From 47784c84f51891a5ab99aa363f231b8267773ce6 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 6 Mar 2021 17:35:05 +0000 Subject: Push lots of stuff into rail vehicle class Derives lots more info directly from the model --- game/vehicles/railloco.cpp | 90 ++++++++++++++++++++++++++-------------------- 1 file changed, 52 insertions(+), 38 deletions(-) (limited to 'game/vehicles/railloco.cpp') diff --git a/game/vehicles/railloco.cpp b/game/vehicles/railloco.cpp index 7763147..2650120 100644 --- a/game/vehicles/railloco.cpp +++ b/game/vehicles/railloco.cpp @@ -18,6 +18,22 @@ #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 { @@ -30,6 +46,38 @@ RailVehicleClass::render(const Shader & shader, const Location & location, const 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; +} + void RailVehicle::render(const Shader & shader) const { @@ -91,57 +139,23 @@ void RailLoco::updateWagons() const { // Drag wagons - float trailBy {rvClass->length}; + float trailBy {rvClass->length + 0.6F}; for (const auto & wagon : wagons) { const auto w {wagon.lock()}; updateRailVehiclePosition(w.get(), trailBy); - trailBy += w->rvClass->length; + trailBy += w->rvClass->length + 0.6F; } } void RailWagon::tick(TickDuration) { } -void -bogieOffset(ObjParser & o) -{ - // offset bogie positions so they can be set directly - for (int b = 1; b < 3; b++) { // bogie object index - std::set> vertexIds; - for (const auto & face : o.objects[b].second) { - for (const auto & faceElement : face) { - vertexIds.emplace(o.vertices[faceElement.x - 1].z, faceElement.x - 1); - } - } - auto offset = (vertexIds.begin()->first + vertexIds.rbegin()->first) / 2; - for (const auto & v : vertexIds) { - o.vertices[v.second].z -= offset; - } - } -} - -class Brush47Class : public RailVehicleClass { -public: - Brush47Class() - { - ObjParser o {Resource::mapPath("brush47.obj")}; - bogieOffset(o); - const auto m = o.createMeshes(); - bodyMesh = m.at("Body"); - bogies[0] = m.at("Bogie1"); - bogies[1] = m.at("Bogie2"); - texture = Texture::cachedTexture.get(Resource::mapPath("brush47.png")); - wheelBase = 12.F; - length = 20.F; - } -}; - -Brush47::Brush47(const LinkPtr & l) : RailLoco(std::make_shared(), l, 0) +Brush47::Brush47(const LinkPtr & l) : RailLoco(std::make_shared("brush47"), l, 0) { speed = 33.6F; linkDist = rvClass->wheelBase; } -Brush47Wagon::Brush47Wagon(const LinkPtr & l) : RailWagon(std::make_shared(), l, 0) +Brush47Wagon::Brush47Wagon(const LinkPtr & l) : RailWagon(std::make_shared("brush47"), l, 0) { linkDist = rvClass->wheelBase; } -- cgit v1.2.3