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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-11-16 00:07:48 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-11-16 00:07:48 +0000 |
commit | b7fadd730a78671a0eaf55c36df24c04661ef2c3 (patch) | |
tree | a9d5bce62b3c6e42008d7e0f637665aa97b73764 /application | |
parent | Don't write null value for pointers (diff) | |
download | ilt-b7fadd730a78671a0eaf55c36df24c04661ef2c3.tar.bz2 ilt-b7fadd730a78671a0eaf55c36df24c04661ef2c3.tar.xz ilt-b7fadd730a78671a0eaf55c36df24c04661ef2c3.zip |
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')
-rw-r--r-- | application/main.cpp | 16 |
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}); |