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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.h
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.h')
-rw-r--r--game/physical.h37
1 files changed, 0 insertions, 37 deletions
diff --git a/game/physical.h b/game/physical.h
deleted file mode 100644
index 5fdc253..0000000
--- a/game/physical.h
+++ /dev/null
@@ -1,37 +0,0 @@
-#ifndef PHYSICAL_H
-#define PHYSICAL_H
-
-#include <gfx/gl/transform.h>
-#include <gfx/renderable.h>
-#include <glm/glm.hpp>
-#include <memory>
-#include <string>
-
-class Shader;
-class Mesh;
-class Texture;
-template<typename Obj> class Cache;
-
-class Physical : public Renderable {
-public:
- Physical(glm::vec3 where, const std::string & m, const std::string & t);
-
- void render(const Shader & shader) const override;
-
- [[nodiscard]] const auto &
- getLocation() const
- {
- return location;
- }
-
-protected:
- Transform location;
-
- std::shared_ptr<Mesh> mesh;
- std::shared_ptr<Texture> texture;
-
-private:
- static Cache<Mesh> cachedMesh;
-};
-
-#endif