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-rw-r--r--game/vehicles/railVehicle.cpp9
-rw-r--r--game/vehicles/railVehicleClass.cpp13
-rw-r--r--game/vehicles/railVehicleClass.h2
3 files changed, 22 insertions, 2 deletions
diff --git a/game/vehicles/railVehicle.cpp b/game/vehicles/railVehicle.cpp
index 59d1e83..4a0a22d 100644
--- a/game/vehicles/railVehicle.cpp
+++ b/game/vehicles/railVehicle.cpp
@@ -72,7 +72,12 @@ RailVehicle::intersectRay(const Ray<GlobalPosition3D> & ray, BaryPosition & bary
}};
return std::any_of(
triangles.begin(), triangles.end(), [&cornerVertices, &ray, &baryPos, &distance](const auto & idx) {
- return ray.intersectTriangle(
- cornerVertices[idx[0]], cornerVertices[idx[1]], cornerVertices[idx[2]], baryPos, distance);
+ if (const auto inter = ray.intersectTriangle(
+ cornerVertices[idx[0]], cornerVertices[idx[1]], cornerVertices[idx[2]])) {
+ baryPos = inter->bary;
+ distance = inter->distance;
+ return true;
+ };
+ return false;
});
}
diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp
index 162a29a..21f01c8 100644
--- a/game/vehicles/railVehicleClass.cpp
+++ b/game/vehicles/railVehicleClass.cpp
@@ -17,6 +17,19 @@ RailVehicleClass::persist(Persistence::PersistenceStore & store)
&& STORE_HELPER(bodyMesh, Asset::MeshConstruct) && Asset::persist(store);
}
+std::any
+RailVehicleClass::createAt(const Location & position) const
+{
+ return std::make_shared<InstanceVertices<LocationVertex>::InstanceProxy>(instances.acquire(LocationVertex {
+ .body = position.getRotationTransform(),
+ .front = position.getRotationTransform(),
+ .back = position.getRotationTransform(),
+ .bodyPos = position.pos,
+ .frontPos = {sincos(position.rot.x) * wheelBase * 0.5F, position.pos.z},
+ .backPos = {sincos(position.rot.x) * wheelBase * -0.5F, position.pos.z},
+ }));
+}
+
void
RailVehicleClass::postLoad()
{
diff --git a/game/vehicles/railVehicleClass.h b/game/vehicles/railVehicleClass.h
index 6eb4ca5..ccff3e2 100644
--- a/game/vehicles/railVehicleClass.h
+++ b/game/vehicles/railVehicleClass.h
@@ -17,6 +17,8 @@ public:
void render(const SceneShader & shader, const Frustum &) const override;
void shadows(const ShadowMapper & shadowMapper, const Frustum &) const override;
+ [[nodiscard]] std::any createAt(const Location &) const override;
+
struct LocationVertex {
glm::mat3 body, front, back;
GlobalPosition3D bodyPos, frontPos, backPos;