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authorDan Goodliffe <dan@randomdan.homeip.net>2021-02-19 01:16:38 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2021-02-19 01:16:38 +0000
commitf8e7c47bbd33fb67afa3ba5478fceb13ddb09243 (patch)
tree5c370029f658e62f8bb4866e6d45af46c05c4045 /game/vehicles/railloco.h
parentAdd support for directional light color and an ambient color (diff)
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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.h')
-rw-r--r--game/vehicles/railloco.h13
1 files changed, 13 insertions, 0 deletions
diff --git a/game/vehicles/railloco.h b/game/vehicles/railloco.h
index ce4012a..0d0425a 100644
--- a/game/vehicles/railloco.h
+++ b/game/vehicles/railloco.h
@@ -1,15 +1,28 @@
#include "game/network/link.h"
#include "game/vehicles/vehicle.h"
#include "game/worldobject.h"
+#include "gfx/models/mesh.h"
#include <memory>
#include <string>
#include <vector>
+class Texture;
class RailVehicle : public Vehicle {
public:
+ struct Bogey {
+ Transform location;
+ MeshPtr mesh;
+ };
+
using Vehicle::Vehicle;
+ void render(const Shader & shader) const override;
+
+ std::array<Bogey, 2> bogeys;
+ MeshPtr bodyMesh;
+ std::shared_ptr<Texture> texture;
float wheelBase;
float length;
+
friend class RailLoco;
};