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#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, ¢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.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));
}
}
}
}
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