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-rw-r--r--game/vehicles/railVehicle.cpp27
1 files changed, 10 insertions, 17 deletions
diff --git a/game/vehicles/railVehicle.cpp b/game/vehicles/railVehicle.cpp
index 6653333..4a1fdab 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) :
@@ -22,12 +22,12 @@ RailVehicle::RailVehicle(RailVehicleClassPtr rvc) :
this->get()->front = l->getRotationTransform();
this->get()->frontPos = l->position();
},
- Position3D {0, rvClass->wheelBase / 2.F, 0}},
+ GlobalPosition3D {0, rvClass->wheelBase / 2.F, 0}},
{[this](const BufferedLocation * l) {
this->get()->back = l->getRotationTransform();
this->get()->backPos = l->position();
},
- Position3D {0, -rvClass->wheelBase / 2.F, 0}},
+ GlobalPosition3D {0, -rvClass->wheelBase / 2.F, 0}},
}}
{
}
@@ -44,22 +44,15 @@ RailVehicle::move(const Train * t, float & trailBy)
}
bool
-RailVehicle::intersectRay(const Ray & ray, BaryPosition & baryPos, RelativeDistance & distance) const
+RailVehicle::intersectRay(const Ray<GlobalPosition3D> & ray, BaryPosition & baryPos, RelativeDistance & distance) const
{
constexpr const auto X = 1350.F;
const auto Y = this->rvClass->length / 2.F;
constexpr const auto Z = 3900.F;
- const auto moveBy = location.getRotationTransform();
- const std::array<Position3D, 8> cornerVertices {{
- location.position() + GlobalPosition3D(moveBy * glm::vec4 {-X, Y, 0, 1}).xyz(), // LFB
- location.position() + GlobalPosition3D(moveBy * glm::vec4 {X, Y, 0, 1}).xyz(), // RFB
- location.position() + GlobalPosition3D(moveBy * glm::vec4 {-X, Y, Z, 1}).xyz(), // LFT
- location.position() + GlobalPosition3D(moveBy * glm::vec4 {X, Y, Z, 1}).xyz(), // RFT
- location.position() + GlobalPosition3D(moveBy * glm::vec4 {-X, -Y, 0, 1}).xyz(), // LBB
- location.position() + GlobalPosition3D(moveBy * glm::vec4 {X, -Y, 0, 1}).xyz(), // RBB
- location.position() + GlobalPosition3D(moveBy * glm::vec4 {-X, -Y, Z, 1}).xyz(), // LBT
- location.position() + GlobalPosition3D(moveBy * glm::vec4 {X, -Y, Z, 1}).xyz(), // RBT
- }};
+ const glm::mat3 moveBy = location.getRotationTransform();
+ const auto cornerVertices = cuboidCorners(-X, X, -Y, Y, 0.F, Z) * [&moveBy, this](const auto & corner) {
+ return location.position() + GlobalPosition3D(moveBy * corner);
+ };
static constexpr const std::array<glm::vec<3, uint8_t>, 10> triangles {{
// Front
{0, 1, 2},
@@ -79,7 +72,7 @@ RailVehicle::intersectRay(const Ray & ray, BaryPosition & baryPos, RelativeDista
}};
return std::any_of(
triangles.begin(), triangles.end(), [&cornerVertices, &ray, &baryPos, &distance](const auto & idx) {
- return glm::intersectRayTriangle(ray.start, ray.direction, cornerVertices[idx[0]],
- cornerVertices[idx[1]], cornerVertices[idx[2]], baryPos, distance);
+ return ray.intersectTriangle(
+ cornerVertices[idx[0]], cornerVertices[idx[1]], cornerVertices[idx[2]], baryPos, distance);
});
}