~ | removing useless trycatch

This commit is contained in:
RedShip
2025-01-13 18:50:55 +01:00
parent 449f059a07
commit 819c07f90d
8 changed files with 136 additions and 191 deletions

View File

@ -6,7 +6,7 @@
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/12/23 19:12:51 by ycontre #+# #+# */
/* Updated: 2025/01/13 17:59:21 by tomoron ### ########.fr */
/* Updated: 2025/01/13 18:43:18 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
@ -20,37 +20,34 @@ class Triangle : public Object
public:
Triangle(std::stringstream &line) : Object(glm::vec3(0.0f), -1)
{
try {
float x, y, z;
float x2, y2, z2;
float x3, y3, z3;
float x, y, z;
float x2, y2, z2;
float x3, y3, z3;
int mat_index;
int mat_index;
if (!(line >> x >> y >> z))
throw std::runtime_error("Missing first vertex position");
if (!(line >> x >> y >> z))
throw std::runtime_error("Missing first vertex position");
if (!(line >> x2 >> y2 >> z2))
throw std::runtime_error("Missing second vertex position");
if (!(line >> x3 >> y3 >> z3))
throw std::runtime_error("Missing third vertex position");
if (!(line >> mat_index))
throw std::runtime_error("Missing material properties");
_position = glm::vec3(x, y, z);
_vertex2 = glm::vec3(x2, y2, z2);
_vertex3 = glm::vec3(x3, y3, z3);
_vertex2 -= _position; //optimization
_vertex3 -= _position; //optimization
_normal = glm::normalize(glm::cross(_vertex2, _vertex3)); //optimization
if (!(line >> x2 >> y2 >> z2))
throw std::runtime_error("Missing second vertex position");
_mat_index = mat_index;
}
catch (const std::exception &e) { throw; }
if (!(line >> x3 >> y3 >> z3))
throw std::runtime_error("Missing third vertex position");
if (!(line >> mat_index))
throw std::runtime_error("Missing material properties");
_position = glm::vec3(x, y, z);
_vertex2 = glm::vec3(x2, y2, z2);
_vertex3 = glm::vec3(x3, y3, z3);
_vertex2 -= _position; //optimization
_vertex3 -= _position; //optimization
_normal = glm::normalize(glm::cross(_vertex2, _vertex3)); //optimization
_mat_index = mat_index;
}
Triangle(const glm::vec3& position, const glm::vec3& vertex2, const glm::vec3& vertex3, const int mat_index)
: Object(position, mat_index), _vertex2(vertex2), _vertex3(vertex3) {