From e118b1f5d8071460e3a9d4d731c6d69221f785dc Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 6 Mar 2021 19:44:58 +0000 Subject: Carve up the mess in game/vehicles --- game/vehicles/railVehicleClass.cpp | 80 ++++++++++++++++++++++++++++++++++++++ 1 file changed, 80 insertions(+) create mode 100644 game/vehicles/railVehicleClass.cpp (limited to 'game/vehicles/railVehicleClass.cpp') diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp new file mode 100644 index 0000000..71890b8 --- /dev/null +++ b/game/vehicles/railVehicleClass.cpp @@ -0,0 +1,80 @@ +#include "railVehicleClass.h" +#include "gfx/gl/shader.h" +#include "gfx/models/mesh.h" +#include "gfx/models/obj.h" +#include "gfx/models/texture.h" +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +RailVehicleClass::RailVehicleClass(const std::string & name) : + RailVehicleClass {std::make_unique(Resource::mapPath(name + ".obj")), + Texture::cachedTexture.get(Resource::mapPath(name + ".png"))} +{ +} + +RailVehicleClass::RailVehicleClass(std::unique_ptr o, std::shared_ptr t) : texture {std::move(t)} +{ + wheelBase = bogieOffset(*o); + length = objectLength(*o); + const auto m = o->createMeshes(); + bodyMesh = m.at("Body"); + bogies[0] = m.at("Bogie1"); + bogies[1] = m.at("Bogie2"); +} + +void +RailVehicleClass::render(const Shader & shader, const Location & location, const std::array & bl) const +{ + texture->Bind(); + for (auto b = 0U; b < bogies.size(); ++b) { + shader.setModel(bl[b]); + bogies[b]->Draw(); + } + shader.setModel(location); + bodyMesh->Draw(); +} + +float +RailVehicleClass::bogieOffset(ObjParser & o) +{ + float wheelBase {0}; + // offset bogie positions so they can be set directly + for (auto & object : o.objects) { // bogie object index + if (!object.first.starts_with("Bogie")) { + continue; + } + std::set> vertexIds; + for (const auto & face : object.second) { + for (const auto & faceElement : face) { + vertexIds.emplace(o.vertices[faceElement.x - 1].z, faceElement.x - 1); + } + } + const auto offset = (vertexIds.begin()->first + vertexIds.rbegin()->first) / 2; + for (const auto & v : vertexIds) { + o.vertices[v.second].z -= offset; + } + wheelBase += std::abs(offset); + } + return wheelBase; +} + +float +RailVehicleClass::objectLength(ObjParser & o) +{ + const auto mme = std::minmax_element(o.vertices.begin(), o.vertices.end(), [](const auto & v1, const auto & v2) { + return v1.z < v2.z; + }); + return mme.second->z - mme.first->z; +} -- cgit v1.2.3