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-rw-r--r--game/scenary/foliage.cpp28
-rw-r--r--game/scenary/foliage.h12
-rw-r--r--game/scenary/illuminator.cpp79
-rw-r--r--game/scenary/illuminator.h39
-rw-r--r--game/scenary/light.cpp11
-rw-r--r--game/scenary/light.h5
-rw-r--r--game/scenary/plant.cpp2
-rw-r--r--game/scenary/plant.h2
-rw-r--r--game/vehicles/railVehicle.cpp49
-rw-r--r--game/vehicles/railVehicle.h8
-rw-r--r--game/vehicles/railVehicleClass.cpp25
-rw-r--r--game/vehicles/railVehicleClass.h11
-rw-r--r--game/vehicles/train.cpp6
-rw-r--r--game/vehicles/train.h7
-rw-r--r--game/vehicles/vehicle.h2
15 files changed, 94 insertions, 192 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp
index ff00af4..f27ac26 100644
--- a/game/scenary/foliage.cpp
+++ b/game/scenary/foliage.cpp
@@ -4,6 +4,7 @@
#include "gfx/gl/sceneShader.h"
#include "gfx/gl/shadowMapper.h"
#include "gfx/gl/shadowStenciller.h"
+#include "util.h"
#include <location.h>
static_assert(std::is_constructible_v<Foliage>);
@@ -25,8 +26,8 @@ std::weak_ptr<glVertexArray> Foliage::commonInstanceVAO, Foliage::commonInstance
std::any
Foliage::createAt(const Location & position) const
{
- return std::make_shared<InstanceVertices<LocationVertex>::InstanceProxy>(
- instances.acquire(position.getRotationTransform(), position.rot.y, position.pos));
+ return std::make_shared<InstanceVertices<InstanceVertex>::InstanceProxy>(
+ instances.acquire(locationData->acquire(position)));
}
bool
@@ -40,14 +41,11 @@ Foliage::postLoad()
{
texture = getTexture();
glDebugScope _ {0};
- if (!(instanceVAO = commonInstanceVAO.lock())) {
- commonInstanceVAO = instanceVAO = std::make_shared<glVertexArray>();
- bodyMesh->configureVAO(*instanceVAO, 0)
- .addAttribs<LocationVertex, &LocationVertex::rotation, &LocationVertex::position>(1);
+ if (createIfRequired(instanceVAO, commonInstanceVAO)) {
+ bodyMesh->configureVAO(*instanceVAO, 0).addAttribs<InstanceVertex, &InstanceVertex::location>(1);
}
- if (!(instancePointVAO = commonInstancePointVAO.lock())) {
- commonInstancePointVAO = instancePointVAO = std::make_shared<glVertexArray>();
- instancePointVAO->configure().addAttribs<LocationVertex, &LocationVertex::position, &LocationVertex::yaw>(0);
+ if (createIfRequired(instancePointVAO, commonInstancePointVAO)) {
+ instancePointVAO->configure().addAttribs<InstanceVertex, &InstanceVertex::location>(0);
}
const auto & size = bodyMesh->getDimensions().size;
billboardSize = billboardTextureSizeForObject(size);
@@ -82,14 +80,14 @@ Foliage::preFrame(const Frustum & frustum, const Frustum & lighting)
if (instances.size() > 0) {
const auto & dims = bodyMesh->getDimensions();
instancePartitions = instances.partition(
- [&frustum, &dims](const auto & location) {
- return frustum.contains(location.position + dims.centre, dims.size);
+ [&frustum, &dims](const auto & instance) {
+ return frustum.contains(instance.location->position.xyz() + dims.centre, dims.size);
},
- [&frustum, this](const auto & location) {
- return distance(frustum.getPosition(), location.position) < useMeshClipDist;
+ [&frustum, this](const auto & instance) {
+ return distance(frustum.getPosition(), instance.location->position.xyz()) < useMeshClipDist;
},
- [&lighting, &dims](const auto & location) {
