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-rw-r--r--assetFactory/cylinder.cpp2
-rw-r--r--assetFactory/factoryMesh.cpp11
-rw-r--r--assetFactory/mutation.cpp5
3 files changed, 9 insertions, 9 deletions
diff --git a/assetFactory/cylinder.cpp b/assetFactory/cylinder.cpp
index f41bfd4..432fb16 100644
--- a/assetFactory/cylinder.cpp
+++ b/assetFactory/cylinder.cpp
@@ -12,7 +12,7 @@ Cylinder::createMesh(ModelFactoryMesh & mesh, Scale3D lodf) const
// Generate 2D circumference points
std::vector<RelativePosition2D> circumference(P);
std::generate(circumference.begin(), circumference.end(), [a = 0.F, step]() mutable {
- return sincosf(a += step) * .5F;
+ return sincos(a += step) * .5F;
});
CreatedFaces surface;
diff --git a/assetFactory/factoryMesh.cpp b/assetFactory/factoryMesh.cpp
index bf4706e..eb9d525 100644
--- a/assetFactory/factoryMesh.cpp
+++ b/assetFactory/factoryMesh.cpp
@@ -25,11 +25,12 @@ FactoryMesh::createMesh() const
std::vector<unsigned int> faceIndices;
for (const auto & heh : mesh.fh_range(face)) {
const auto & vertex = mesh.to_vertex_handle(heh);
- const auto & textureUV = mesh.texcoord2D(heh);
- const auto & point = mesh.point(vertex);
- const auto & normal = useVertexNormals ? mesh.property(mesh.vertex_normals_pph(), vertex)
- : mesh.property(mesh.face_normals_pph(), face);
- Vertex outVertex {point * 1000.F, textureUV, normal, colour, material};
+ Vertex outVertex {.pos = mesh.point(vertex) * 1000.F,
+ .texCoord = mesh.texcoord2D(heh),
+ .normal = useVertexNormals ? mesh.property(mesh.vertex_normals_pph(), vertex)
+ : mesh.property(mesh.face_normals_pph(), face),
+ .colour = colour,
+ .material = material};
if (const auto existingItr = std::find(vertices.rbegin(), vertices.rend(), outVertex);
existingItr != vertices.rend()) {
faceIndices.push_back(static_cast<unsigned int>(std::distance(existingItr, vertices.rend()) - 1));
diff --git a/assetFactory/mutation.cpp b/assetFactory/mutation.cpp
index 6695dff..2ab2a76 100644
--- a/assetFactory/mutation.cpp
+++ b/assetFactory/mutation.cpp
@@ -1,12 +1,11 @@
#include "mutation.h"
-#include <algorithm>
#include <glm/gtx/transform.hpp>
#include <maths.h>
Mutation::Matrix
Mutation::getMatrix() const
{
- return glm::translate(glm::identity<Matrix>(), position) * rotate_ypr(rotation)
+ return glm::translate(glm::identity<Matrix>(), position) * rotate_ypr<4>(rotation)
* glm::scale(glm::identity<Matrix>(), scale);
}
@@ -19,7 +18,7 @@ Mutation::getDeformationMatrix() const
Mutation::Matrix
Mutation::getLocationMatrix() const
{
- return glm::translate(glm::identity<Matrix>(), position) * rotate_ypr(rotation);
+ return glm::translate(glm::identity<Matrix>(), position) * rotate_ypr<4>(rotation);
}
bool