From f5a213f621f012e8e4ea541cad409e3cfa1ccaa6 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Mon, 10 Apr 2023 01:59:11 +0100 Subject: One OpenMesh instance per top level Use in createMesh --- assetFactory/factoryMesh.cpp | 60 +++++++++++++++++++++++--------------------- 1 file changed, 31 insertions(+), 29 deletions(-) (limited to 'assetFactory') diff --git a/assetFactory/factoryMesh.cpp b/assetFactory/factoryMesh.cpp index 8869efd..4922936 100644 --- a/assetFactory/factoryMesh.cpp +++ b/assetFactory/factoryMesh.cpp @@ -6,43 +6,45 @@ Mesh::Ptr FactoryMesh::createMesh() const { - ModelFactoryMesh mesh; + std::vector vertices; + std::vector indices; + for (const auto & use : uses) { + ModelFactoryMesh mesh; use->createMesh(mesh, 1); - } - mesh.update_face_normals(); - mesh.update_vertex_normals(); - std::vector vertices; - std::vector indices; - for (const auto & face : mesh.faces()) { - const auto & smooth = mesh.property(mesh.smoothFaceProperty, face); - const auto & colour = mesh.color(face); + mesh.update_face_normals(); + mesh.update_vertex_normals(); + for (const auto & face : mesh.faces()) { + const auto & smooth = mesh.property(mesh.smoothFaceProperty, face); + const auto & colour = mesh.color(face); - std::vector 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 = smooth ? mesh.property(mesh.vertex_normals_pph(), vertex) - : mesh.property(mesh.face_normals_pph(), face); - Vertex outVertex {point, textureUV, normal, colour}; - if (const auto existingItr = std::find(vertices.rbegin(), vertices.rend(), outVertex); - existingItr != vertices.rend()) { - faceIndices.push_back(static_cast(std::distance(existingItr, vertices.rend()) - 1)); - } - else { - faceIndices.push_back(static_cast(vertices.size())); - vertices.emplace_back(outVertex); + std::vector 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 = smooth ? mesh.property(mesh.vertex_normals_pph(), vertex) + : mesh.property(mesh.face_normals_pph(), face); + Vertex outVertex {point, textureUV, normal, colour}; + if (const auto existingItr = std::find(vertices.rbegin(), vertices.rend(), outVertex); + existingItr != vertices.rend()) { + faceIndices.push_back(static_cast(std::distance(existingItr, vertices.rend()) - 1)); + } + else { + faceIndices.push_back(static_cast(vertices.size())); + vertices.emplace_back(outVertex); + } } - } - for (unsigned int i = 2; i < faceIndices.size(); i++) { - indices.push_back(faceIndices[0]); - indices.push_back(faceIndices[i - 1]); - indices.push_back(faceIndices[i]); + for (unsigned int i = 2; i < faceIndices.size(); i++) { + indices.push_back(faceIndices[0]); + indices.push_back(faceIndices[i - 1]); + indices.push_back(faceIndices[i]); + } } } + return std::make_shared(vertices, indices); } -- cgit v1.2.3