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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.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/vehicle.h')
-rw-r--r--game/vehicles/vehicle.h10
1 files changed, 6 insertions, 4 deletions
diff --git a/game/vehicles/vehicle.h b/game/vehicles/vehicle.h
index 25ed5bb..945d43b 100644
--- a/game/vehicles/vehicle.h
+++ b/game/vehicles/vehicle.h
@@ -1,9 +1,9 @@
#ifndef VEHICLE_H
#define VEHICLE_H
-#include "game/physical.h"
#include <game/network/link.h>
#include <game/worldobject.h>
+#include <gfx/renderable.h>
#include <memory>
#include <string>
#include <utility>
@@ -22,12 +22,14 @@ private:
float totalLen {0.F};
};
-class Vehicle : public WorldObject, public Physical {
+class Vehicle : public WorldObject, public Renderable {
public:
- Vehicle(const LinkPtr & link, const std::string & obj, const std::string & tex);
- float linkDist {0}; // distance long current link
+ Vehicle(const LinkPtr & link, float linkDist = 0);
+ float linkDist; // distance long current link
float speed {50}; // speed in m/s (~75 km/h)
+ Transform location;
+
protected:
LinkHistory linkHist;
};