summaryrefslogtreecommitdiff
path: root/assetFactory/faceController.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'assetFactory/faceController.cpp')
-rw-r--r--assetFactory/faceController.cpp53
1 files changed, 53 insertions, 0 deletions
diff --git a/assetFactory/faceController.cpp b/assetFactory/faceController.cpp
new file mode 100644
index 0000000..bdef74b
--- /dev/null
+++ b/assetFactory/faceController.cpp
@@ -0,0 +1,53 @@
+#include "faceController.h"
+#include "assetFactoryConfig.h"
+#include "maths.h"
+
+void
+FaceController::apply(ModelFactoryMesh & mesh, const std::string & name, Shape::CreatedFaces & faces) const
+{
+ if (!type.empty()) {
+ const auto mutation = getMatrix();
+ const auto controlledFacesRange = faces.equal_range(name);
+ const std::vector controlledFaces(controlledFacesRange.first, controlledFacesRange.second);
+ faces.erase(name);
+ for (const auto & cf : controlledFaces) {
+ // get face vertices
+ const auto faceVertexRange = mesh.fv_range(cf.second);
+ // get points
+ const std::vector baseVertices(faceVertexRange.begin(), faceVertexRange.end());
+ std::vector<glm::vec3> points;
+ std::transform(
+ faceVertexRange.begin(), faceVertexRange.end(), std::back_inserter(points), [&mesh](auto && v) {
+ return mesh.point(v);
+ });
+ const auto vertexCount = points.size();
+ const auto centre
+ = std::accumulate(points.begin(), points.end(), glm::vec3 {}) / static_cast<float>(vertexCount);
+ if (type == "extrude") {
+ Shape::CreatedFaces newFaces;
+ // mutate points
+ std::for_each(points.begin(), points.end(), [&mutation, &centre](auto && p) {
+ p = centre + ((p - centre) % mutation);
+ });
+ // create new vertices
+ std::vector<OpenMesh::VertexHandle> vertices;
+ std::transform(points.begin(), points.end(), std::back_inserter(vertices), [&mesh](auto && p) {
+ return mesh.add_vertex({p.x, p.y, p.z});
+ });
+ // create new faces
+
+ mesh.delete_face(cf.second);
+ for (size_t idx {}; idx < vertexCount; ++idx) {
+ const auto next = (idx + 1) % vertexCount;
+ newFaces.emplace("extrusion",
+ mesh.add_face({baseVertices[idx], baseVertices[next], vertices[next], vertices[idx]}));
+ }
+ newFaces.emplace(name, mesh.add_face(vertices));
+ for (const auto & [name, faceController] : faceControllers) {
+ faceController.apply(mesh, name, newFaces);
+ }
+ faces.merge(std::move(newFaces));
+ }
+ }
+ }
+}