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RailManager.cpp
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131 lines (110 loc) · 5.81 KB
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#include "RailManager.h"
#include <iostream>
#include <cmath>
using namespace m1;
RailManager::RailManager() : headRail(nullptr) {}
RailManager::~RailManager() {
for (Rail* rail : allRails) delete rail;
allRails.clear();
}
Rail* RailManager::CreateSingleRail(glm::vec3 start, glm::vec3 end, std::string type) {
Rail* newRail = new Rail();
newRail->startPosition = start;
newRail->endPosition = end;
newRail->type = type;
newRail->next = nullptr;
newRail->isBroken = false;
newRail->timeSinceBroken = 0.0f;
newRail->currentRepairAmount = 0.0f;
return newRail;
}
void RailManager::CreateSegment(glm::vec3 start, glm::vec3 end, std::string type) {
// Impart segmentele lungi in bucati de maxim 20 unitati pentru fluiditate
float totalDist = glm::distance(start, end);
float maxLen = 20.0f;
int segments = (int)std::ceil(totalDist / maxLen);
if (segments < 1) segments = 1;
glm::vec3 dir = glm::normalize(end - start);
float segLen = totalDist / segments;
for (int i = 0; i < segments; i++) {
glm::vec3 s = start + dir * (segLen * (float)i);
glm::vec3 e = start + dir * (segLen * (float)(i + 1));
allRails.push_back(CreateSingleRail(s, e, type));
}
}
// Initializare harta
void RailManager::Init()
{
for (Rail* rail : allRails) delete rail;
allRails.clear();
stations.clear();
float h = 0.5f;
// Constructia traseului
CreateSegment(glm::vec3(-4, h, 54), glm::vec3(-24, h, 54), "Surface");
CreateSegment(glm::vec3(-24, h, 54), glm::vec3(-30, h, 54), "Surface");
CreateSegment(glm::vec3(-30, h, 54), glm::vec3(-48, h, 54), "Tunnel");
CreateSegment(glm::vec3(-48, h, 54), glm::vec3(-56, h, 54), "Surface");
CreateSegment(glm::vec3(-56, h, 54), glm::vec3(-56, h, 38), "Surface");
CreateSegment(glm::vec3(-56, h, 38), glm::vec3(-40, h, 38), "Surface");
CreateSegment(glm::vec3(-40, h, 38), glm::vec3(-24, h, 38), "Surface");
CreateSegment(glm::vec3(-24, h, 38), glm::vec3(-24, h, 30), "Surface");
CreateSegment(glm::vec3(-24, h, 30), glm::vec3(-24, h, 18), "Bridge");
CreateSegment(glm::vec3(-24, h, 18), glm::vec3(-24, h, 12), "Surface");
CreateSegment(glm::vec3(-24, h, 12), glm::vec3(-38, h, 12), "Surface");
CreateSegment(glm::vec3(-38, h, 12), glm::vec3(-38, h, 6), "Surface");
CreateSegment(glm::vec3(-38, h, 6), glm::vec3(-38, h, -12), "Tunnel");
CreateSegment(glm::vec3(-38, h, -12), glm::vec3(-38, h, -24), "Tunnel");
CreateSegment(glm::vec3(-38, h, -24), glm::vec3(-38, h, -44), "Surface");
CreateSegment(glm::vec3(-38, h, -44), glm::vec3(-20, h, -44), "Surface");
CreateSegment(glm::vec3(-20, h, -44), glm::vec3(-13, h, -44), "Surface");
CreateSegment(glm::vec3(-13, h, -44), glm::vec3(5, h, -44), "Tunnel");
CreateSegment(glm::vec3(5, h, -44), glm::vec3(24, h, -44), "Bridge");
CreateSegment(glm::vec3(24, h, -44), glm::vec3(30, h, -44), "Surface");
CreateSegment(glm::vec3(30, h, -44), glm::vec3(40, h, -44), "Surface");
CreateSegment(glm::vec3(40, h, -44), glm::vec3(40, h, -24), "Surface");
CreateSegment(glm::vec3(40, h, -24), glm::vec3(40, h, -6), "Bridge");
CreateSegment(glm::vec3(40, h, -6), glm::vec3(40, h, 4), "Surface");
CreateSegment(glm::vec3(40, h, 4), glm::vec3(25, h, 4), "Surface");
CreateSegment(glm::vec3(25, h, 4), glm::vec3(10, h, 4), "Surface");
CreateSegment(glm::vec3(10, h, 4), glm::vec3(10, h, -14), "Surface");
CreateSegment(glm::vec3(10, h, -14), glm::vec3(10, h, -30), "Surface");
CreateSegment(glm::vec3(10, h, -30), glm::vec3(-24, h, -30), "Surface");
CreateSegment(glm::vec3(-24, h, -30), glm::vec3(-24, h, -13), "Surface");
CreateSegment(glm::vec3(-24, h, -13), glm::vec3(-24, h, -1), "Tunnel");
CreateSegment(glm::vec3(-24, h, -1), glm::vec3(-24, h, 6), "Surface");
CreateSegment(glm::vec3(-24, h, 6), glm::vec3(-8, h, 6), "Surface");
CreateSegment(glm::vec3(-8, h, 6), glm::vec3(-8, h, 20), "Surface");
CreateSegment(glm::vec3(-8, h, 20), glm::vec3(10, h, 20), "Surface");
CreateSegment(glm::vec3(10, h, 20), glm::vec3(24, h, 20), "Surface");
CreateSegment(glm::vec3(24, h, 20), glm::vec3(24, h, 30), "Surface");
CreateSegment(glm::vec3(24, h, 30), glm::vec3(24, h, 36), "Bridge");
CreateSegment(glm::vec3(24, h, 36), glm::vec3(30, h, 36), "Bridge");
CreateSegment(glm::vec3(30, h, 36), glm::vec3(36, h, 36), "Surface");
CreateSegment(glm::vec3(36, h, 36), glm::vec3(36, h, 54), "Surface");
CreateSegment(glm::vec3(36, h, 54), glm::vec3(16, h, 54), "Surface");
CreateSegment(glm::vec3(16, h, 54), glm::vec3(-4, h, 54), "Surface");
// Legarea sinelor sa formeze un loop
if (!allRails.empty()) {
for (size_t i = 0; i < allRails.size() - 1; i++) {
allRails[i]->next = allRails[i + 1];
}
allRails.back()->next = allRails[0];
headRail = allRails[0];
}
// Adaugarea statiilor
stations.push_back({ glm::vec3(-40, h, 40.0f), "Gara 1", "box" });
stations.push_back({ glm::vec3(-41, h, -37.0f), "Gara 2", "cylinder" });
stations.push_back({ glm::vec3(43, h, -30.0f), "Gara 3", "cone" });
stations.push_back({ glm::vec3(13, h, -12.0f), "Gara 4", "box" });
stations.push_back({ glm::vec3(8, h, 22.0f), "Gara 5", "cone" });
stations.push_back({ glm::vec3(16, h, 56.5f), "Gara 6", "cylinder" });
}
const std::vector<Rail*>& RailManager::GetRails() const { return allRails; }
const std::vector<Station>& RailManager::GetStations() const { return stations; }
Rail* RailManager::GetHeadRail() const { return headRail; }
glm::vec3 RailManager::GetTerrainColor(const std::string& railType) {
if (railType == "Surface") return glm::vec3(0.3f, 0.8f, 0.3f);
if (railType == "Bridge") return glm::vec3(0.2f, 0.4f, 0.9f);
if (railType == "Tunnel") return glm::vec3(0.5f, 0.3f, 0.1f);
return glm::vec3(0, 0, 0);
}