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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/vehicle.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/vehicle.h')
-rw-r--r-- | game/vehicles/vehicle.h | 10 |
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; }; |