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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-03-06 19:44:58 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-03-06 19:44:58 +0000 |
commit | e118b1f5d8071460e3a9d4d731c6d69221f785dc (patch) | |
tree | 64ea6b1761afba27d36319648e78ddd457670ff8 /game/vehicles/railVehicleClass.cpp | |
parent | Introduce the Train concept as a literal collection of rail vehicles (diff) | |
download | ilt-e118b1f5d8071460e3a9d4d731c6d69221f785dc.tar.bz2 ilt-e118b1f5d8071460e3a9d4d731c6d69221f785dc.tar.xz ilt-e118b1f5d8071460e3a9d4d731c6d69221f785dc.zip |
Carve up the mess in game/vehicles
Diffstat (limited to 'game/vehicles/railVehicleClass.cpp')
-rw-r--r-- | game/vehicles/railVehicleClass.cpp | 80 |
1 files changed, 80 insertions, 0 deletions
diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp new file mode 100644 index 0000000..71890b8 --- /dev/null +++ b/game/vehicles/railVehicleClass.cpp @@ -0,0 +1,80 @@ +#include "railVehicleClass.h" +#include "gfx/gl/shader.h" +#include "gfx/models/mesh.h" +#include "gfx/models/obj.h" +#include "gfx/models/texture.h" +#include <algorithm> +#include <array> +#include <cache.h> +#include <filesystem> +#include <glm/glm.hpp> +#include <iterator> +#include <lib/resource.h> +#include <location.hpp> +#include <map> +#include <memory> +#include <set> +#include <string> +#include <utility> +#include <vector> + +RailVehicleClass::RailVehicleClass(const std::string & name) : + RailVehicleClass {std::make_unique<ObjParser>(Resource::mapPath(name + ".obj")), + Texture::cachedTexture.get(Resource::mapPath(name + ".png"))} +{ +} + +RailVehicleClass::RailVehicleClass(std::unique_ptr<ObjParser> o, std::shared_ptr<Texture> t) : texture {std::move(t)} +{ + wheelBase = bogieOffset(*o); + length = objectLength(*o); + const auto m = o->createMeshes(); + bodyMesh = m.at("Body"); + bogies[0] = m.at("Bogie1"); + bogies[1] = m.at("Bogie2"); +} + +void +RailVehicleClass::render(const Shader & shader, const Location & location, const std::array<Location, 2> & bl) const +{ + texture->Bind(); + for (auto b = 0U; b < bogies.size(); ++b) { + shader.setModel(bl[b]); + bogies[b]->Draw(); + } + shader.setModel(location); + bodyMesh->Draw(); +} + +float +RailVehicleClass::bogieOffset(ObjParser & o) +{ + float wheelBase {0}; + // offset bogie positions so they can be set directly + for (auto & object : o.objects) { // bogie object index + if (!object.first.starts_with("Bogie")) { + continue; + } + std::set<std::pair<float, int>> vertexIds; + for (const auto & face : object.second) { + for (const auto & faceElement : face) { + vertexIds.emplace(o.vertices[faceElement.x - 1].z, faceElement.x - 1); + } + } + const auto offset = (vertexIds.begin()->first + vertexIds.rbegin()->first) / 2; + for (const auto & v : vertexIds) { + o.vertices[v.second].z -= offset; + } + wheelBase += std::abs(offset); + } + return wheelBase; +} + +float +RailVehicleClass::objectLength(ObjParser & o) +{ + const auto mme = std::minmax_element(o.vertices.begin(), o.vertices.end(), [](const auto & v1, const auto & v2) { + return v1.z < v2.z; + }); + return mme.second->z - mme.first->z; +} |