- return lighting.contains(location.position + dims.centre, dims.size);
+ [&lighting, &dims](const auto & instance) {
+ return lighting.contains(instance.location->position.xyz() + dims.centre, dims.size);
});
// In view frustum / Outside view frustum /
// Close to view / Far from view / Casts shadow into view / No shadow in view /
diff --git a/game/scenary/foliage.h b/game/scenary/foliage.h
index c599649..f424ffc 100644
--- a/game/scenary/foliage.h
+++ b/game/scenary/foliage.h
@@ -18,13 +18,13 @@ class Foliage : public Asset, public Renderable, public StdTypeDefs<Foliage> {
public:
[[nodiscard]] std::any createAt(const Location &) const override;
- struct LocationVertex {
- glm::mat3 rotation;
- float yaw;
- GlobalPosition3D position;
+ struct InstanceVertex {
+ CommonLocationInstance location;
+ // float scale;
+ // something colorBias;
};
- mutable InstanceVertices<LocationVertex> instances;
+ mutable InstanceVertices<InstanceVertex> instances;
void preFrame(const Frustum &, const Frustum &) override;
void render(const SceneShader &, const Frustum &) const override;
void shadows(const ShadowMapper &, const Frustum &) const override;
@@ -43,5 +43,5 @@ protected:
glTextures<GL_TEXTURE_2D_ARRAY, 3> billboard;
private:
- InstanceVertices<Foliage::LocationVertex>::PartitionResult instancePartitions;
+ InstanceVertices<InstanceVertex>::PartitionResult instancePartitions;
};
diff --git a/game/scenary/illuminator.cpp b/game/scenary/illuminator.cpp
index 4398853..7f0c7c2 100644
--- a/game/scenary/illuminator.cpp
+++ b/game/scenary/illuminator.cpp
@@ -1,31 +1,18 @@
#include "illuminator.h"
#include "gfx/gl/sceneShader.h"
#include "gfx/models/texture.h" // IWYU pragma: keep
+#include "util.h"
#include <location.h>
static_assert(std::is_constructible_v<Illuminator>);
-std::weak_ptr<glVertexArray> Illuminator::commonInstanceVAO, Illuminator::commonInstancesSpotLightVAO,
- Illuminator::commonInstancesPointLightVAO;
+std::weak_ptr<glVertexArray> Illuminator::commonInstanceVAO;
std::any
Illuminator::createAt(const Location & position) const
{
- return std::make_shared<InstanceVertices<LocationVertex>::InstanceProxy>(
- instances.acquire(position.getRotationTransform(), position.pos));
-}
-
-bool
-Illuminator::SpotLight::persist(Persistence::PersistenceStore & store)
-{
- return STORE_TYPE && STORE_MEMBER(position) && STORE_MEMBER(direction) && STORE_MEMBER(colour) && STORE_MEMBER(kq)
- && STORE_MEMBER(arc);
-}
-
-bool
-Illuminator::PointLight::persist(Persistence::PersistenceStore & store)
-{
- return STORE_TYPE && STORE_MEMBER(position) && STORE_MEMBER(colour) && STORE_MEMBER(kq);
+ return std::make_shared<InstanceVertices<InstanceVertex>::InstanceProxy>(
+ instances.acquire(locationData->acquire(position)));
}
bool
@@ -44,36 +31,8 @@ Illuminator::postLoad()
}
texture = getTexture();
glDebugScope _ {0};
- if (!(instanceVAO = commonInstanceVAO.lock())) {
- commonInstanceVAO = instanceVAO = std::make_shared<glVertexArray>();
- bodyMesh->configureVAO(*instanceVAO, 0)
- .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(1);
- }
- if (!spotLight.empty()) {
- if (!(instancesSpotLightVAO = commonInstancesSpotLightVAO.lock())) {
- commonInstancesSpotLightVAO = instancesSpotLightVAO = std::make_shared<glVertexArray>();
- instancesSpotLightVAO->configure()
