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authorDan Goodliffe <dan@randomdan.homeip.net>2021-11-16 00:07:48 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2021-11-16 00:07:48 +0000
commitb7fadd730a78671a0eaf55c36df24c04661ef2c3 (patch)
treea9d5bce62b3c6e42008d7e0f637665aa97b73764 /application/main.cpp
parentDon't write null value for pointers (diff)
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Swap y,z axis
This was a pain... but all the coords make much more sense now and a lot of mystery negation has disappeared.
Diffstat (limited to 'application/main.cpp')
-rw-r--r--application/main.cpp16
1 files changed, 7 insertions, 9 deletions
diff --git a/application/main.cpp b/application/main.cpp
index 61206eb..88cec82 100644
--- a/application/main.cpp
+++ b/application/main.cpp
@@ -88,10 +88,10 @@ public:
{
auto rl = world.create<RailLinks>();
- const glm::vec3 j {-1100, 15, -1100}, k {-1100, 15, -1000}, l {-1000, 20, -800}, m {-900, 30, -600},
- n {-600, 32, -500}, o {-500, 30, -800}, p {-600, 25, -900}, q {-1025, 10, -1175},
- r {-925, 10, -1075};
- const glm::vec3 s {-1100, 15, -500}, t {-1100, 15, -450}, u {-1000, 15, -400};
+ const glm::vec3 j {-1120, -1100, 3}, k {-1100, -1000, 15}, l {-1000, -800, 20}, m {-900, -600, 30},
+ n {-600, -500, 32}, o {-500, -800, 30}, p {-600, -900, 25}, q {-1025, -1175, 10},
+ r {-925, -1075, 10};
+ const glm::vec3 s {-1100, -500, 15}, t {-1100, -450, 15}, u {-1000, -400, 15};
auto l3 = rl->addLinksBetween(j, k);
rl->addLinksBetween(k, l);
rl->addLinksBetween(l, m);
@@ -115,16 +115,14 @@ public:
train->create<RailVehicle>(b47);
}
train->orders.removeAll();
- train->orders.create<GoTo>(&train->orders, l3->ends[1], l3->length, rl->findNodeAt({-1100, 15, -450}));
+ train->orders.create<GoTo>(&train->orders, l3->ends[1], l3->length, rl->findNodeAt({-1100, -450, 15}));
train->currentActivity = train->orders.current()->createActivity();
}
Shader shader;
- Camera camera({-1250.0F, 35.0F, -1250.0F}, 70.0F, (float)DISPLAY_WIDTH / (float)DISPLAY_HEIGHT, 0.1F, 10000.0F);
- camera.Pitch(0.24);
- camera.RotateY(0.7854);
+ Camera camera({-1250.0F, -1250.0F, 35.0F}, 70.0F, (float)DISPLAY_WIDTH / (float)DISPLAY_HEIGHT, 0.1F, 10000.0F);
shader.setView(camera.GetViewProjection());
- shader.setUniform("lightDirection", glm::normalize(glm::vec3 {1, -1, 0}));
+ shader.setUniform("lightDirection", glm::normalize(glm::vec3 {1, 0, -1}));
shader.setUniform("lightColor", {.6, .6, .6});
shader.setUniform("ambientColor", {0.5, 0.5, 0.5});