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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-19 01:16:38 +0000 |
---|---|---|
committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-19 01:16:38 +0000 |
commit | f8e7c47bbd33fb67afa3ba5478fceb13ddb09243 (patch) | |
tree | 5c370029f658e62f8bb4866e6d45af46c05c4045 /game/vehicles/railloco.cpp | |
parent | Add support for directional light color and an ambient color (diff) | |
download | ilt-f8e7c47bbd33fb67afa3ba5478fceb13ddb09243.tar.bz2 ilt-f8e7c47bbd33fb67afa3ba5478fceb13ddb09243.tar.xz ilt-f8e7c47bbd33fb67afa3ba5478fceb13ddb09243.zip |
Mesh split, bogeys follow rails.
Wow. This commit is too big. It:
* splits obj loaded meshes into individual named objects.
* moves obj to mesh(es) code into new file obj.impl.cpp, removing the
clutter from mesh
* removes Physical for providing the wrong level of abstraction
* bit of a hack to adjust loaded models to offset rail vehicle bogeys to
0 centre, and then applies their calculated position to the mesh
All in all, quite a lot of mess... But the result is the rail vehicle
bogeys now follow the rails quite authentically.
Diffstat (limited to 'game/vehicles/railloco.cpp')
-rw-r--r-- | game/vehicles/railloco.cpp | 62 |
1 files changed, 56 insertions, 6 deletions
diff --git a/game/vehicles/railloco.cpp b/game/vehicles/railloco.cpp index 230fd4e..b47722e 100644 --- a/game/vehicles/railloco.cpp +++ b/game/vehicles/railloco.cpp @@ -1,14 +1,32 @@ #include "railloco.h" +#include "gfx/gl/shader.h" #include "gfx/gl/transform.h" +#include "gfx/models/obj.h" +#include "gfx/models/texture.h" #include <algorithm> #include <array> +#include <cache.h> #include <glm/glm.hpp> +#include <lib/resource.h> #include <maths.h> #include <memory> +#include <set> #include <utility> #include <vector> void +RailVehicle::render(const Shader & shader) const +{ + shader.setModel(location.GetModel()); + texture->Bind(); + bodyMesh->Draw(); + for (const auto & bogey : bogeys) { + shader.setModel(bogey.location.GetModel()); + bogey.mesh->Draw(); + } +} + +void RailLoco::move(TickDuration dur) { linkDist += dur.count() * speed; @@ -42,8 +60,8 @@ void RailLoco::updateRailVehiclePosition(RailVehicle * w, float trailBy) const { const auto overhang {(w->length - w->wheelBase) / 2}; - const auto b1Pos = getBogeyPosition(linkDist, trailBy += overhang); - const auto b2Pos = getBogeyPosition(linkDist, trailBy += wheelBase); + const auto & b1Pos = w->bogeys[0].location = getBogeyPosition(linkDist, trailBy += overhang); + const auto & b2Pos = w->bogeys[1].location = getBogeyPosition(linkDist, trailBy += wheelBase); const auto diff = glm::normalize(b2Pos.GetPos() - b1Pos.GetPos()); w->location.GetPos() = (b1Pos.GetPos() + b2Pos.GetPos()) / 2.F; w->location.GetRot() = {-vector_pitch(diff), vector_yaw(diff), 0}; @@ -71,16 +89,48 @@ RailLoco::updateWagons() const void RailWagon::tick(TickDuration) { } -Brush47::Brush47(const LinkPtr & l) : RailLoco(l, "brush47.obj", "brush47.png") +void +bogeyOffset(ObjParser & o) +{ + // offset bogey positions so they can be set directly + for (int b = 1; b < 3; b++) { // bogey object index + std::set<std::pair<float, int>> vertexIds; + for (const auto & face : o.objects[b].second) { + for (const auto & faceElement : face) { + vertexIds.emplace(o.vertices[faceElement.x - 1].z, faceElement.x - 1); + } + } + auto offset = (vertexIds.begin()->first + vertexIds.rbegin()->first) / 2; + for (const auto & v : vertexIds) { + o.vertices[v.second].z -= offset; + } + } +} + +Brush47::Brush47(const LinkPtr & l) : RailLoco(l, 0) { - wheelBase = 15.7F; + ObjParser o {Resource::mapPath("brush47.obj")}; + bogeyOffset(o); + const auto m = o.createMeshes(); + bodyMesh = m[0].second; + bogeys[0].mesh = m[1].second; + bogeys[1].mesh = m[2].second; + texture = Texture::cachedTexture.get(Resource::mapPath("brush47.png")); + wheelBase = 12.F; length = 20.F; linkDist = wheelBase; } -Brush47Wagon::Brush47Wagon(const LinkPtr & l) : RailWagon(l, "brush47.obj", "brush47.png") +Brush47Wagon::Brush47Wagon(const LinkPtr & l) : RailWagon(l, 0) { - wheelBase = 15.7F; + ObjParser o {Resource::mapPath("brush47.obj")}; + bogeyOffset(o); + const auto m = o.createMeshes(); + bodyMesh = m[0].second; + bogeys[0].mesh = m[1].second; + bogeys[1].mesh = m[2].second; + texture = Texture::cachedTexture.get(Resource::mapPath("brush47.png")); + wheelBase = 12.F; length = 20.F; linkDist = wheelBase; } |