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-rw-r--r--game/selectable.h4
-rw-r--r--game/vehicles/railVehicle.cpp9
-rw-r--r--game/vehicles/railVehicle.h3
-rw-r--r--game/vehicles/train.cpp6
-rw-r--r--game/vehicles/train.h3
5 files changed, 16 insertions, 9 deletions
diff --git a/game/selectable.h b/game/selectable.h
index 0104f3d..3d734f3 100644
--- a/game/selectable.h
+++ b/game/selectable.h
@@ -3,11 +3,13 @@
#include <glm/glm.hpp>
#include <special_members.hpp>
+class Ray;
+
class Selectable {
public:
Selectable() = default;
virtual ~Selectable() = default;
DEFAULT_MOVE_COPY(Selectable);
- [[nodiscard]] virtual bool intersectRay(const glm::vec3 &, const glm::vec3 &, glm::vec2 *, float *) const = 0;
+ [[nodiscard]] virtual bool intersectRay(const Ray &, glm::vec2 *, float *) const = 0;
};
diff --git a/game/vehicles/railVehicle.cpp b/game/vehicles/railVehicle.cpp
index 8d7b06f..9ad1ea7 100644
--- a/game/vehicles/railVehicle.cpp
+++ b/game/vehicles/railVehicle.cpp
@@ -9,6 +9,7 @@
#include <location.hpp>
#include <maths.h>
#include <memory>
+#include <ray.hpp>
void
RailVehicle::render(const Shader & shader) const
@@ -29,7 +30,7 @@ RailVehicle::move(const Train * t, float & trailBy)
}
bool
-RailVehicle::intersectRay(const glm::vec3 & pos, const glm::vec3 & dir, glm::vec2 * baryPos, float * eh) const
+RailVehicle::intersectRay(const Ray & ray, glm::vec2 * baryPos, float * eh) const
{
constexpr const auto X = 1.35F;
const auto Y = this->rvClass->length / 2.F;
@@ -63,8 +64,8 @@ RailVehicle::intersectRay(const glm::vec3 & pos, const glm::vec3 & dir, glm::vec
{3, 6, 7},
}};
return std::any_of(
- triangles.begin(), triangles.end(), [&cornerVertices, &pos, &dir, &baryPos, &eh](const glm::uvec3 idx) {
- return glm::intersectRayTriangle(pos, dir, cornerVertices[idx[0]], cornerVertices[idx[1]],
- cornerVertices[idx[2]], *baryPos, *eh);
+ triangles.begin(), triangles.end(), [&cornerVertices, &ray, &baryPos, &eh](const glm::uvec3 idx) {
+ return glm::intersectRayTriangle(ray.start, ray.direction, cornerVertices[idx[0]],
+ cornerVertices[idx[1]], cornerVertices[idx[2]], *baryPos, *eh);
});
}
diff --git a/game/vehicles/railVehicle.h b/game/vehicles/railVehicle.h
index f52b154..5fbe1ed 100644
--- a/game/vehicles/railVehicle.h
+++ b/game/vehicles/railVehicle.h
@@ -10,6 +10,7 @@
#include <utility>
class Shader;
+class Ray;
class Train;
class RailVehicle : public Renderable, Selectable {
@@ -19,7 +20,7 @@ public:
void move(const Train *, float & trailBy);
void render(const Shader & shader) const override;
- [[nodiscard]] bool intersectRay(const glm::vec3 &, const glm::vec3 &, glm::vec2 *, float *) const override;
+ [[nodiscard]] bool intersectRay(const Ray &, glm::vec2 *, float *) const override;
Location location;
diff --git a/game/vehicles/train.cpp b/game/vehicles/train.cpp
index 4f19bed..05915c4 100644
--- a/game/vehicles/train.cpp
+++ b/game/vehicles/train.cpp
@@ -9,6 +9,8 @@
#include <optional>
#include <utility>
+class Ray;
+
void
Train::render(const Shader & shader) const
{
@@ -24,9 +26,9 @@ Train::getBogiePosition(float linkDist, float dist) const
}
bool
-Train::intersectRay(const glm::vec3 & pos, const glm::vec3 & dir, glm::vec2 * baryPos, float * eh) const
+Train::intersectRay(const Ray & ray, glm::vec2 * baryPos, float * eh) const
{
- return applyOne(&RailVehicle::intersectRay, pos, dir, baryPos, eh) != end();
+ return applyOne(&RailVehicle::intersectRay, ray, baryPos, eh) != end();
}
void
diff --git a/game/vehicles/train.h b/game/vehicles/train.h
index 68f9fbf..0c6a741 100644
--- a/game/vehicles/train.h
+++ b/game/vehicles/train.h
@@ -14,6 +14,7 @@
#include <vector>
class Shader;
+class Ray;
class Train : public Vehicle, public Collection<RailVehicle, false>, public Can<Go>, public Can<Idle> {
public:
@@ -27,7 +28,7 @@ public:
void render(const Shader & shader) const override;
- [[nodiscard]] bool intersectRay(const glm::vec3 &, const glm::vec3 &, glm::vec2 *, float *) const override;
+ [[nodiscard]] bool intersectRay(const Ray &, glm::vec2 *, float *) const override;
void tick(TickDuration elapsed) override;
void doActivity(Go *, TickDuration) override;