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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-19 01:16:38 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-19 01:16:38 +0000 |
commit | f8e7c47bbd33fb67afa3ba5478fceb13ddb09243 (patch) | |
tree | 5c370029f658e62f8bb4866e6d45af46c05c4045 /test | |
parent | Add support for directional light color and an ambient color (diff) | |
download | ilt-f8e7c47bbd33fb67afa3ba5478fceb13ddb09243.tar.bz2 ilt-f8e7c47bbd33fb67afa3ba5478fceb13ddb09243.tar.xz ilt-f8e7c47bbd33fb67afa3ba5478fceb13ddb09243.zip |
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 'test')
-rw-r--r-- | test/test-obj.cpp | 18 |
1 files changed, 14 insertions, 4 deletions
diff --git a/test/test-obj.cpp b/test/test-obj.cpp index 64dc030..68221b8 100644 --- a/test/test-obj.cpp +++ b/test/test-obj.cpp @@ -13,8 +13,18 @@ BOOST_AUTO_TEST_CASE(objparse) BOOST_CHECK_EQUAL(48, op.vertices.size()); BOOST_CHECK_EQUAL(104, op.texCoords.size()); BOOST_CHECK_EQUAL(25, op.normals.size()); - BOOST_CHECK_EQUAL(28, op.faces.size()); - BOOST_CHECK_EQUAL(6, op.faces[0].size()); - BOOST_CHECK_EQUAL(6, op.faces[1].size()); - BOOST_CHECK_EQUAL(4, op.faces[12].size()); + BOOST_CHECK_EQUAL(3, op.objects.size()); + const auto & object {op.objects.front()}; + BOOST_CHECK_EQUAL("Body", object.first); + BOOST_CHECK_EQUAL(18, object.second.size()); + BOOST_CHECK_EQUAL(6, object.second[0].size()); + BOOST_CHECK_EQUAL(6, object.second[1].size()); + BOOST_CHECK_EQUAL(4, object.second[12].size()); +} + +BOOST_AUTO_TEST_CASE(create_meshes) +{ + ObjParser op {"/home/randomdan/dev/game/res/brush47.obj"}; + const auto ms = op.createMeshes(); + BOOST_REQUIRE_EQUAL(3, ms.size()); } |