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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-14 13:17:55 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-14 13:17:55 +0000 |
commit | b4b52d38b63a76b3067b6b6de2b7f2dc2c8ca0f0 (patch) | |
tree | 2948ae9c038ed635e17765a85bdead48f23bb274 /game/network/rail.cpp | |
parent | Fix order of ends in test rail curves (diff) | |
download | ilt-b4b52d38b63a76b3067b6b6de2b7f2dc2c8ca0f0.tar.bz2 ilt-b4b52d38b63a76b3067b6b6de2b7f2dc2c8ca0f0.tar.xz ilt-b4b52d38b63a76b3067b6b6de2b7f2dc2c8ca0f0.zip |
Keep radius and arc as part of rail curve
Fixes order of mesh points oo fix culling
Diffstat (limited to 'game/network/rail.cpp')
-rw-r--r-- | game/network/rail.cpp | 9 |
1 files changed, 4 insertions, 5 deletions
diff --git a/game/network/rail.cpp b/game/network/rail.cpp index a66bf65..4e09e29 100644 --- a/game/network/rail.cpp +++ b/game/network/rail.cpp @@ -101,22 +101,21 @@ RailLinkCurve::RailLinkCurve(const NodePtr & a, const NodePtr & b, glm::vec2 c) } RailLinkCurve::RailLinkCurve(const NodePtr & a, const NodePtr & b, glm::vec3 c, const Arc arc) : - RailLink({a, normalize(arc.first - half_pi)}, {b, normalize(arc.second + half_pi)}, + RailLink({a, normalize(arc.first + half_pi)}, {b, normalize(arc.second - half_pi)}, (glm::length(a->pos - c)) * arc_length(arc)), - centreBase(c) + centreBase(c), radius {glm::length(ends[0].first->pos - centreBase)}, arc {arc} { const auto & e0p {ends[0].first->pos}; const auto & e1p {ends[1].first->pos}; - const auto radius = glm::length(e0p - centreBase); const auto slength = round_sleepers(length / 2.F); const auto segs = std::round(5.F * slength / std::pow(radius, 0.7F)); - const auto step {glm::vec3 {arc_length(arc), e1p.y - e0p.y, slength} / segs}; + const auto step {glm::vec3 {arc_length(arc), e0p.y - e1p.y, slength} / segs}; const auto trans {glm::translate(centreBase)}; int segCount = segs; vertices.reserve((segCount + 1) * railCrossSection.size()); indices.reserve(segCount * 2 * railCrossSection.size()); - for (glm::vec3 swing = {arc.first, 0.F, 0.F}; segCount >= 0; swing += step, --segCount) { + for (glm::vec3 swing = {arc.second, -e1p.y, 0.F}; segCount >= 0; swing += step, --segCount) { const auto t {trans * glm::rotate(half_pi - swing.x, up) * glm::translate(glm::vec3 {radius, swing.y, 0.F})}; for (const auto & rcs : railCrossSection) { const glm::vec3 m {(t * glm::vec4 {rcs.first, 1})}; |