From f8e7c47bbd33fb67afa3ba5478fceb13ddb09243 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Fri, 19 Feb 2021 01:16:38 +0000 Subject: Mesh split, bogeys follow rails. Wow. This commit is too big. It: * splits obj loaded meshes into individual named objects. * moves obj to mesh(es) code into new file obj.impl.cpp, removing the clutter from mesh * removes Physical for providing the wrong level of abstraction * bit of a hack to adjust loaded models to offset rail vehicle bogeys to 0 centre, and then applies their calculated position to the mesh All in all, quite a lot of mess... But the result is the rail vehicle bogeys now follow the rails quite authentically. --- game/vehicles/vehicle.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'game/vehicles/vehicle.cpp') diff --git a/game/vehicles/vehicle.cpp b/game/vehicles/vehicle.cpp index fceb37c..b9d10bc 100644 --- a/game/vehicles/vehicle.cpp +++ b/game/vehicles/vehicle.cpp @@ -4,8 +4,7 @@ #include #include -Vehicle::Vehicle(const LinkPtr & l, const std::string & obj, const std::string & tex) : - Physical(l->ends.front().first->pos, obj, tex) +Vehicle::Vehicle(const LinkPtr & l, float ld) : linkDist {ld} { linkHist.add(l, 0); } -- cgit v1.2.3