From f8e7c47bbd33fb67afa3ba5478fceb13ddb09243 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Fri, 19 Feb 2021 01:16:38 +0000 Subject: Mesh split, bogeys follow rails. Wow. This commit is too big. It: * splits obj loaded meshes into individual named objects. * moves obj to mesh(es) code into new file obj.impl.cpp, removing the clutter from mesh * removes Physical for providing the wrong level of abstraction * bit of a hack to adjust loaded models to offset rail vehicle bogeys to 0 centre, and then applies their calculated position to the mesh All in all, quite a lot of mess... But the result is the rail vehicle bogeys now follow the rails quite authentically. --- game/vehicles/vehicle.h | 10 ++++++---- 1 file changed, 6 insertions(+), 4 deletions(-) (limited to 'game/vehicles/vehicle.h') diff --git a/game/vehicles/vehicle.h b/game/vehicles/vehicle.h index 25ed5bb..945d43b 100644 --- a/game/vehicles/vehicle.h +++ b/game/vehicles/vehicle.h @@ -1,9 +1,9 @@ #ifndef VEHICLE_H #define VEHICLE_H -#include "game/physical.h" #include #include +#include #include #include #include @@ -22,12 +22,14 @@ private: float totalLen {0.F}; }; -class Vehicle : public WorldObject, public Physical { +class Vehicle : public WorldObject, public Renderable { public: - Vehicle(const LinkPtr & link, const std::string & obj, const std::string & tex); - float linkDist {0}; // distance long current link + Vehicle(const LinkPtr & link, float linkDist = 0); + float linkDist; // distance long current link float speed {50}; // speed in m/s (~75 km/h) + Transform location; + protected: LinkHistory linkHist; }; -- cgit v1.2.3