- .addAttribs<SpotLightVertex, &SpotLightVertex::position, &SpotLightVertex::direction,
- &SpotLightVertex::colour, &SpotLightVertex::kq, &SpotLightVertex::arc>(0)
- .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(1);
- }
- std::transform(
- spotLight.begin(), spotLight.end(), std::back_inserter(spotLightInstances), [this](const auto & s) {
- return instancesSpotLight.acquire(*s);
- });
- }
- if (!pointLight.empty()) {
- if (!(instancesPointLightVAO = commonInstancesPointLightVAO.lock())) {
- commonInstancesPointLightVAO = instancesPointLightVAO = std::make_shared<glVertexArray>();
- instancesPointLightVAO->configure()
- .addAttribs<PointLightVertex, &PointLightVertex::position, &PointLightVertex::colour,
- &PointLightVertex::kq>(0)
- .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(1);
- }
- std::transform(
- pointLight.begin(), pointLight.end(), std::back_inserter(pointLightInstances), [this](const auto & s) {
- return instancesPointLight.acquire(*s);
- });
+ if (createIfRequired(instanceVAO, commonInstanceVAO)) {
+ bodyMesh->configureVAO(*instanceVAO, 0).addAttribs<InstanceVertex, &InstanceVertex::location>(1);
}
}
@@ -90,29 +49,3 @@ Illuminator::render(const SceneShader & shader, const Frustum &) const
bodyMesh->drawInstanced(*instanceVAO, static_cast<GLsizei>(count));
}
}
-
-void
-Illuminator::lights(const SceneShader & shader) const
-{
- if (const auto count = instances.size()) {
- glDebugScope _ {*instanceVAO};
- if (const auto scount = instancesSpotLight.size()) {
- glDebugScope _ {*instancesSpotLightVAO, "Spot lights"};
- shader.spotLightInst.use();
- glBindVertexArray(*instancesSpotLightVAO);
- instancesSpotLightVAO->useBuffer(0, instancesSpotLight);
- instancesSpotLightVAO->useBuffer(1, instances);
- glDrawArraysInstanced(GL_POINTS, 0, static_cast<GLsizei>(scount), static_cast<GLsizei>(count));
- }
- if (const auto pcount = instancesPointLight.size()) {
- glDebugScope _ {*instancesPointLightVAO, "Point llights"};
- shader.pointLightInst.use();
- glBindVertexArray(*instancesPointLightVAO);
- instancesPointLightVAO->useBuffer(0, instancesPointLight);
- instancesPointLightVAO->useBuffer(1, instances);
- glDrawArraysInstanced(GL_POINTS, 0, static_cast<GLsizei>(pcount), static_cast<GLsizei>(count));
- }
-
- glBindVertexArray(0);
- }
-}
diff --git a/game/scenary/illuminator.h b/game/scenary/illuminator.h
index 7b6e7ad..216b536 100644
--- a/game/scenary/illuminator.h
+++ b/game/scenary/illuminator.h
@@ -1,6 +1,7 @@
#pragma once
#include "assetFactory/asset.h"
+#include "assetFactory/lights.h"
#include "gfx/gl/instanceVertices.h"
#include "gfx/models/texture.h"
#include "gfx/renderable.h"
@@ -11,51 +12,25 @@ class Location;
class Illuminator : public Asset, public Renderable, public StdTypeDefs<Illuminator> {
Mesh::Ptr bodyMesh;
Texture::Ptr texture;
- std::shared_ptr<glVertexArray> instanceVAO, instancesSpotLightVAO, instancesPointLightVAO;
- static std::weak_ptr<glVertexArray> commonInstanceVAO, commonInstancesSpotLightVAO, commonInstancesPointLightVAO;
+ std::shared_ptr<glVertexArray> instanceVAO;
+ static std::weak_ptr<glVertexArray> commonInstanceVAO;
public:
[[nodiscard]] std::any createAt(const Location &) const override;
- struct LightCommonVertex {
- RelativePosition3D position;
- RGB colour;
- RelativeDistance kq;
