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/railloco.cpp | 62 +++++++++++++++++++++++++++++++++++++++++----- game/vehicles/railloco.h | 13 ++++++++++ game/vehicles/vehicle.cpp | 3 +-- game/vehicles/vehicle.h | 10 +++++--- 4 files changed, 76 insertions(+), 12 deletions(-) (limited to 'game/vehicles') diff --git a/game/vehicles/railloco.cpp b/game/vehicles/railloco.cpp index 230fd4e..b47722e 100644 --- a/game/vehicles/railloco.cpp +++ b/game/vehicles/railloco.cpp @@ -1,13 +1,31 @@ #include "railloco.h" +#include "gfx/gl/shader.h" #include "gfx/gl/transform.h" +#include "gfx/models/obj.h" +#include "gfx/models/texture.h" #include #include +#include #include +#include #include #include +#include #include #include +void +RailVehicle::render(const Shader & shader) const +{ + shader.setModel(location.GetModel()); + texture->Bind(); + bodyMesh->Draw(); + for (const auto & bogey : bogeys) { + shader.setModel(bogey.location.GetModel()); + bogey.mesh->Draw(); + } +} + void RailLoco::move(TickDuration dur) { @@ -42,8 +60,8 @@ void RailLoco::updateRailVehiclePosition(RailVehicle * w, float trailBy) const { const auto overhang {(w->length - w->wheelBase) / 2}; - const auto b1Pos = getBogeyPosition(linkDist, trailBy += overhang); - const auto b2Pos = getBogeyPosition(linkDist, trailBy += wheelBase); + const auto & b1Pos = w->bogeys[0].location = getBogeyPosition(linkDist, trailBy += overhang); + const auto & b2Pos = w->bogeys[1].location = getBogeyPosition(linkDist, trailBy += wheelBase); const auto diff = glm::normalize(b2Pos.GetPos() - b1Pos.GetPos()); w->location.GetPos() = (b1Pos.GetPos() + b2Pos.GetPos()) / 2.F; w->location.GetRot() = {-vector_pitch(diff), vector_yaw(diff), 0}; @@ -71,16 +89,48 @@ RailLoco::updateWagons() const void RailWagon::tick(TickDuration) { } -Brush47::Brush47(const LinkPtr & l) : RailLoco(l, "brush47.obj", "brush47.png") +void +bogeyOffset(ObjParser & o) +{ + // offset bogey positions so they can be set directly + for (int b = 1; b < 3; b++) { // bogey 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; + } + } +} + +Brush47::Brush47(const LinkPtr & l) : RailLoco(l, 0) { - wheelBase = 15.7F; + ObjParser o {Resource::mapPath("brush47.obj")}; + bogeyOffset(o); + const auto m = o.createMeshes(); + bodyMesh = m[0].second; + bogeys[0].mesh = m[1].second; + bogeys[1].mesh = m[2].second; + texture = Texture::cachedTexture.get(Resource::mapPath("brush47.png")); + wheelBase = 12.F; length = 20.F; linkDist = wheelBase; } -Brush47Wagon::Brush47Wagon(const LinkPtr & l) : RailWagon(l, "brush47.obj", "brush47.png") +Brush47Wagon::Brush47Wagon(const LinkPtr & l) : RailWagon(l, 0) { - wheelBase = 15.7F; + ObjParser o {Resource::mapPath("brush47.obj")}; + bogeyOffset(o); + const auto m = o.createMeshes(); + bodyMesh = m[0].second; + bogeys[0].mesh = m[1].second; + bogeys[1].mesh = m[2].second; + texture = Texture::cachedTexture.get(Resource::mapPath("brush47.png")); + wheelBase = 12.F; length = 20.F; linkDist = wheelBase; } diff --git a/game/vehicles/railloco.h b/game/vehicles/railloco.h index ce4012a..0d0425a 100644 --- a/game/vehicles/railloco.h +++ b/game/vehicles/railloco.h @@ -1,15 +1,28 @@ #include "game/network/link.h" #include "game/vehicles/vehicle.h" #include "game/worldobject.h" +#include "gfx/models/mesh.h" #include #include #include +class Texture; class RailVehicle : public Vehicle { public: + struct Bogey { + Transform location; + MeshPtr mesh; + }; + using Vehicle::Vehicle; + void render(const Shader & shader) const override; + + std::array bogeys; + MeshPtr bodyMesh; + std::shared_ptr texture; float wheelBase; float length; + friend class RailLoco; }; diff --git a/game/vehicles/vehicle.cpp b/game/vehicles/vehicle.cpp index fceb37c..b9d10bc 100644 --- a/game/vehicles/vehicle.cpp +++ b/game/vehicles/vehicle.cpp @@ -4,8 +4,7 @@ #include #include -Vehicle::Vehicle(const LinkPtr & l, const std::string & obj, const std::string & tex) : - Physical(l->ends.front().first->pos, obj, tex) +Vehicle::Vehicle(const LinkPtr & l, float ld) : linkDist {ld} { linkHist.add(l, 0); } 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