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Simulates (NOT EMULATES) Farmbot's arduino firmware and hardware. The firmware is pretty stable and used in FarmbotOS's testing environment. The visual hardware simulator is very much a WIP.

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farmbot_simulator src mesh.cpp
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src/mesh.cpp

#include "mesh.h"
#include "util.h"
#include "debugTimer.h"
#include <map>
#include <algorithm>
#include <fstream>
#include <iostream>
#include <stdlib.h>
Mesh::Mesh(const std::string& fileName)
{
InitMesh(OBJModel(fileName).ToIndexedModel());
}
void Mesh::InitMesh(const IndexedModel& model)
{
m_numIndices = model.indices.size();
glGenVertexArrays(1, &m_vertexArrayObject);
glBindVertexArray(m_vertexArrayObject);
glGenBuffers(NUM_BUFFERS, m_vertexArrayBuffers);
glBindBuffer(GL_ARRAY_BUFFER, m_vertexArrayBuffers[POSITION_VB]);
glBufferData(GL_ARRAY_BUFFER, sizeof(model.positions[0]) * model.positions.size(), &model.positions[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, m_vertexArrayBuffers[TEXCOORD_VB]);
glBufferData(GL_ARRAY_BUFFER, sizeof(model.texCoords[0]) * model.texCoords.size(), &model.texCoords[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, m_vertexArrayBuffers[NORMAL_VB]);
glBufferData(GL_ARRAY_BUFFER, sizeof(model.normals[0]) * model.normals.size(), &model.normals[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_vertexArrayBuffers[INDEX_VB]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(model.indices[0]) * model.indices.size(), &model.indices[0], GL_STATIC_DRAW);
glBindVertexArray(0);
}
Mesh::Mesh(Vertex* vertices, unsigned int numVertices, unsigned int* indices, unsigned int numIndices)
{
IndexedModel model;
for(unsigned int i = 0; i < numVertices; i++)
{
model.positions.push_back(*vertices[i].GetPos());
model.texCoords.push_back(*vertices[i].GetTexCoord());
model.normals.push_back(*vertices[i].GetNormal());
}
for(unsigned int i = 0; i < numIndices; i++)
model.indices.push_back(indices[i]);
InitMesh(model);
}
Mesh::~Mesh()
{
glDeleteBuffers(NUM_BUFFERS, m_vertexArrayBuffers);
glDeleteVertexArrays(1, &m_vertexArrayObject);
}
void Mesh::Draw()
{
glBindVertexArray(m_vertexArrayObject);
//glDrawElements(GL_TRIANGLES, m_numIndices, GL_UNSIGNED_INT, 0);
glDrawElementsBaseVertex(GL_TRIANGLES, m_numIndices, GL_UNSIGNED_INT, 0, 0);
glBindVertexArray(0);
}