trainsim/math/path.ts
Emma 968867c5d9 Fixed ghost track rotation on rear ends
Recalculation on track edit end
Changes rendering of ties to be evenly spaced
Fixes ghost and held track rendering
2025-02-15 06:40:39 -07:00

313 lines
7.8 KiB
TypeScript

import { Vector } from "@bearmetal/doodler";
export class ComplexPath {
points: Vector[] = [];
segments: PathSegment[] = [];
radius = 50;
ctx?: CanvasRenderingContext2D;
evenPoints: Vector[] = [];
constructor(points?: Vector[]) {
points && (this.points = points);
}
setContext(ctx: CanvasRenderingContext2D) {
this.ctx = ctx;
}
draw() {
if (!this.ctx || !this.points.length) return;
const ctx = this.ctx;
ctx.save();
ctx.lineWidth = 2;
ctx.strokeStyle = "white";
ctx.setLineDash([21, 6]);
let last = this.points[this.points.length - 1];
for (const point of this.points) {
ctx.beginPath();
ctx.moveTo(last.x, last.y);
ctx.lineTo(point.x, point.y);
ctx.stroke();
last = point;
}
ctx.restore();
}
followEvenPoints(t: number) {
if (t < 0) t += this.evenPoints.length;
const i = Math.floor(t);
const a = this.evenPoints[i];
const b = this.evenPoints[(i + 1) % this.evenPoints.length];
return Vector.lerp(a, b, t % 1);
}
calculateEvenlySpacedPoints(spacing: number, resolution = 1) {
// this.pointSpacing = 1;
// return this.segments.flatMap(s => s.calculateEvenlySpacedPoints(spacing, resolution));
const points: Vector[] = [];
points.push(this.segments[0].points[0]);
let prev = points[0];
let distSinceLastEvenPoint = 0;
for (const seg of this.segments) {
let t = 0;
const div = Math.ceil(seg.length * resolution * 10);
while (t < 1) {
t += 1 / div;
const point = seg.getPointAtT(t);
distSinceLastEvenPoint += prev.dist(point);
if (distSinceLastEvenPoint >= spacing) {
const overshoot = distSinceLastEvenPoint - spacing;
const evenPoint = Vector.add(
point,
Vector.sub(point, prev).normalize().mult(overshoot),
);
distSinceLastEvenPoint = overshoot;
points.push(evenPoint);
prev = evenPoint;
}
prev = point;
}
}
this.evenPoints = points;
return points;
}
}
export class PathSegment {
id: string;
points: [Vector, Vector, Vector, Vector];
length: number;
startingLength: number;
next?: PathSegment;
prev?: PathSegment;
constructor(points: [Vector, Vector, Vector, Vector]) {
this.id = crypto.randomUUID();
this.points = points;
this.length = this.calculateApproxLength(100);
this.startingLength = Math.round(this.length);
}
getPointAtT(t: number) {
const [a, b, c, d] = this.points;
const res = a.copy();
res.add(Vector.add(a.copy().mult(-3), b.copy().mult(3)).mult(t));
res.add(
Vector.add(
Vector.add(a.copy().mult(3), b.copy().mult(-6)),
c.copy().mult(3),
).mult(Math.pow(t, 2)),
);
res.add(
Vector.add(
Vector.add(a.copy().mult(-1), b.copy().mult(3)),
Vector.add(c.copy().mult(-3), d.copy()),
).mult(Math.pow(t, 3)),
);
return res;
}
getClosestPoint(v: Vector): [Vector, number, number] {
const samples = 25;
const resolution = 1 / samples;
let closest = this.points[0];
let closestDistance = this.points[0].dist(v);
let closestT = 0;
for (let i = 0; i < samples; i++) {
const point = this.getPointAtT(i * resolution);
const distance = v.dist(point);
if (distance < closestDistance) {
closest = point;
closestDistance = distance;
closestT = i * resolution;
}
}
return [closest, closestDistance, closestT];
}
getPointsWithinRadius(v: Vector, r: number) {
const points: [number, PathSegment][] = [];
const samples = 25;
const resolution = 1 / samples;
for (let i = 0; i < samples; i++) {
