#include "factoryMesh.h" #include "collections.hpp" #include "gfx/models/vertex.hpp" #include "modelFactoryMesh.h" Mesh::Ptr FactoryMesh::createMesh() const { ModelFactoryMesh mesh; for (const auto & use : uses) { 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); auto hrange = mesh.fh_range(face); const unsigned int start = static_cast(vertices.size()); for (const auto & heh : hrange) { const auto & vertex = mesh.to_vertex_handle(heh); const auto textureUV = mesh.texcoord2D(heh); vertices.emplace_back(mesh.point(vertex), textureUV, smooth ? mesh.property(mesh.vertex_normals_pph(), vertex) : mesh.property(mesh.face_normals_pph(), face), colour); } const auto vcount = std::distance(hrange.begin(), hrange.end()); for (unsigned int i = 2; i < vcount; i++) { indices.push_back(start); indices.push_back(start + i - 1); indices.push_back(start + i); } } return std::make_shared(vertices, indices); } bool FactoryMesh::persist(Persistence::PersistenceStore & store) { return STORE_TYPE && STORE_MEMBER(id) && STORE_MEMBER(size) && STORE_NAME_HELPER("use", uses, Persistence::Appender); }