mysimulation/server/tso.common/WorldGeometry/RoadGeometry.cs
Tony Bark 22191ce648 Removed NioTSO client and server
- NioTSO client isn't needed because we're using RayLib
- Added FreeSO's API server to handle most backend operations
2024-05-01 02:55:43 -04:00

484 lines
20 KiB
C#
Executable file

using FSO.Common.WorldGeometry.Paths;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
namespace FSO.Common.WorldGeometry
{
public class RoadMesh
{
public int LastIndex;
public List<int> Indices = new List<int>();
public List<MeshPoint> Vertices = new List<MeshPoint>();
}
public class RoadDetectedIntersection
{
public LinePath MainPath;
public LinePath SubPath;
public RoadGeometryTemplate Template;
public float MainDist;
public float SubDist;
public bool ThreeWay;
public Vector2 Center;
public Vector2 AlignmentY; //how to transform Y coords
public Vector2 AlignmentX; //how to transform X coords
}
public class RoadGeometry
{
public List<LinePath> Paths;
public List<RoadDetectedIntersection> Intersections;
public List<RoadGeometryTemplate> Templates;
public RoadGeometry(List<LinePath> paths, List<RoadGeometryTemplate> templates)
{
Paths = paths;
Templates = templates;
}
private float IntersectionDistance(Vector3 inter1, Vector3 inter2)
{
return Vector2.Distance(new Vector2(inter1.X, inter1.Y), new Vector2(inter2.X, inter2.Y));
}
public void GenerateIntersections()
{
Intersections = new List<RoadDetectedIntersection>();
for (int i = 0; i < Paths.Count; i++)
{
var path1 = Paths[i];
for (int j = i + 1; j < Paths.Count; j++)
{
var path2 = Paths[j];
var inters = path1.Intersections(path2);
foreach (var inter in inters)
{
//find corresponding intersection in path2
var inter2n = path2.Intersections(path1).Cast<Vector3?>().FirstOrDefault(x => IntersectionDistance(x.Value, inter) < 1);
if (inter2n != null)
{
var inter2 = inter2n.Value;
int primaryLine = 0;
if (inter2.Z < 1 || inter2.Z > path2.Length-1)
{
primaryLine = 1;
}
if (inter.Z < 1 || inter.Z > path1.Length-1)
{
if (primaryLine != 0)
{
throw new Exception("2 way intersection currently not supported. Make a curve instead.");
}
primaryLine = 2;
}
bool threeWay = primaryLine != 0;
if (!threeWay) primaryLine = 1;
var mainPath = (primaryLine == 1) ? path1 : path2;
var subPath = (primaryLine == 2) ? path1 : path2;
var mainDist = (primaryLine == 1) ? inter.Z : inter2.Z;
var subDist = (primaryLine == 2) ? inter.Z : inter2.Z;
var primaryAlign = mainPath.GetPositionNormalAt(mainDist);
var vert = primaryAlign.Item2;
vert = new Vector2(vert.Y, -vert.X);
float xflip = 1;
if (threeWay)
{
var normalSub = subPath.GetPositionNormalAt(subDist).Item2;
if (subDist < 1) normalSub = -normalSub;
if (Vector2.Dot(vert, normalSub) < 0) xflip = -1;
}
Intersections.Add(new RoadDetectedIntersection()
{
MainPath = mainPath,
SubPath = subPath,
MainDist = mainDist,
SubDist = subDist,
ThreeWay = threeWay,
Center = new Vector2(inter.X, inter.Y),
AlignmentY = vert, //how to transform Y coords
AlignmentX = primaryAlign.Item2 * xflip //how to transform X coords
});
}
}
}
}
//split the road paths based on these intersections.