const point = this.getPointAtT(i * resolution);
const distance = v.dist(point);
if (distance < r) {
points.push([i * resolution, this]);
}
}
return points;
}
tangent(t: number) {
// dP(t) / dt = -3(1-t)^2 * P0 + 3(1-t)^2 * P1 - 6t(1-t) * P1 - 3t^2 * P2 + 6t(1-t) * P2 + 3t^2 * P3
const [a, b, c, d] = this.points;
const res = Vector.sub(b, a).mult(3 * Math.pow(1 - t, 2));
res.add(
Vector.add(
Vector.sub(c, b).mult(6 * (1 - t) * t),
Vector.sub(d, c).mult(3 * Math.pow(t, 2)),
),
);
return res;
}
doesIntersectCircle(x: number, y: number, r: number) {
const v = new Vector(x, y);
const samples = 25;
const resolution = 1 / samples;
let distance = Infinity;
let t;
for (let i = 0; i < samples; i++) {
if (i !== samples - 1) {
const a = this.getPointAtT(i * resolution);
const b = this.getPointAtT((i + 1) * resolution);
const ac = Vector.sub(v, a);
const ab = Vector.sub(b, a);
const d = Vector.add(Vector.vectorProjection(ac, ab), a);
const ad = Vector.sub(d, a);
const k = Math.abs(ab.x) > Math.abs(ab.y) ? ad.x / ab.x : ad.y / ab.y;
let dist;
if (k <= 0.0) {
dist = Vector.hypot2(v, a);
} else if (k >= 1.0) {
dist = Vector.hypot2(v, b);
}
dist = Vector.hypot2(v, d);
if (dist < distance) {
distance = dist;
t = i * resolution;
}
}
}
if (distance < r) return t;
return false;
}
calculateApproxLength(resolution = 25) {
const stepSize = 1 / resolution;
const points: Vector[] = [];
for (let i = 0; i <= resolution; i++) {
const current = stepSize * i;
points.push(this.getPointAtT(current));
}
this.length =
points.reduce((acc: { prev?: Vector; length: number }, cur) => {
const prev = acc.prev;
acc.prev = cur;
if (!prev) return acc;
acc.length += cur.dist(prev);
return acc;
}, { prev: undefined, length: 0 }).length;
return this.length;
}
calculateEvenlySpacedPoints(
spacing: number,
resolution = 1,
targetLength?: number,
) {
const points: [Vector, number][] = [];
points.push([this.points[0], this.tangent(0).heading()]);
let [prev] = points[0];
let distSinceLastEvenPoint = 0;
let t = 0;
const div = Math.ceil(this.length * resolution * 10);
while (t < 1) {
t += 1 / div;
const point = this.getPointAtT(t);
distSinceLastEvenPoint += prev.dist(point);
if (distSinceLastEvenPoint >= spacing) {
const overshoot = distSinceLastEvenPoint - spacing;
const evenPoint = Vector.add(
point,
Vector.sub(point, prev).normalize().mult(overshoot),
);
distSinceLastEvenPoint = overshoot;
points.push([evenPoint, this.tangent(t).heading()]);
prev = evenPoint;
}
prev = point;
}
if (targetLength && points.length < targetLength) {
while (points.length < targetLength) {
t += 1 / div;
const point = this.getPointAtT(t);
distSinceLastEvenPoint += prev.dist(point);
if (distSinceLastEvenPoint >= spacing) {
const overshoot = distSinceLastEvenPoint - spacing;
const evenPoint = Vector.add(
point,
Vector.sub(point, prev).normalize().mult(overshoot),
);
distSinceLastEvenPoint = overshoot;
points.push([evenPoint, this.tangent(t).heading()]);
prev = evenPoint;
}
prev = point;
}
}
return points;
}
calculateSubdividedPoints(numberOfPoints: number) {
const points: Vector[] = [];
for (let i = 0; i < numberOfPoints; i++) {
const point = this.getPointAtT(i / numberOfPoints);
points.push(point);
}
return points;
}
clampLength() {
const curveLength = this.startingLength;
const points = this.calculateEvenlySpacedPoints(1, 1, curveLength + 1);
if (points.length >= curveLength) {
this.points[3].set(points[curveLength][0]);
}
}
draw(): void {}
}