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#include "train.h"
#include "game/vehicles/linkHistory.h"
#include "game/vehicles/railVehicle.h"
#include "game/vehicles/railVehicleClass.h"
#include "gfx/renderable.h"
#include "location.h"
#include <algorithm>
#include <functional>
#include <optional>
#include <utility>
template<typename> class Ray;
Location
Train::getBogiePosition(float linkDist, float dist) const
{
float b2linkDist {};
const auto b2Link = linkHist.getAt(dist - linkDist, &b2linkDist);
return b2Link.first->positionAt(b2linkDist, b2Link.second);
}
bool
Train::intersectRay(const Ray<GlobalPosition3D> & ray, BaryPosition & baryPos, RelativeDistance & distance) const
{
return applyOne(&RailVehicle::intersectRay, ray, baryPos, distance) != end();
}
void
Train::tick(TickDuration dur)
{
currentActivity->apply(this, dur);
move(dur);
float trailBy {0.F};
apply(&RailVehicle::move, this, std::ref(trailBy));
}
void
Train::doActivity(Go * go, TickDuration dur)
{
const auto maxSpeed = objects.front()->rvClass->maxSpeed;
if (go->dist) {
*go->dist -= speed * dur.count();
if (*go->dist < (speed * speed) / 60.F) {
speed -= std::min(speed, 30.F * dur.count());
}
else {
if (speed != maxSpeed) {
speed += ((maxSpeed - speed) * dur.count());
}
}
}
else {
if (speed != maxSpeed) {
speed += ((maxSpeed - speed) * dur.count());
}
}
}
void
Train::doActivity(Idle *, TickDuration dur)
{
if (speed != 0.F) {
speed -= std::min(speed, 30.F * dur.count());
}
}
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