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/physical.h | 37 ------------------------------------- 1 file changed, 37 deletions(-) delete mode 100644 game/physical.h (limited to 'game/physical.h') 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 -#include -#include -#include -#include - -class Shader; -class Mesh; -class Texture; -template 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; - std::shared_ptr texture; - -private: - static Cache cachedMesh; -}; - -#endif -- cgit v1.2.3