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authorDan Goodliffe <dan@randomdan.homeip.net>2023-11-26 13:51:33 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2023-11-26 14:14:13 +0000
commit7fba471728f2216d7e3b7900297fc3b3531e286c (patch)
tree5caef3b2efc23aefccb215ec9005cd8e7d2e91b8 /game/vehicles/railVehicle.cpp
parentFix todo for handling a terrain walk from outside the mesh (diff)
parentModel positions as integers (diff)
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Merge branch 'ints' into terrain
Conflicts fix, compiles, some test failures remain. Trees not added, possibility of OM invalid handle assertion failures, normals broken due to integer overflow in Newell's method.
Diffstat (limited to 'game/vehicles/railVehicle.cpp')
-rw-r--r--game/vehicles/railVehicle.cpp54
1 files changed, 33 insertions, 21 deletions
diff --git a/game/vehicles/railVehicle.cpp b/game/vehicles/railVehicle.cpp
index 2d820b6..30b615c 100644
--- a/game/vehicles/railVehicle.cpp
+++ b/game/vehicles/railVehicle.cpp
@@ -12,10 +12,22 @@
#include <ray.h>
RailVehicle::RailVehicle(RailVehicleClassPtr rvc) :
- RailVehicleClass::Instance {rvc->instances.acquire()}, rvClass {std::move(rvc)}, location {&LV::body, *this},
+ RailVehicleClass::Instance {rvc->instances.acquire()}, rvClass {std::move(rvc)},
+ location {[this](const BufferedLocation * l) {
+ this->get()->body = l->getRotationTransform();
+ this->get()->bodyPos = l->position();
+ }},
bogies {{
- {&LV::front, *this, glm::vec3 {0, rvClass->wheelBase / 2.F, 0}},
- {&LV::back, *this, glm::vec3 {0, -rvClass->wheelBase / 2.F, 0}},
+ {[this](const BufferedLocation * l) {
+ this->get()->front = l->getRotationTransform();
+ this->get()->frontPos = l->position();
+ },
+ Position3D {0, rvClass->wheelBase / 2.F, 0}},
+ {[this](const BufferedLocation * l) {
+ this->get()->back = l->getRotationTransform();
+ this->get()->backPos = l->position();
+ },
+ Position3D {0, -rvClass->wheelBase / 2.F, 0}},
}}
{
}
@@ -26,29 +38,29 @@ RailVehicle::move(const Train * t, float & trailBy)
const auto overhang {(rvClass->length - rvClass->wheelBase) / 2};
const auto & b1Pos = bogies[0] = t->getBogiePosition(t->linkDist, trailBy += overhang);
const auto & b2Pos = bogies[1] = t->getBogiePosition(t->linkDist, trailBy += rvClass->wheelBase);
- const auto diff = glm::normalize(b2Pos.position() - b1Pos.position());
- location.setLocation((b1Pos.position() + b2Pos.position()) / 2.F, {vector_pitch(diff), vector_yaw(diff), 0});
- trailBy += 0.6F + overhang;
+ const auto diff = glm::normalize(RelativePosition3D(b2Pos.position() - b1Pos.position()));
+ location.setLocation((b1Pos.position() + b2Pos.position()) / 2, {vector_pitch(diff), vector_yaw(diff), 0});
+ trailBy += 600.F + overhang;
}
bool
-RailVehicle::intersectRay(const Ray & ray, glm::vec2 * baryPos, float * distance) const
+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;
- const auto moveBy = location.getTransform();
- const std::array<glm::vec3, 8> cornerVertices {{
- moveBy * glm::vec4 {-X, Y, 0, 1}, // LFB
- moveBy * glm::vec4 {X, Y, 0, 1}, // RFB
- moveBy * glm::vec4 {-X, Y, Z, 1}, // LFT
- moveBy * glm::vec4 {X, Y, Z, 1}, // RFT
- moveBy * glm::vec4 {-X, -Y, 0, 1}, // LBB
- moveBy * glm::vec4 {X, -Y, 0, 1}, // RBB
- moveBy * glm::vec4 {-X, -Y, Z, 1}, // LBT
- moveBy * glm::vec4 {X, -Y, Z, 1}, // RBT
+ constexpr const auto Z = 3900.F;
+ const auto moveBy = location.getRotationTransform();
+ const std::array<Position3D, 8> cornerVertices {{
+ location.position() + GlobalPosition3D(moveBy * glm::vec4 {-X, Y, 0, 1}).xyz(), // LFB
+ location.position() + GlobalPosition3D(moveBy * glm::vec4 {X, Y, 0, 1}).xyz(), // RFB
+ location.position() + GlobalPosition3D(moveBy * glm::vec4 {-X, Y, Z, 1}).xyz(), // LFT
+ location.position() + GlobalPosition3D(moveBy * glm::vec4 {X, Y, Z, 1}).xyz(), // RFT
+ location.position() + GlobalPosition3D(moveBy * glm::vec4 {-X, -Y, 0, 1}).xyz(), // LBB
+ location.position() + GlobalPosition3D(moveBy * glm::vec4 {X, -Y, 0, 1}).xyz(), // RBB
+ location.position() + GlobalPosition3D(moveBy * glm::vec4 {-X, -Y, Z, 1}).xyz(), // LBT
+ location.position() + GlobalPosition3D(moveBy * glm::vec4 {X, -Y, Z, 1}).xyz(), // RBT
}};
- static constexpr const std::array<glm::uvec3, 10> triangles {{
+ static constexpr const std::array<glm::vec<3, uint8_t>, 10> triangles {{
// Front
{0, 1, 2},
{1, 2, 3},
@@ -66,7 +78,7 @@ RailVehicle::intersectRay(const Ray & ray, glm::vec2 * baryPos, float * distance
{3, 6, 7},
}};
return std::any_of(
- triangles.begin(), triangles.end(), [&cornerVertices, &ray, &baryPos, &distance](const glm::uvec3 idx) {
+ triangles.begin(), triangles.end(), [&cornerVertices, &ray, &baryPos, &distance](const auto & idx) {
return glm::intersectRayTriangle(ray.start, ray.direction, cornerVertices[idx[0]],
cornerVertices[idx[1]], cornerVertices[idx[2]], *baryPos, *distance);
});