3 This file is part of R²C²
4 Copyright © 2010 Mikkosoft Productions, Mikko Rasa
5 Distributed under the GPL
10 #include <msp/gl/technique.h>
11 #include "catalogue.h"
12 #include "tracktype.h"
19 bool compare_z(const R2C2::Point &p1, const R2C2::Point &p2)
24 template<typename Iter>
25 Iter graham_scan(Iter begin, Iter end)
27 // http://en.wikipedia.org/wiki/Graham_scan
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))
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);
40 for(Iter k=begin, i=k++, j=k++;; )
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);
47 // Right turn - throw the middle point away
48 // Special case for collinear vertices in the beginning
56 // Left turn - store the middle point and advance
62 // Cycle back to beginning and terminate after checking the last point
74 TrackType3D::TrackType3D(Catalogue3D &cat3d, const TrackType &tt):
76 mesh((GL::NORMAL3, GL::TEXCOORD2, GL::VERTEX3))
78 const Catalogue &cat = cat3d.get_catalogue();
79 const vector<TrackPart> &parts = tt.get_parts();
81 const Profile &ballast_profile = cat.get_ballast_profile();
82 const Point &ballast_min = ballast_profile.get_min_coords();
83 const Point &ballast_max = ballast_profile.get_max_coords();
84 float ballast_h = ballast_max.y-ballast_min.y;
86 const Profile &rail_profile = cat.get_rail_profile();
87 const Point &rail_min = rail_profile.get_min_coords();
88 const Point &rail_max = rail_profile.get_max_coords();
89 float rail_h = rail_max.y-rail_min.y;
91 float gauge = cat.get_gauge();
95 GL::MeshBuilder bld(mesh);
96 bld.texcoord(0.25, 0.5);
97 for(vector<TrackPart>::const_iterator i=parts.begin(); i!=parts.end(); ++i)
98 build_part(*i, ballast_profile, Point(0, -ballast_min.y), bld, index);
100 bld.texcoord(0.75, 0.5);
101 float y = ballast_h-rail_min.y;
102 for(vector<TrackPart>::const_iterator i=parts.begin(); i!=parts.end(); ++i)
103 build_part(*i, rail_profile, Point(-gauge/2-rail_max.x, y), bld, index);
104 for(vector<TrackPart>::const_iterator i=parts.begin(); i!=parts.end(); ++i)
105 build_part(*i, rail_profile, Point(gauge/2-rail_min.x, y), bld, index);
108 object.set_mesh(&mesh);
109 object.set_technique(catalogue.get<GL::Technique>(cat.get_track_technique()));
111 unsigned paths = tt.get_paths();
112 for(unsigned i=0; paths; ++i, paths>>=1)
117 m = new GL::Mesh(GL::VERTEX3);
118 GL::MeshBuilder bld(*m);
120 for(vector<TrackPart>::const_iterator j=parts.begin(); j!=parts.end(); ++j)
122 build_part(*j, cat.get_path_profile(), Point(0, ballast_h+1.5*rail_h), bld, index);
124 path_meshes.push_back(m);
127 min_z = max_z = border.front().z;
128 for(vector<Point>::iterator i=border.begin(); i!=border.end(); ++i)
130 min_z = min(min_z, i->z);
131 max_z = max(max_z, i->z);
133 border.erase(graham_scan(border.begin(), border.end()), border.end());
136 TrackType3D::~TrackType3D()
138 for(vector<GL::Mesh *>::iterator i=path_meshes.begin(); i!=path_meshes.end(); ++i)
142 void TrackType3D::get_bounds(float angle, Point &minp, Point &maxp) const
144 float c = cos(-angle);
145 float s = sin(-angle);
147 minp = maxp = Point();
151 for(vector<Point>::const_iterator i=border.begin(); i!=border.end(); ++i)
153 float x = c*i->x-s*i->y;
154 float y = s*i->x+c*i->y;
156 minp.x = min(minp.x, x);
157 minp.y = min(minp.y, y);
158 maxp.x = max(maxp.x, x);
159 maxp.y = max(maxp.y, y);
163 const GL::Mesh &TrackType3D::get_path_mesh(unsigned p) const
165 if(p>=path_meshes.size() || !path_meshes[p])
166 throw InvalidParameterValue("Invalid path");
167 return *path_meshes[p];
170 void TrackType3D::build_part(const TrackPart &part, const Profile &profile, const Point &offset, GL::MeshBuilder &bld, unsigned &base_index)
172 float plen = part.get_length();
173 unsigned nsegs = (part.is_curved() ? static_cast<unsigned>(plen*32)+1 : 1);
175 unsigned n_points = profile.get_n_points();
176 for(unsigned i=0; i<=nsegs; ++i)
178 TrackPoint basep = part.get_point(i*plen/nsegs);
179 float c = cos(basep.dir);
180 float s = sin(basep.dir);
183 for(unsigned j=0; j<n_points; ++j)
185 // TODO: smoothing - only duplicate vertex if the angle is large enough
187 p = profile.get_point(j);
188 p.z = basep.pos.z+p.y+offset.y;
189 p.y = basep.pos.y-c*(p.x+offset.x);
190 p.x = basep.pos.x+s*(p.x+offset.x);
192 bld.vertex(p.x, p.y, p.z);
196 Point n = profile.get_edge_normal(j);
197 bld.normal(s*n.x, -c*n.x, n.y);
198 bld.vertex(p.x, p.y, p.z);
205 for(unsigned i=0; i+1<n_points; ++i)
207 bld.begin(GL::TRIANGLE_STRIP);
208 for(unsigned j=0; j<=nsegs; ++j)
210 unsigned k = (j*(n_points-1)+i)*2;
211 bld.element(base_index+k+1);
212 bld.element(base_index+k);
217 base_index += (nsegs+1)*(n_points-1)*2;