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1 /* $Id$
2
3 This file is part of R²C²
4 Copyright © 2010 Mikkosoft Productions, Mikko Rasa
5 Distributed under the GPL
6 */
7
8 #include <algorithm>
9 #include <cmath>
10 #include <msp/gl/meshbuilder.h>
11 #include "catalogue.h"
12 #include "tracktype.h"
13
14 using namespace std;
15 using namespace Msp;
16
17 namespace {
18
19 bool compare_z(const R2C2::Point &p1, const R2C2::Point &p2)
20 {
21         return p1.z<p2.z;
22 }
23
24 template<typename Iter>
25 Iter graham_scan(Iter begin, Iter end)
26 {
27         // http://en.wikipedia.org/wiki/Graham_scan
28
29         // Find point with lowest X coordinate
30         R2C2::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))
33                         lowest = *i;
34
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);
39
40         for(Iter k=begin, i=k++, j=k++;; )
41         {
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);
44
45                 if(turn<1e-5)
46                 {
47                         // Right turn - throw the middle point away
48                         // Special case for collinear vertices in the beginning
49                         if(i==begin)
50                                 j = k++;
51                         else
52                                 j = i--;
53                 }
54                 else
55                 {
56                         // Left turn - store the middle point and advance
57                         if(++i!=j)
58                                 *i = *j;
59                         j = k++;
60                 }
61
62                 // Cycle back to beginning and terminate after checking the last point
63                 if(k==end)
64                         k = begin;
65                 else if(j==begin)
66                         return ++i;
67         }
68 }
69
70 }
71
72 namespace R2C2 {
73
74 TrackType3D::TrackType3D(const Catalogue3D &cat3d, const TrackType &tt):
75         catalogue(cat3d),
76         ballast_mesh((GL::NORMAL3, GL::COLOR4_UBYTE, GL::VERTEX3)),
77         rail_mesh((GL::NORMAL3, GL::COLOR4_UBYTE, GL::VERTEX3))
78 {
79         const Catalogue &cat = cat3d.get_catalogue();
80         const vector<TrackPart> &parts = tt.get_parts();
81
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();
85         float ballast_h = ballast_max.y-ballast_min.y;
86
87         const Profile &rail_profile = cat.get_rail_profile();
88         const Point &rail_min = rail_profile.get_min_coords();
89         const Point &rail_max = rail_profile.get_max_coords();
90         float rail_h = rail_max.y-rail_min.y;
91
92         float gauge = cat.get_gauge();
93
94         {
95                 unsigned index = 0;
96                 GL::MeshBuilder bld(ballast_mesh);
97                 bld.color(0.25f, 0.25f, 0.25f);
98                 for(vector<TrackPart>::const_iterator i=parts.begin(); i!=parts.end(); ++i)
99                         build_part(*i, ballast_profile, Point(0, -ballast_min.y), bld, index);
100         }
101
102         {
103                 unsigned index = 0;
104                 GL::MeshBuilder bld(rail_mesh);
105                 bld.color(0.85f, 0.85f, 0.85f);
106                 float y = ballast_h-rail_min.y;
107                 for(vector<TrackPart>::const_iterator i=parts.begin(); i!=parts.end(); ++i)
108                         build_part(*i, rail_profile, Point(-gauge/2-rail_max.x, y), bld, index);
109                 for(vector<TrackPart>::const_iterator i=parts.begin(); i!=parts.end(); ++i)
110                         build_part(*i, rail_profile, Point(gauge/2-rail_min.x, y), bld, index);
111         }
112  
113         unsigned paths = tt.get_paths();
114         for(unsigned i=0; paths; ++i, paths>>=1)
115         {
116                 GL::Mesh *mesh = 0;
117                 if(paths&1)
118                 {
119                         mesh = new GL::Mesh(GL::VERTEX3);
120                         GL::MeshBuilder bld(*mesh);
121                         unsigned index = 0;