+ struct InstanceVertex {
+ CommonLocationInstance location;
};
- struct SpotLightVertex : LightCommonVertex {
- Direction3D direction;
- Angle arc;
- };
-
- struct PointLightVertex : LightCommonVertex { };
-
- struct SpotLight : Persistence::Persistable, SpotLightVertex, StdTypeDefs<SpotLight> {
- private:
- friend Persistence::SelectionPtrBase<std::shared_ptr<SpotLight>>;
- bool persist(Persistence::PersistenceStore & store) override;
- };
-
- struct PointLight : Persistence::Persistable, PointLightVertex, StdTypeDefs<PointLight> {
- private:
- friend Persistence::SelectionPtrBase<std::shared_ptr<PointLight>>;
- bool persist(Persistence::PersistenceStore & store) override;
- };
-
- using LocationVertex = std::pair<glm::mat3, GlobalPosition3D>;
- mutable InstanceVertices<LocationVertex> instances;
- mutable InstanceVertices<SpotLightVertex> instancesSpotLight;
- mutable InstanceVertices<PointLightVertex> instancesPointLight;
+ mutable InstanceVertices<InstanceVertex> instances;
void render(const SceneShader &, const Frustum &) const override;
- void lights(const SceneShader &) const override;
protected:
friend Persistence::SelectionPtrBase<std::shared_ptr<Illuminator>>;
bool persist(Persistence::PersistenceStore & store) override;
void postLoad() override;
+public:
std::vector<SpotLight::Ptr> spotLight;
std::vector<PointLight::Ptr> pointLight;
- std::vector<InstanceVertices<SpotLightVertex>::InstanceProxy> spotLightInstances;
- std::vector<InstanceVertices<PointLightVertex>::InstanceProxy> pointLightInstances;
};
diff --git a/game/scenary/light.cpp b/game/scenary/light.cpp
index 6207497..c51efda 100644
--- a/game/scenary/light.cpp
+++ b/game/scenary/light.cpp
@@ -2,6 +2,15 @@
#include "location.h"
Light::Light(std::shared_ptr<const Illuminator> type, const Location & position) :
- type {std::move(type)}, location {this->type->instances.acquire(position.getRotationTransform(), position.pos)}
+ type {std::move(type)},
+ instance {this->type->instances.acquire(Renderable::commonLocationData.lock()->acquire(position))}
{
+ std::ranges::transform(this->type->spotLight, std::back_inserter(spotLightInstances),
+ [spotLights = Renderable::commonSpotLights.lock(), this](const auto & spotLight) {
+ return spotLights->acquire(*spotLight, instance->location.index);
+ });
+ std::ranges::transform(this->type->pointLight, std::back_inserter(pointLightInstances),
+ [pointLights = Renderable::commonPointLights.lock(), this](const auto & pointLight) {
+ return pointLights->acquire(*pointLight, instance->location.index);
+ });
}
diff --git a/game/scenary/light.h b/game/scenary/light.h
index 0b19535..b1ea469 100644
--- a/game/scenary/light.h
+++ b/game/scenary/light.h
@@ -7,13 +7,16 @@ class Location;
class Light : public WorldObject {
std::shared_ptr<const Illuminator> type;
- InstanceVertices<Illuminator::LocationVertex>::InstanceProxy location;
+ InstanceVertices<Illuminator::InstanceVertex>::InstanceProxy instance;
void
tick(TickDuration) override
{
}
+ std::vector<InstanceVertices<SpotLightVertex>::InstanceProxy> spotLightInstances;
+ std::vector<InstanceVertices<PointLightVertex>::InstanceProxy> pointLightInstances;
+
public:
Light(std::shared_ptr<const Illuminator> type, const Location & position);
};
diff --git a/game/scenary/plant.cpp b/game/scenary/plant.cpp
