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#include "railloco.h"
#include "gfx/gl/shader.h"
#include "gfx/gl/transform.h"
#include "gfx/models/obj.h"
#include "gfx/models/texture.h"
#include <algorithm>
#include <array>
#include <cache.h>
#include <filesystem>
#include <glm/glm.hpp>
#include <iterator>
#include <lib/resource.h>
#include <maths.h>
#include <memory>
#include <set>
#include <utility>
#include <vector>
void
RailVehicle::render(const Shader & shader) const
{
texture->Bind();
for (const auto & bogey : bogeys) {
shader.setModel(bogey.location.GetModel());
bogey.mesh->Draw();
}
shader.setModel(location.GetModel());
bodyMesh->Draw();
}
void
RailLoco::move(TickDuration dur)
{
linkDist += dur.count() * speed;
auto curLink {linkHist.getCurrent()};
while (linkDist > curLink.first->length) {
location = curLink.first->positionAt(curLink.first->length, curLink.second);
const auto & nexts {curLink.first->nexts[1 - curLink.second]};
const auto next = std::find_if(nexts.begin(), nexts.end(), [ang = location.GetRot().y](const Link::Next & n) {
return std::abs(normalize(n.first.lock()->ends[n.second].second - ang)) < 0.1F;
});
if (next != nexts.end()) {
linkDist -= curLink.first->length;
curLink = linkHist.add(next->first, next->second);
}
else {
linkDist = curLink.first->length;
speed = 0;
}
}
}
Transform
RailLoco::getBogeyPosition(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->length - w->wheelBase) / 2};
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};
}
void
RailLoco::tick(TickDuration dur)
{
move(dur);
updateRailVehiclePosition(this, 0);
updateWagons();
}
void
RailLoco::updateWagons() const
{
// Drag wagons
float trailBy {length};
for (const auto & wagon : wagons) {
const auto w {wagon.lock()};
updateRailVehiclePosition(w.get(), trailBy);
trailBy += w->length;
}
}
void RailWagon::tick(TickDuration) { }
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<std::pair<float, int>> 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)
{
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, 0)
{
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;
}
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