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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-11-15 01:29:24 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-11-15 01:29:24 +0000 |
commit | 685b33980cc7a346574b24732464f0cbe3115a1f (patch) | |
tree | 048db87ad645f54285f0880d20b8acf81f65fea9 /game/vehicles | |
parent | Send position and rotation matrix to GPU separately (diff) | |
download | ilt-685b33980cc7a346574b24732464f0cbe3115a1f.tar.bz2 ilt-685b33980cc7a346574b24732464f0cbe3115a1f.tar.xz ilt-685b33980cc7a346574b24732464f0cbe3115a1f.zip |
Switch to millimeters for spatial units
Mostly a case of changing far too many magic numbers, something else to
fix I guess. I probably missed something. Also there's some hackery when
loading 3D models, which are still assumed to be in metres.
Diffstat (limited to 'game/vehicles')
-rw-r--r-- | game/vehicles/linkHistory.cpp | 2 | ||||
-rw-r--r-- | game/vehicles/railVehicle.cpp | 4 |
2 files changed, 3 insertions, 3 deletions
diff --git a/game/vehicles/linkHistory.cpp b/game/vehicles/linkHistory.cpp index 2802109..e6bab36 100644 --- a/game/vehicles/linkHistory.cpp +++ b/game/vehicles/linkHistory.cpp @@ -8,7 +8,7 @@ LinkHistory::add(const Link::WPtr & l, unsigned char d) links.insert(links.begin(), {l, d}); const auto lp = l.lock(); totalLen += lp->length; - while (totalLen >= 1000.F && !links.empty()) { + while (totalLen >= 1000000.F && !links.empty()) { totalLen -= links.back().first.lock()->length; links.pop_back(); } diff --git a/game/vehicles/railVehicle.cpp b/game/vehicles/railVehicle.cpp index 6e6e18f..26536f5 100644 --- a/game/vehicles/railVehicle.cpp +++ b/game/vehicles/railVehicle.cpp @@ -46,9 +46,9 @@ RailVehicle::move(const Train * t, float & trailBy) bool RailVehicle::intersectRay(const Ray & ray, Position2D * baryPos, float * distance) const { - constexpr const auto X = 1.35F; + constexpr const auto X = 1350.F; const auto Y = this->rvClass->length / 2.F; - constexpr const auto Z = 3.9F; + constexpr const auto Z = 3900.F; const auto moveBy = location.getTransform(); const std::array<Position3D, 8> cornerVertices {{ moveBy * glm::vec4 {-X, Y, 0, 1}, // LFB |