index 2006225..b0e7d16 100644
--- a/game/scenary/plant.cpp
+++ b/game/scenary/plant.cpp
@@ -3,6 +3,6 @@
Plant::Plant(std::shared_ptr<const Foliage> type, const Location & position) :
type {std::move(type)},
- location {this->type->instances.acquire(position.getRotationTransform(), position.rot.y, position.pos)}
+ instance {this->type->instances.acquire(Renderable::commonLocationData.lock()->acquire(position))}
{
}
diff --git a/game/scenary/plant.h b/game/scenary/plant.h
index 77c9ff7..cc690c5 100644
--- a/game/scenary/plant.h
+++ b/game/scenary/plant.h
@@ -7,7 +7,7 @@ class Location;
class Plant : public WorldObject {
std::shared_ptr<const Foliage> type;
- InstanceVertices<Foliage::LocationVertex>::InstanceProxy location;
+ InstanceVertices<Foliage::InstanceVertex>::InstanceProxy instance;
void
tick(TickDuration) override
diff --git a/game/vehicles/railVehicle.cpp b/game/vehicles/railVehicle.cpp
index 61f6c93..c11d817 100644
--- a/game/vehicles/railVehicle.cpp
+++ b/game/vehicles/railVehicle.cpp
@@ -11,24 +11,14 @@
#include <maths.h>
#include <ray.h>
-RailVehicle::RailVehicle(RailVehicleClassPtr rvc) :
- RailVehicleClass::Instance {rvc->instances.acquire()}, rvClass {std::move(rvc)},
- location {[this](const BufferedLocation * l) {
- this->get()->body.rotation = l->getRotationTransform();
- this->get()->body.position = l->position();
- }},
- bogies {{
- {[this](const BufferedLocation * l) {
- this->get()->front.rotation = l->getRotationTransform();
- this->get()->front.position = l->position();
- },
- GlobalPosition3D {0, rvClass->wheelBase / 2.F, 0}},
- {[this](const BufferedLocation * l) {
- this->get()->back.rotation = l->getRotationTransform();
- this->get()->back.position = l->position();
- },
- GlobalPosition3D {0, -rvClass->wheelBase / 2.F, 0}},
- }}
+RailVehicle::RailVehicle(RailVehicleClassPtr rvc, GlobalPosition3D position) :
+ RailVehicleClass::Instance {rvc->instances.acquire(
+ RailVehicleClass::commonLocationData.lock()->acquire(Location {.pos = position, .rot = {}}),
+ RailVehicleClass::commonLocationData.lock()->acquire(
+ Location {.pos = position + RelativePosition3D {0, rvc->wheelBase / 2.F, 0}, .rot = {}}),
+ RailVehicleClass::commonLocationData.lock()->acquire(
+ Location {.pos = position + RelativePosition3D {0, -rvc->wheelBase / 2.F, 0}, .rot = {}}))},
+ rvClass {std::move(rvc)}
{
}
@@ -36,23 +26,30 @@ void
RailVehicle::move(const Train * t, float & trailBy)
{
const auto overhang {(rvClass->length - rvClass->wheelBase) / 2};
- const auto & b1Pos = bogies[0] = t->getBogiePosition(t->linkDist, trailBy += overhang);
- const auto & b2Pos = bogies[1] = t->getBogiePosition(t->linkDist, trailBy += rvClass->wheelBase);
- const auto diff = glm::normalize(RelativePosition3D(b2Pos.position() - b1Pos.position()));
- location.setLocation((b1Pos.position() + b2Pos.position()) / 2, {vector_pitch(diff), vector_yaw(diff), 0});
+ const auto & b1Pos = *(get()->front = t->getBogiePosition(t->linkDist, trailBy += overhang));
+ const auto & b2Pos = *(get()->back = t->getBogiePosition(t->linkDist, trailBy += rvClass->wheelBase));
+ const auto diff = glm::normalize(difference(b1Pos.position, b2Pos.position));
+ get()->body = Location {
+ .pos = midpoint(b1Pos.position, b2Pos.position), .rot = {vector_pitch(diff), vector_yaw(diff), 0}};
