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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-19 01:16:38 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-19 01:16:38 +0000 |
commit | f8e7c47bbd33fb67afa3ba5478fceb13ddb09243 (patch) | |
tree | 5c370029f658e62f8bb4866e6d45af46c05c4045 /game/vehicles/railloco.h | |
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.h')
-rw-r--r-- | game/vehicles/railloco.h | 13 |
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; }; |