122                         for(vector<TrackPart>::const_iterator j=parts.begin(); j!=parts.end(); ++j)
123                                 if(j->get_path()==i)
124                                         build_part(*j, cat.get_path_profile(), Point(0, ballast_h+1.5*rail_h), bld, index);
125                 }
126                 path_meshes.push_back(mesh);
127         }
128
129         min_z = max_z = border.front().z;
130         for(vector<Point>::iterator i=border.begin(); i!=border.end(); ++i)
131         {
132                 min_z = min(min_z, i->z);
133                 max_z = max(max_z, i->z);
134         }
135         border.erase(graham_scan(border.begin(), border.end()), border.end());
136 }
137
138 TrackType3D::~TrackType3D()
139 {
140         for(vector<GL::Mesh *>::iterator i=path_meshes.begin(); i!=path_meshes.end(); ++i)
141                 delete *i;
142 }
143
144 void TrackType3D::get_bounds(float angle, Point &minp, Point &maxp) const
145 {
146         float c = cos(-angle);
147         float s = sin(-angle);
148
149         minp = maxp = Point();
150         minp.z = min_z;
151         maxp.z = max_z;
152
153         for(vector<Point>::const_iterator i=border.begin(); i!=border.end(); ++i)
154         {
155                 float x = c*i->x-s*i->y;
156                 float y = s*i->x+c*i->y;
157
158                 minp.x = min(minp.x, x);
159                 minp.y = min(minp.y, y);
160                 maxp.x = max(maxp.x, x);
161                 maxp.y = max(maxp.y, y);
162         }
163 }
164
165 const GL::Mesh &TrackType3D::get_path_mesh(unsigned p) const
166 {
167         if(p>=path_meshes.size() || !path_meshes[p])
168                 throw InvalidParameterValue("Invalid path");
169         return *path_meshes[p];
170 }
171
172 void TrackType3D::render(const GL::Tag &tag) const
173 {
174         if(tag==0)
175         {
176                 catalogue.get_ballast_material().bind();
177                 ballast_mesh.draw();
178                 catalogue.get_rail_material().bind();
179                 rail_mesh.draw();
180         }
181 }
182
183 void TrackType3D::build_part(const TrackPart &part, const Profile &profile, const Point &offset, GL::MeshBuilder &bld, unsigned &base_index)
184 {
185         float plen = part.get_length();
186         unsigned nsegs = (part.is_curved() ? static_cast<unsigned>(plen*32)+1 : 1);
187
188         unsigned n_points = profile.get_n_points();
189         for(unsigned i=0; i<=nsegs; ++i)
190         {
191                 TrackPoint basep = part.get_point(i*plen/nsegs);
192                 float c = cos(basep.dir);
193                 float s = sin(basep.dir);
194
195                 Point p;
196                 for(unsigned j=0; j<n_points; ++j)
197                 {
198                         // TODO: smoothing - only duplicate vertex if the angle is large enough
199
200                         p = profile.get_point(j);
201                         p.z = basep.pos.z+p.y+offset.y;
202                         p.y = basep.pos.y-c*(p.x+offset.x);
203                         p.x = basep.pos.x+s*(p.x+offset.x);
204                         if(j>0)
205                                 bld.vertex(p.x, p.y, p.z);
206
207                         if(j+1<n_points)
208                         {
209                                 Point n = profile.get_edge_normal(j);
210                                 bld.normal(s*n.x, -c*n.x, n.y);
211                                 bld.vertex(p.x, p.y, p.z);
212                         }
213
214                         border.push_back(p);
215                 }
216         }
217
218         for(unsigned i=0; i+1<n_points; ++i)
219         {
220                 bld.begin(GL::TRIANGLE_STRIP);
221                 for(unsigned j=0; j<=nsegs; ++j)
222                 {
223                         unsigned k = (j*(n_points-1)+i)*2;
224                         bld.element(base_index+k+1);
225                         bld.element(base_index+k);
226                 }
227                 bld.end();
228         }
229
230         base_index += (nsegs+1)*(n_points-1)*2;
231 }
232
233 } // namespace R2C2