trailBy += 600.F + overhang;
}
+Location
+RailVehicle::getLocation() const
+{
+ return {.pos = get()->body->position, .rot = get()->body->rotation};
+}
+
bool
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 glm::mat3 moveBy = location.getRotationTransform();
- const auto cornerVertices = cuboidCorners(-X, X, -Y, Y, 0.F, Z) * [&moveBy, this](const auto & corner) {
- return location.position() + (moveBy * corner);
- };
+ const auto cornerVertices
+ = cuboidCorners(-X, X, -Y, Y, 0.F, Z) * [body = this->get()->body.get()](const auto & corner) {
+ return body->position + (body->rotationMatrix * corner);
+ };
static constexpr const std::array<glm::vec<3, uint8_t>, 10> triangles {{
// Front
{0, 1, 2},
diff --git a/game/vehicles/railVehicle.h b/game/vehicles/railVehicle.h
index bf1e782..0f341f9 100644
--- a/game/vehicles/railVehicle.h
+++ b/game/vehicles/railVehicle.h
@@ -1,8 +1,6 @@
#pragma once
-#include "gfx/gl/bufferedLocation.h"
#include "railVehicleClass.h"
-#include <array>
#include <game/selectable.h>
#include <glm/glm.hpp>
#include <memory>
@@ -12,16 +10,14 @@ class Train;
class RailVehicle : Selectable, RailVehicleClass::Instance {
public:
- explicit RailVehicle(RailVehicleClassPtr rvc);
+ explicit RailVehicle(RailVehicleClassPtr rvc, GlobalPosition3D = {});
void move(const Train *, float & trailBy);
+ [[nodiscard]] Location getLocation() const;
[[nodiscard]] bool intersectRay(const Ray<GlobalPosition3D> &, BaryPosition &, RelativeDistance &) const override;
RailVehicleClassPtr rvClass;
- using LV = RailVehicleClass::LocationVertex;
- BufferedLocationUpdater location;
- std::array<BufferedLocationUpdater, 2> bogies;
};
using RailVehiclePtr = std::unique_ptr<RailVehicle>;
diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp
index 176fe82..4e9404c 100644
--- a/game/vehicles/railVehicleClass.cpp
+++ b/game/vehicles/railVehicleClass.cpp
@@ -7,7 +7,6 @@
#include <location.h>
#include <maths.h>
#include <memory>
-#include <ranges>
bool
RailVehicleClass::persist(Persistence::PersistenceStore & store)
@@ -20,12 +19,10 @@ RailVehicleClass::persist(Persistence::PersistenceStore & store)
std::any
RailVehicleClass::createAt(const Location & position) const
{
- return std::make_shared<InstanceVertices<LocationVertex>::InstanceProxy>(instances.acquire(LocationVertex {
- .body = {.rotation = position.getRotationTransform(), .position = position.pos},
- .front = {.rotation = position.getRotationTransform(),
- .position = {sincos(position.rot.x) * wheelBase * 0.5F, position.pos.z}},
- .back = {.rotation = position.getRotationTransform(),
- .position = {sincos(position.rot.x) * wheelBase * -0.5F, position.pos.z}},
+ return std::make_shared<InstanceVertices<InstanceVertex>::InstanceProxy>(instances.acquire(InstanceVertex {
+ .body = locationData->acquire(position),
+ .front = locationData->acquire(position + ((sincos(position.rot.x) * wheelBase * 0.5F) || 0.F)),
+ .back = locationData->acquire(position + ((sincos(position.rot.x) * wheelBase * -0.5F) || 0.F)),
}));
}
@@ -34,22 +31,20 @@ RailVehicleClass::postLoad()
{
texture = getTexture();
glDebugScope _ {0};
- bodyMesh->configureVAO(instanceVAO, 0)
- .addAttribs<LocationVertex, &LocationVertex::Part::rotation, &LocationVertex::Part::position>(1);
