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#include "faceController.h"
#include "collections.hpp"
#include "maths.h"
#include "modelFactoryMesh.h"
void
FaceController::apply(ModelFactoryMesh & mesh, const StyleStack & parents, const std::string & names,
Shape::CreatedFaces & faces) const
{
std::stringstream nameStream {names};
std::for_each(std::istream_iterator<std::string>(nameStream), std::istream_iterator<std::string> {},
[&](const auto & name) {
applySingle(mesh, parents, name, faces);
});
}
std::string
FaceController::getAdjacentFaceName(
const ModelFactoryMesh & mesh, const std::span<const OpenMesh::FaceHandle> ofrange, OpenMesh::FaceHandle nf)
{
const auto nfrange = mesh.ff_range(nf);
if (const auto target = std::find_first_of(ofrange.begin(), ofrange.end(), nfrange.begin(), nfrange.end());
target != ofrange.end()) {
return mesh.property(mesh.nameFaceProperty, *target);
};
return {};
};
void
FaceController::applySingle(ModelFactoryMesh & mesh, const StyleStack & parents, const std::string & name,
Shape::CreatedFaces & faces) const
{
const auto controlledFaces {materializeRange(faces.equal_range(name))};
if (controlledFaces.empty()) {
throw std::runtime_error("Named face(s) do not exist: " + name);
}
if (!type.empty()) {
faces.erase(name);
}
for (const auto & [faceName, faceHandle] : controlledFaces) {
if (type == "extrude") {
auto newFaces = extrude(mesh, faceName, faceHandle);
applyStyle(mesh, parents + this, newFaces);
for (const auto & [subFaceName, faceController] : faceControllers) {
faceController->apply(mesh, parents + this, subFaceName, newFaces);
}
faces.merge(std::move(newFaces));
}
else {
mesh.property(mesh.smoothFaceProperty, faceHandle) = smooth;
applyStyle(mesh, parents + this, faceHandle);
}
}
for (const auto & [faceName, faceHandle] : controlledFaces) {
mesh.property(mesh.smoothFaceProperty, faceHandle) = smooth;
applyStyle(mesh, parents + this, faceHandle);
}
}
Shape::CreatedFaces
FaceController::extrude(ModelFactoryMesh & mesh, const std::string & faceName, OpenMesh::FaceHandle faceHandle) const
{
// get points
const auto baseVertices {materializeRange(mesh.fv_range(faceHandle))};
auto points = std::accumulate(
baseVertices.begin(), baseVertices.end(), std::vector<glm::vec3> {}, [&mesh](auto && out, auto && v) {
out.push_back(mesh.point(v));
return std::move(out);
});
const auto vertexCount = points.size();
const auto centre = mesh.calc_face_centroid(faceHandle);
Shape::CreatedFaces newFaces;
// mutate points
std::for_each(points.begin(), points.end(), [mutation = getMatrix(), ¢re](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);
});
// create new faces
const auto ofrange = materializeRange(mesh.ff_range(faceHandle));
mesh.delete_face(faceHandle);
for (size_t idx {}; idx < vertexCount; ++idx) {
const auto next = (idx + 1) % vertexCount;
const auto newFace = mesh.add_face({baseVertices[idx], baseVertices[next], vertices[next], vertices[idx]});
auto & newFaceName = mesh.property(mesh.nameFaceProperty, newFace);
newFaceName = getAdjacentFaceName(mesh, ofrange, newFace);
newFaces.emplace(newFaceName, newFace);
mesh.property(mesh.smoothFaceProperty, newFace) = smooth;
}
mesh.property(mesh.smoothFaceProperty, newFaces.emplace(faceName, mesh.add_face(vertices))->second) = smooth;
return newFaces;
}
bool
FaceController::persist(Persistence::PersistenceStore & store)
{
return STORE_TYPE && STORE_MEMBER(id) && Style::persist(store) && STORE_MEMBER(type) && STORE_MEMBER(smooth)
&& Mutation::persist(store)
&& STORE_NAME_HELPER("face", faceControllers, Persistence::MapByMember<FaceControllers>);
}
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