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authorDan Goodliffe <dan.goodliffe@octal.co.uk>2026-03-30 13:04:36 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2026-03-31 00:37:24 +0100
commitfb78c88576d9fed90ee69dfa35a9fbd3179ff486 (patch)
tree3666e8c7a7ebf56b5d9e6919093c3a9c7766a750 /game/vehicles/train.cpp
parentUse uint32_t for indexes in InstanceVertices (diff)
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Use a single buffer for the location/rotation data of all renderable objects
Removes the BufferedLocation and BufferedLocationUpdater mess. Note: appears to break bogie rendering in asset factory test only, same symptom as broken network render test? (out of date buffer data)
Diffstat (limited to 'game/vehicles/train.cpp')
-rw-r--r--game/vehicles/train.cpp6
1 files changed, 6 insertions, 0 deletions
diff --git a/game/vehicles/train.cpp b/game/vehicles/train.cpp
index 2461d9c..c79fd17 100644
--- a/game/vehicles/train.cpp
+++ b/game/vehicles/train.cpp
@@ -21,6 +21,12 @@ Train::getBogiePosition(float linkDist, float dist) const
return b2Link.first->positionAt(b2linkDist, b2Link.second);
}
+Location
+Train::getLocation() const
+{
+ return objects.front()->getLocation();
+}
+
bool
Train::intersectRay(const Ray<GlobalPosition3D> & ray, BaryPosition & baryPos, RelativeDistance & distance) const
{