- static_assert(sizeof(LocationVertex) == 144UL);
+ bodyMesh->configureVAO(instanceVAO, 0).addAttribs<InstanceVertex, &InstanceVertex::body>(1);
}
void
RailVehicleClass::renderAllParts(const size_t count) const
{
- using PartPair = std::pair<Mesh::Ptr, LocationVertex::Part LocationVertex::*>;
+ using PartPair = std::pair<Mesh::Ptr, CommonLocationInstance InstanceVertex::*>;
const auto bufferName = instances.bufferName();
for (const auto & [mesh, part] : {
- PartPair {bodyMesh, &LocationVertex::body},
- PartPair {bogies.front(), &LocationVertex::front},
- PartPair {bogies.back(), &LocationVertex::back},
+ PartPair {bodyMesh, &InstanceVertex::body},
+ PartPair {bogies.front(), &InstanceVertex::front},
+ PartPair {bogies.back(), &InstanceVertex::back},
}) {
- instanceVAO.useBuffer<LocationVertex>(1, bufferName, part);
+ instanceVAO.useBuffer<InstanceVertex>(1, bufferName, part);
mesh->drawInstanced(instanceVAO, static_cast<GLsizei>(count));
}
}
diff --git a/game/vehicles/railVehicleClass.h b/game/vehicles/railVehicleClass.h
index fe27230..a635122 100644
--- a/game/vehicles/railVehicleClass.h
+++ b/game/vehicles/railVehicleClass.h
@@ -19,13 +19,8 @@ public:
[[nodiscard]] std::any createAt(const Location &) const override;
- struct LocationVertex {
- struct Part {
- glm::mat3 rotation;
- GlobalPosition3D position;
- };
-
- Part body, front, back;
+ struct InstanceVertex {
+ CommonLocationInstance body, front, back;
};
std::array<Mesh::Ptr, 2> bogies;
@@ -35,7 +30,7 @@ public:
float length;
float maxSpeed;
- mutable InstanceVertices<LocationVertex> instances;
+ mutable InstanceVertices<InstanceVertex> instances;
using Instance = decltype(instances)::InstanceProxy;
protected:
diff --git a/game/vehicles/train.cpp b/game/vehicles/train.cpp
index 2461d9c..c79fd17 100644
--- a/game/vehicles/train.cpp
+++ b/game/vehicles/train.cpp
@@ -21,6 +21,12 @@ Train::getBogiePosition(float linkDist, float dist) const
return b2Link.first->positionAt(b2linkDist, b2Link.second);
}
+Location
+Train::getLocation() const
+{
+ return objects.front()->getLocation();
+}
+
bool
Train::intersectRay(const Ray<GlobalPosition3D> & ray, BaryPosition & baryPos, RelativeDistance & distance) const
{
diff --git a/game/vehicles/train.h b/game/vehicles/train.h
index 88e30f9..9ca53a8 100644
--- a/game/vehicles/train.h
+++ b/game/vehicles/train.h
@@ -19,12 +19,7 @@ class Train : public Vehicle, public UniqueCollection<RailVehicle>, public Can<G
public:
explicit Train(const Link::CPtr & link, float linkDist = 0) : Vehicle {link, linkDist} { }
- [[nodiscard]] const Location &
- getLocation() const override
- {
- return objects.front()->location;
- }
-
+ [[nodiscard]] Location getLocation() const override;
[[nodiscard]] bool intersectRay(const Ray<GlobalPosition3D> &, BaryPosition &, RelativeDistance &) const override;
void tick(TickDuration elapsed) override;
diff --git a/game/vehicles/vehicle.h b/game/vehicles/vehicle.h
index c3b35b7..cca8ff0 100644
--- a/game/vehicles/vehicle.h
+++ b/game/vehicles/vehicle.h
@@ -18,7 +18,7 @@ public:
float linkDist; // distance along current link
float speed {}; // speed in m/s (~75 km/h)
- [[nodiscard]] virtual const Location & getLocation() const = 0;
+ [[nodiscard]] virtual Location getLocation() const = 0;
Orders orders;
ActivityPtr currentActivity;