diff options
-rw-r--r-- | game/vehicles/railVehicle.cpp | 16 | ||||
-rw-r--r-- | lib/basicShapes.h | 19 |
2 files changed, 24 insertions, 11 deletions
diff --git a/game/vehicles/railVehicle.cpp b/game/vehicles/railVehicle.cpp index 94f72e4..c720eb6 100644 --- a/game/vehicles/railVehicle.cpp +++ b/game/vehicles/railVehicle.cpp @@ -3,12 +3,12 @@ #include "train.h" #include <algorithm> #include <array> +#include <basicShapes.h> #include <glm/glm.hpp> #include <glm/gtx/intersect.hpp> #include <glm/gtx/transform.hpp> #include <location.h> #include <maths.h> -#include <memory> #include <ray.h> RailVehicle::RailVehicle(RailVehicleClassPtr rvc) : @@ -50,16 +50,10 @@ RailVehicle::intersectRay(const Ray & ray, BaryPosition & baryPos, RelativeDista const auto Y = this->rvClass->length / 2.F; constexpr const auto Z = 3900.F; const glm::mat3 moveBy = location.getRotationTransform(); - const std::array<Position3D, 8> cornerVertices {{ - location.position() + GlobalPosition3D(moveBy * glm::vec3 {-X, Y, 0}), // LFB - location.position() + GlobalPosition3D(moveBy * glm::vec3 {X, Y, 0}), // RFB - location.position() + GlobalPosition3D(moveBy * glm::vec3 {-X, Y, Z}), // LFT - location.position() + GlobalPosition3D(moveBy * glm::vec3 {X, Y, Z}), // RFT - location.position() + GlobalPosition3D(moveBy * glm::vec3 {-X, -Y, 0}), // LBB - location.position() + GlobalPosition3D(moveBy * glm::vec3 {X, -Y, 0}), // RBB - location.position() + GlobalPosition3D(moveBy * glm::vec3 {-X, -Y, Z}), // LBT - location.position() + GlobalPosition3D(moveBy * glm::vec3 {X, -Y, Z}), // RBT - }}; + const auto cornerVertices + = cuboidCorners(-X, X, -Y, Y, 0.F, Z) * [&moveBy, this](const auto & corner) -> Position3D { + return location.position() + GlobalPosition3D(moveBy * corner); + }; static constexpr const std::array<glm::vec<3, uint8_t>, 10> triangles {{ // Front {0, 1, 2}, diff --git a/lib/basicShapes.h b/lib/basicShapes.h new file mode 100644 index 0000000..183863e --- /dev/null +++ b/lib/basicShapes.h @@ -0,0 +1,19 @@ +#pragma once +#include <array> +#include <glm/vec3.hpp> + +template<typename T, glm::qualifier Q = glm::defaultp> +constexpr std::array<glm::vec<3, T, Q>, 8> +cuboidCorners(T lx, T ux, T ly, T uy, T lz, T uz) +{ + return {{ + {lx, uy, lz}, // LFB + {ux, uy, lz}, // RFB + {lx, uy, uz}, // LFT + {ux, uy, uz}, // RFT + {lx, ly, lz}, // LBB + {ux, ly, lz}, // RBB + {lx, ly, uz}, // LBT + {ux, ly, uz}, // RBT + }}; +} |