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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-03-05 01:59:16 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-03-05 01:59:16 +0000 |
commit | d4c073a18adaed73973f34c6c39fc15664d9211d (patch) | |
tree | 44536af3af0284ab75eae79ef81a5e4452019269 /game/vehicles/railVehicleClass.cpp | |
parent | Add helper operator to perform vec3*mat4 and perspective divide (diff) | |
parent | Remove old hard coded asset factory test, run entirely from XML load and rend... (diff) | |
download | ilt-d4c073a18adaed73973f34c6c39fc15664d9211d.tar.bz2 ilt-d4c073a18adaed73973f34c6c39fc15664d9211d.tar.xz ilt-d4c073a18adaed73973f34c6c39fc15664d9211d.zip |
Merge branch 'model-factory'
Diffstat (limited to 'game/vehicles/railVehicleClass.cpp')
-rw-r--r-- | game/vehicles/railVehicleClass.cpp | 21 |
1 files changed, 19 insertions, 2 deletions
diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp index dff1416..41ef5e9 100644 --- a/game/vehicles/railVehicleClass.cpp +++ b/game/vehicles/railVehicleClass.cpp @@ -39,12 +39,24 @@ RailVehicleClass::RailVehicleClass(std::unique_ptr<ObjParser> o, std::shared_ptr bogies[1] = m.at("Bogie2"); } +RailVehicleClass::RailVehicleClass() { } + +bool +RailVehicleClass::persist(Persistence::PersistenceStore & store) +{ + return STORE_TYPE && STORE_MEMBER(length) && STORE_MEMBER(wheelBase) && STORE_MEMBER(maxSpeed) + && STORE_NAME_HELPER("bogie", bogies, Asset::MeshArrayConstruct) + && STORE_HELPER(bodyMesh, Asset::MeshConstruct) && Asset::persist(store); +} + void RailVehicleClass::render( const SceneShader & shader, const Location & location, const std::array<Location, 2> & bl) const { shader.basic.use(location); - texture->bind(); + if (texture) { + texture->bind(); + } bodyMesh->Draw(); for (auto b = 0U; b < bogies.size(); ++b) { shader.basic.setModel(bl[b]); @@ -52,10 +64,15 @@ RailVehicleClass::render( } } void -RailVehicleClass::shadows(const ShadowMapper & shadowMapper, const Location & location) const +RailVehicleClass::shadows( + const ShadowMapper & shadowMapper, const Location & location, const std::array<Location, 2> & bl) const { shadowMapper.dynamicPoint.use(location); bodyMesh->Draw(); + for (auto b = 0U; b < bogies.size(); ++b) { + shadowMapper.dynamicPoint.setModel(bl[b]); + bogies[b]->Draw(); + } } float |