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authorDan Goodliffe <dan@randomdan.homeip.net>2021-02-19 01:16:38 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2021-02-19 01:16:38 +0000
commitf8e7c47bbd33fb67afa3ba5478fceb13ddb09243 (patch)
tree5c370029f658e62f8bb4866e6d45af46c05c4045 /game/physical.cpp
parentAdd support for directional light color and an ambient color (diff)
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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.
Diffstat (limited to 'game/physical.cpp')
-rw-r--r--game/physical.cpp21
1 files changed, 0 insertions, 21 deletions
diff --git a/game/physical.cpp b/game/physical.cpp
deleted file mode 100644
index ec3221f..0000000
--- a/game/physical.cpp
+++ /dev/null
@@ -1,21 +0,0 @@
-#include "physical.h"
-#include "gfx/models/mesh.h"
-#include "gfx/models/texture.h"
-#include <cache.h>
-#include <gfx/gl/shader.h>
-#include <gfx/gl/transform.h>
-
-Cache<Mesh> Physical::cachedMesh;
-
-Physical::Physical(glm::vec3 where, const std::string & m, const std::string & t) :
- location {where}, mesh {cachedMesh.get(m)}, texture {Texture::cachedTexture.get(t)}
-{
-}
-
-void
-Physical::render(const Shader & shader) const
-{
- shader.setModel(location.GetModel());
- texture->Bind();
- mesh->Draw();
-}