
if(mirror)
p.y = -p.y;
- p = basep.pos+trans.transform(offset+p);
+ p = basep.position+trans.transform(offset+p);
Vector n(0, -v.normal.x, v.normal.y);
if(mirror)
base_index += (nsegs+1)*n_vertices;
}
+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 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);
+
+ ++i;
+ if(!profile.get_vertex(i).smooth)
+ ++i;
+ }
+
+ for(unsigned i=0; i<count; ++i)
+ {
+ OrientedPoint basep = part.get_point((i+0.5)*plen/count);
+ Transform trans = Transform::rotation(basep.rotation, Vector(0, 0, 1));
+
+ unsigned strip = 0;
+ for(unsigned j=0; j<n_vertices; ++j)
+ {
+ const Profile::Vertex &v = profile.get_vertex(j);
+
+ Vector n = trans.transform(Vector(0, -v.normal.x, v.normal.y));
+ bld.normal(n.x, n.y, n.z);
+
+ if(!strip)
+ bld.begin(GL::TRIANGLE_STRIP);
+
+ for(unsigned k=0; k<2; ++k)
+ {
+ 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);
+ }
+
+ if(++strip>=2 && !profile.get_vertex(j).smooth)
+ {
+ bld.end();
+ strip = 0;
+ }
+ }
+ if(strip)
+ bld.end();
+
+ for(unsigned j=0; j<2; ++j)
+ {
+ 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();
+ }
+
+ base_index += 2*(n_vertices+cap_vertices.size());
+ }
+}
+
} // namespace R2C2