#include "railloco.h" #include "gfx/gl/shader.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 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(); } void RailVehicle::render(const Shader & shader) const { rvClass->render(shader, location, bogies); } void RailLoco::move(TickDuration dur) { static std::mt19937 gen(std::random_device {}()); linkDist += dur.count() * speed; auto curLink {linkHist.getCurrent()}; while (linkDist > curLink.first->length) { location = curLink.first->positionAt(curLink.first->length, curLink.second); auto nexts {curLink.first->nexts[1 - curLink.second]}; auto last = std::remove_if(nexts.begin(), nexts.end(), [ang = location.rot.y](const Link::Next & n) { return std::abs(normalize(n.first.lock()->ends[n.second].second - ang)) > 0.1F; }); if (last != nexts.begin()) { auto off = std::uniform_int_distribution<>(0, std::distance(nexts.begin(), last) - 1)(gen); linkDist -= curLink.first->length; curLink = linkHist.add(nexts[off].first, nexts[off].second); } else { linkDist = curLink.first->length; speed = 0; } } } Location RailLoco::getBogiePosition(float linkDist, float dist) const { float b2linkDist {}; const auto b2Link = linkHist.getAt(dist - linkDist, &b2linkDist); return b2Link.first->positionAt(b2linkDist, b2Link.second); } void RailLoco::updateRailVehiclePosition(RailVehicle * w, float trailBy) const { const auto overhang {(w->rvClass->length - w->rvClass->wheelBase) / 2}; const auto & b1Pos = w->bogies[0] = getBogiePosition(linkDist, trailBy += overhang); const auto & b2Pos = w->bogies[1] = getBogiePosition(linkDist, trailBy + rvClass->wheelBase); const auto diff = glm::normalize(b2Pos.pos - b1Pos.pos); w->location.pos = (b1Pos.pos + b2Pos.pos) / 2.F; w->location.rot = {-vector_pitch(diff), vector_yaw(diff), 0}; } void RailLoco::tick(TickDuration dur) { move(dur); updateRailVehiclePosition(this, 0); updateWagons(); } void RailLoco::updateWagons() const { // Drag wagons float trailBy {rvClass->length}; for (const auto & wagon : wagons) { const auto w {wagon.lock()}; updateRailVehiclePosition(w.get(), trailBy); trailBy += w->rvClass->length; } } 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) { speed = 33.6F; linkDist = rvClass->wheelBase; } Brush47Wagon::Brush47Wagon(const LinkPtr & l) : RailWagon(std::make_shared(), l, 0) { linkDist = rvClass->wheelBase; }