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. --- gfx/models/obj.impl.cpp | 36 ++++++++++++++++++++++++++++++++++++ 1 file changed, 36 insertions(+) create mode 100644 gfx/models/obj.impl.cpp (limited to 'gfx/models/obj.impl.cpp') diff --git a/gfx/models/obj.impl.cpp b/gfx/models/obj.impl.cpp new file mode 100644 index 0000000..e410058 --- /dev/null +++ b/gfx/models/obj.impl.cpp @@ -0,0 +1,36 @@ +#include "obj.h" +#include +#include + +std::vector +ObjParser::createMeshes() const +{ + std::vector out; + out.reserve(objects.size()); + for (const auto & obj : objects) { + std::vector overtices; + std::vector vertexOrder; + std::vector indices; + for (const auto & face : obj.second) { + 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(overtices.size()); + overtices.emplace_back(vertices[fe.x - 1], texCoords[fe.y - 1], -normals[fe.z - 1]); + vertexOrder.emplace_back(fe); + } + }; + f(0); + f(idx); + f(idx - 1); + } + } + out.emplace_back(obj.first, std::make_shared(overtices, indices)); + } + return out; +} -- cgit v1.2.3