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#include "railVehicle.h"
#include "railVehicleClass.h"
#include "train.h"
#include <algorithm>
#include <array>
#include <glm/glm.hpp>
#include <glm/gtx/intersect.hpp>
#include <glm/gtx/transform.hpp>
#include <location.hpp>
#include <maths.h>
#include <memory>
#include <ray.hpp>
void
RailVehicle::render(const SceneShader & shader) const
{
rvClass->render(shader, location, bogies);
}
void
RailVehicle::shadows(const ShadowMapper & shadowMapper) const
{
rvClass->shadows(shadowMapper, location, bogies);
}
void
RailVehicle::move(const Train * t, float & trailBy)
{
const auto overhang {(rvClass->length - rvClass->wheelBase) / 2};
const auto & b1Pos = bogies[0] = t->getBogiePosition(t->linkDist, trailBy += overhang);
const auto & b2Pos = bogies[1] = t->getBogiePosition(t->linkDist, trailBy += rvClass->wheelBase);
const auto diff = glm::normalize(b2Pos.pos - b1Pos.pos);
location.pos = (b1Pos.pos + b2Pos.pos) / 2.F;
location.rot = {vector_pitch(diff), vector_yaw(diff), 0};
trailBy += 0.6F + overhang;
}
bool
RailVehicle::intersectRay(const Ray & ray, glm::vec2 * baryPos, float * distance) const
{
constexpr const auto X = 1.35F;
const auto Y = this->rvClass->length / 2.F;
constexpr const auto Z = 3.9F;
const auto moveBy = glm::translate(location.pos) * rotate_ypr(location.rot);
const std::array<glm::vec3, 8> cornerVertices {{
moveBy * glm::vec4 {-X, Y, 0, 1}, // LFB
moveBy * glm::vec4 {X, Y, 0, 1}, // RFB
moveBy * glm::vec4 {-X, Y, Z, 1}, // LFT
moveBy * glm::vec4 {X, Y, Z, 1}, // RFT
moveBy * glm::vec4 {-X, -Y, 0, 1}, // LBB
moveBy * glm::vec4 {X, -Y, 0, 1}, // RBB
moveBy * glm::vec4 {-X, -Y, Z, 1}, // LBT
moveBy * glm::vec4 {X, -Y, Z, 1}, // RBT
}};
static constexpr const std::array<glm::uvec3, 10> triangles {{
// Front
{0, 1, 2},
{1, 2, 3},
// Left
{0, 2, 4},
{2, 4, 6},
// Back
{4, 5, 6},
{5, 6, 7},
// Right
{1, 3, 5},
{3, 5, 7},
// Top
{2, 3, 6},
{3, 6, 7},
}};
return std::any_of(
triangles.begin(), triangles.end(), [&cornerVertices, &ray, &baryPos, &distance](const glm::uvec3 idx) {
return glm::intersectRayTriangle(ray.start, ray.direction, cornerVertices[idx[0]],
cornerVertices[idx[1]], cornerVertices[idx[2]], *baryPos, *distance);
});
}
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