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#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 <algorithm>
#include <array>
#include <cache.h>
#include <cmath>
#include <cstddef>
#include <filesystem>
#include <glm/glm.hpp>
#include <iterator>
#include <lib/resource.h>
#include <location.hpp>
#include <map>
#include <maths.h>
#include <memory>
#include <set>
#include <string>
#include <utility>
#include <vector>
RailVehicleClass::RailVehicleClass(const std::string & name) :
RailVehicleClass {std::make_unique<ObjParser>(Resource::mapPath(name + ".obj")),
Texture::cachedTexture.get(Resource::mapPath(name + ".png"))}
{
}
RailVehicleClass::RailVehicleClass(std::unique_ptr<ObjParser> o, std::shared_ptr<Texture> 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(length) && STORE_MEMBER(wheelBase) && 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<Location, 2> & 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 std::array<Location, 2> & bl) const
{
shadowMapper.dynamicPoint.use(location);
bodyMesh->Draw();
for (auto b = 0U; b < bogies.size(); ++b) {
shadowMapper.dynamicPoint.setModel(bl[b]);
bogies[b]->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<std::pair<float, std::size_t>> 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;
}
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