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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 /gfx/models/mesh.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 'gfx/models/mesh.cpp')
-rw-r--r--gfx/models/mesh.cpp37
1 files changed, 0 insertions, 37 deletions
diff --git a/gfx/models/mesh.cpp b/gfx/models/mesh.cpp
index 25a4b58..c829f4e 100644
--- a/gfx/models/mesh.cpp
+++ b/gfx/models/mesh.cpp
@@ -7,15 +7,6 @@
#include <resource.h>
#include <vector>
-Mesh::Mesh(const std::filesystem::path & fileName) : Mesh(ObjParser {Resource::mapPath(fileName)}) { }
-
-Mesh::Mesh(const ObjParser & obj) : Mesh(packObjParser(obj), GL_TRIANGLES) { }
-
-Mesh::Mesh(std::pair<std::vector<Vertex>, std::vector<unsigned int>> && vandi, GLenum m) :
- Mesh(vandi.first, vandi.second, m)
-{
-}
-
Mesh::Mesh(std::span<Vertex> vertices, std::span<unsigned int> indices, GLenum m) :
m_vertexArrayObject {}, m_vertexArrayBuffers {}, m_numIndices {indices.size()}, mode {m}
{
@@ -42,34 +33,6 @@ Mesh::Mesh(std::span<Vertex> vertices, std::span<unsigned int> indices, GLenum m
glBindVertexArray(0);
}
-Mesh::Data
-Mesh::packObjParser(const ObjParser & obj)
-{
- std::vector<Vertex> vertices;
- std::vector<ObjParser::FaceElement> vertexOrder;
- std::vector<unsigned int> indices;
- std::for_each(obj.faces.begin(), obj.faces.end(), [&](const ObjParser::Face & face) {
- for (auto idx = 2U; idx < face.size(); idx += 1) {
- auto f = [&](auto idx) {
- const auto & fe {face[idx]};
- if (const auto existing = std::find(vertexOrder.begin(), vertexOrder.end(), fe);
- existing != vertexOrder.end()) {
- indices.push_back(std::distance(vertexOrder.begin(), existing));
- }
- else {
- indices.push_back(vertices.size());
- vertices.emplace_back(obj.vertices[fe.x - 1], obj.texCoords[fe.y - 1], -obj.normals[fe.z - 1]);
- vertexOrder.emplace_back(fe);
- }
- };
- f(0);
- f(idx);
- f(idx - 1);
- }
- });
- return std::make_pair(vertices, indices);
-}
-
Mesh::~Mesh()
{
glDeleteBuffers(NUM_BUFFERS, m_vertexArrayBuffers.data());