foreach (var intersection in Intersections)
{
Paths.Remove(intersection.MainPath);
Paths.Remove(intersection.SubPath);
intersection.Template = Templates[Math.Max(intersection.MainPath.TemplateNum, intersection.SubPath.TemplateNum)];
var mSplit = intersection.MainPath.Split(intersection.MainDist - intersection.MainPath.StartOffset, intersection.Template.IntersectionSize);
var sSplit = intersection.SubPath.Split(intersection.SubDist - intersection.SubPath.StartOffset, intersection.Template.IntersectionFromSize);
Paths.AddRange(mSplit);
Paths.AddRange(sSplit);
if (mSplit.Any(x => float.IsNaN(x.Length)) || sSplit.Any(x => float.IsNaN(x.Length))) { }
//update intersections that use these paths to reference the new split paths
foreach (var inter2 in Intersections)
{
if (inter2 == intersection) continue;
if (inter2.MainPath == intersection.MainPath)
{
if (inter2.MainDist > intersection.MainDist) inter2.MainPath = mSplit.Last();
else inter2.MainPath = mSplit[0];
}
if (inter2.MainPath == intersection.SubPath)
{
if (inter2.MainDist > intersection.SubDist) inter2.MainPath = sSplit.Last();
else inter2.MainPath = sSplit[0];
}
if (inter2.SubPath == intersection.MainPath)
{
if (inter2.SubDist > intersection.MainDist) inter2.SubPath = mSplit.Last();
else inter2.SubPath = mSplit[0];
}
if (inter2.SubPath == intersection.SubPath)
{
if (inter2.SubDist > intersection.SubDist) inter2.SubPath = sSplit.Last();
else inter2.SubPath = sSplit[0];
}
}
}
}
public Dictionary<ushort, RoadMesh> Meshes;
private void AddTriangle(List<int> indices, int i1, int i2, int i3)
{
indices.Add(i1);
indices.Add(i2);
indices.Add(i3);
}
public void GenerateRoadGeometry()
{
Meshes = new Dictionary<ushort, RoadMesh>();
foreach (var seg in Templates[0].Segments)
{
foreach (var line in seg.Lines)
{
if (!Meshes.ContainsKey(line.FloorTile)) Meshes[line.FloorTile] = new RoadMesh();
}
}
foreach (var path in Paths)
{
path.PrepareJoins();
var template = Templates[path.TemplateNum];
if (path.Segments.Count == 0) continue;
if (path.Length < 1) { }
if (!path.SharpStart)
{
var seg = path.Segments.First();
CapEnd(template, seg.Start, -seg.StartNormal);
}
//generate the line
float linePosition = 0;
float virtualPosition = 0;// path.StartOffset;
var startSegment = template.GetSegmentForOffset(virtualPosition);
RoadGeometryTemplateSegment currentSegment = startSegment.Item1;
float remaining = startSegment.Item2;
bool end;
int i = 0;
do
{
end = linePosition + remaining >= path.Length;
if (end) remaining = path.Length - linePosition;
foreach (var mesh in Meshes.Values) mesh.LastIndex = mesh.Vertices.Count;
for (int j = 0; j < 2; j++)
{
var basePos = path.GetPositionNormalAt(linePosition);
foreach (var line in currentSegment.Lines)
{
var mesh = Meshes[line.FloorTile];
if (j > 0)
{
//create triangles
AddTriangle(mesh.Indices, mesh.LastIndex, mesh.Vertices.Count, mesh.LastIndex + 1);
AddTriangle(mesh.Indices, mesh.Vertices.Count, mesh.Vertices.Count + 1, mesh.LastIndex + 1);
mesh.LastIndex += 2;
}
var spos2d = basePos.Item1 + basePos.Item2 * line.Start.X;
var stc = FloorTC(new Vector2(line.Start.X, virtualPosition) + line.UVOff);
mesh.Vertices.Add(new MeshPoint(new Vector3(spos2d.X, line.Start.Y, spos2d.Y), stc));
var epos2d = basePos.Item1 + basePos.Item2 * line.End.X;
var etc = FloorTC(new Vector2(line.End.X, virtualPosition) + line.UVOff);
mesh.Vertices.Add(new MeshPoint(new Vector3(epos2d.X, line.End.Y, epos2d.Y), etc));
}
i++;
if (j == 0)
{
virtualPosition += remaining;
linePosition += remaining;
}
}
currentSegment = currentSegment.Next;
} while (!end);
if (!path.SharpEnd)
{
var seg = path.Segments.Last();
CapEnd(template, seg.End, seg.EndNormal);
}
}
if (Intersections != null)
{
foreach (var intersection in Intersections)
{
PlaceIntersection(intersection);
}
}
