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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/vehicle.cpp
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/vehicle.cpp')
-rw-r--r--game/vehicles/vehicle.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/game/vehicles/vehicle.cpp b/game/vehicles/vehicle.cpp
index fceb37c..b9d10bc 100644
--- a/game/vehicles/vehicle.cpp
+++ b/game/vehicles/vehicle.cpp
@@ -4,8 +4,7 @@
#include <memory>
#include <utility>
-Vehicle::Vehicle(const LinkPtr & l, const std::string & obj, const std::string & tex) :
- Physical(l->ends.front().first->pos, obj, tex)
+Vehicle::Vehicle(const LinkPtr & l, float ld) : linkDist {ld}
{
linkHist.add(l, 0);
}