#include "railVehicleClass.h" #include "gfx/gl/sceneShader.h" #include "gfx/gl/shadowMapper.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 #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)}, maxSpeed(95._mph) { 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"); } RailVehicleClass::RailVehicleClass() { } bool RailVehicleClass::persist(Persistence::PersistenceStore & store) { return STORE_TYPE && STORE_MEMBER(maxSpeed) && STORE_NAME_HELPER("bogie", bogies, Asset::MeshArrayConstruct) && STORE_HELPER(bodyMesh, Asset::MeshConstruct) && Asset::persist(store); } void RailVehicleClass::render( const SceneShader & shader, const Location & location, const std::array & bl) const { shader.basic.use(location); if (texture) { texture->bind(); } bodyMesh->Draw(); for (auto b = 0U; b < bogies.size(); ++b) { shader.basic.setModel(bl[b]); bogies[b]->Draw(); } } void RailVehicleClass::shadows(const ShadowMapper & shadowMapper, const Location & location) const { shadowMapper.dynamicPoint.use(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].y, faceElement.x - 1); } } const auto offset = (vertexIds.begin()->first + vertexIds.rbegin()->first) / 2; for (const auto & v : vertexIds) { o.vertices[v.second].y -= 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.y < v2.y; }); return mme.second->y - mme.first->y; }