}
private Vector2 FloorTC(Vector2 vec)
{
return new Vector2(-0.5f + vec.X - vec.Y, 0.5f + vec.X + vec.Y) * 0.5f;
}
public void PlaceIntersection(RoadDetectedIntersection intersection) {
var template = intersection.Template;
var iTemplate = intersection.ThreeWay ? template.Intersection3Way : template.Intersection4Way;
var off = new Vector2(template.IntersectionFromSize, template.IntersectionSize)/2;
var ctr = intersection.Center;
var xm = intersection.AlignmentX;
var ym = intersection.AlignmentY;
foreach (var rect in iTemplate)
{
RoadMesh mesh;
if (!Meshes.TryGetValue(rect.FloorTile, out mesh))
{
mesh = new RoadMesh();
Meshes[rect.FloorTile] = mesh;
}
var ind = mesh.Vertices.Count;
var pos = rect.Rect.Location.ToVector2() - off + rect.Offset;
var tcOff = off + new Vector2(0.5f, 0f) - rect.Offset;
var pos2 = xm * pos.X + ym * pos.Y + ctr;
mesh.Vertices.Add(new MeshPoint(new Vector3(pos2.X, 0, pos2.Y), FloorTC(pos + tcOff)));
pos += new Vector2(rect.Rect.Width, 0);
pos2 = xm * pos.X + ym * pos.Y + ctr;
mesh.Vertices.Add(new MeshPoint(new Vector3(pos2.X, 0, pos2.Y), FloorTC(pos + tcOff)));
pos += new Vector2(0, rect.Rect.Height);
pos2 = xm * pos.X + ym * pos.Y + ctr;
mesh.Vertices.Add(new MeshPoint(new Vector3(pos2.X, 0, pos2.Y), FloorTC(pos + tcOff)));
pos += new Vector2(-rect.Rect.Width, 0);
pos2 = xm * pos.X + ym * pos.Y + ctr;
mesh.Vertices.Add(new MeshPoint(new Vector3(pos2.X, 0, pos2.Y), FloorTC(pos + tcOff)));
AddTriangle(mesh.Indices, ind, ind + 1, ind + 2);
AddTriangle(mesh.Indices, ind, ind + 2, ind + 3);
}
}
public void CapEnd(RoadGeometryTemplate template, Vector2 position, Vector2 normal)
{
foreach (var mesh in Meshes.Values) mesh.LastIndex = mesh.Vertices.Count;
var lines = template.EndLines;
for (int i=0; i<=template.EndRepeats; i++) {
var angle = (i * Math.PI) / template.EndRepeats;
var c = (float)Math.Cos(angle);
var s = (float)Math.Sin(angle);
Vector2 xToCoord = new Vector2(c * normal.X - s * normal.Y, s * normal.X + c * normal.Y);
Vector2 xToTc = new Vector2(c, s);
foreach (var line in lines)
{
var mesh = Meshes[line.FloorTile];
if (line.TriangleCap)
{
if (i == 0)
{ //create the point we rotate around
line.TempIndex = mesh.Vertices.Count;
var pos2d = position + xToCoord * line.End.X;
var tc = FloorTC(xToTc * line.End.X + line.UVOff);
mesh.Vertices.Add(new MeshPoint(new Vector3(pos2d.X, line.End.Y, pos2d.Y), tc));
mesh.LastIndex++;
}
if (i > 0)
{
//create triangles
AddTriangle(mesh.Indices, mesh.LastIndex++, mesh.Vertices.Count, line.TempIndex);
}
var spos2d = position + xToCoord * line.Start.X;
var stc = FloorTC(xToTc * line.Start.X + line.UVOff);
mesh.Vertices.Add(new MeshPoint(new Vector3(spos2d.X, line.Start.Y, spos2d.Y), stc));
}
else
{
if (i > 0)
{
//create triangles
AddTriangle(mesh.Indices, mesh.LastIndex, mesh.Vertices.Count, mesh.LastIndex + 1);
AddTriangle(mesh.Indices, mesh.Vertices.Count, mesh.Vertices.Count + 1, mesh.LastIndex + 1);
mesh.LastIndex += 2;
}
var spos2d = position + xToCoord * line.Start.X;
var stc = FloorTC(new Vector2(line.Start.X, i) + line.UVOff);
mesh.Vertices.Add(new MeshPoint(new Vector3(spos2d.X, line.Start.Y, spos2d.Y), stc));
var epos2d = position + xToCoord * line.End.X;
var etc = FloorTC(new Vector2(line.End.X, i) + line.UVOff);
mesh.Vertices.Add(new MeshPoint(new Vector3(epos2d.X, line.End.Y, epos2d.Y), etc));
}
}
}
}
}
public class RoadGeometryTemplate
{
private RoadGeometryTemplateSegment[] _Segments;
public RoadGeometryTemplateSegment[] Segments
{
get
{
return _Segments;
}
set
{
RepeatLength = 0;
for (int i=0; i<value.Length; i++)
{
var seg = value[i];
RepeatLength += seg.Extent;
seg.Next = value[(i + 1) % value.Length];
}
value[value.Length - 1].Next = value[0];
_Segments = value;
}
}
public float RepeatLength; //sum of all segment extents.
