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authorDan Goodliffe <dan@randomdan.homeip.net>2023-11-15 01:29:24 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2023-11-15 01:29:24 +0000
commit685b33980cc7a346574b24732464f0cbe3115a1f (patch)
tree048db87ad645f54285f0880d20b8acf81f65fea9 /game/vehicles/railVehicle.cpp
parentSend position and rotation matrix to GPU separately (diff)
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Switch to millimeters for spatial units
Mostly a case of changing far too many magic numbers, something else to fix I guess. I probably missed something. Also there's some hackery when loading 3D models, which are still assumed to be in metres.
Diffstat (limited to 'game/vehicles/railVehicle.cpp')
-rw-r--r--game/vehicles/railVehicle.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/game/vehicles/railVehicle.cpp b/game/vehicles/railVehicle.cpp
index 6e6e18f..26536f5 100644
--- a/game/vehicles/railVehicle.cpp
+++ b/game/vehicles/railVehicle.cpp
@@ -46,9 +46,9 @@ RailVehicle::move(const Train * t, float & trailBy)
bool
RailVehicle::intersectRay(const Ray & ray, Position2D * baryPos, float * distance) const
{
- constexpr const auto X = 1.35F;
+ constexpr const auto X = 1350.F;
const auto Y = this->rvClass->length / 2.F;
- constexpr const auto Z = 3.9F;
+ constexpr const auto Z = 3900.F;
const auto moveBy = location.getTransform();
const std::array<Position3D, 8> cornerVertices {{
moveBy * glm::vec4 {-X, Y, 0, 1}, // LFB