public RoadGeometryTemplateLine[] EndLines; //(x, y) lines to rotate around z = 0. eg. line at left half of road, rotated clockwise through to make a circular sweep finishing at the right.
public int EndRepeats; //number of subdivisions the end semicircle is drawn with. Should be about PI * radius if you want to keep pavements consistent.
public float IntersectionSize; //intersections are expected to be square and rotatable
public float IntersectionFromSize;
public RoadGeometryTemplateRect[] Intersection4Way;
/// <summary>
/// Same as Intersection4Way, but inserted when there are only three connecting lines.
/// This template represents the y direction being the route for the straight 2 lines, and then x positive being the third (to the right).
/// This is appropriately flipped if the intersection is on the left.
/// </summary>
public RoadGeometryTemplateRect[] Intersection3Way;
public Tuple<RoadGeometryTemplateSegment, float> GetSegmentForOffset(float offset)
{
var moffset = offset % RepeatLength;
var result = Segments.First();
float soFar = 0;
foreach (var seg in Segments)
{
if (soFar + seg.Extent > moffset)
{
//this segment has not ended yet
return new Tuple<RoadGeometryTemplateSegment, float>(seg, (soFar + seg.Extent) - moffset);
}
//otherwise move onto the next
soFar += seg.Extent;
}
return new Tuple<RoadGeometryTemplateSegment, float>(Segments.Last(), (soFar + Segments.Last().Extent) - moffset);
}
}
public class RoadGeometryTemplateSegment
{
public float Extent; //the extent of this segment before moving onto the next segment
public RoadGeometryTemplateLine[] Lines; //(x, y) lines to extend into z. x is a horizontal offset depending on the direction of the line
public RoadGeometryTemplateSegment Next;
}
public class RoadGeometryTemplateLine
{
public Vector2 Start;
public Vector2 End;
public Vector2 UVOff;
public ushort FloorTile;
public bool TriangleCap;
public int TempIndex;
/// <summary>
/// Liney
/// </summary>
/// <param name="start">The start of this line.</param>
/// <param name="end"></param>
/// <param name="floorTile">The floor tile to use for this line.</param>
public RoadGeometryTemplateLine(Vector2 start, Vector2 end, ushort floorTile)
{
Start = start;
End = end;
FloorTile = floorTile;
TriangleCap = End == Vector2.Zero;
}
public RoadGeometryTemplateLine(Vector2 start, Vector2 end, Vector2 uvOff, ushort floorTile) : this(start, end, floorTile)
{
UVOff = uvOff;
}
}
public class RoadGeometryTemplateRect
{
public Rectangle Rect;
public ushort FloorTile;
public Vector2 Offset;
public RoadGeometryTemplateRect(Rectangle rect, ushort floorTile)
{
Rect = rect;
FloorTile = floorTile;
}
public RoadGeometryTemplateRect(Rectangle rect, ushort floorTile, Vector2 offset)
{
Rect = rect;
FloorTile = floorTile;
Offset = offset;
}
}
}