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#include "factoryMesh.h"
#include "gfx/models/vertex.h"
#include "modelFactoryMesh.h"
Mesh::Ptr
FactoryMesh::createMesh() const
{
std::vector<Vertex> vertices;
std::vector<unsigned int> indices;
for (const auto & use : uses) {
ModelFactoryMesh mesh;
use->createMesh(mesh, Scale3D {1});
if (!mesh.normalsProvidedProperty) {
mesh.update_face_normals();
mesh.update_vertex_normals();
}
for (const auto & face : mesh.faces()) {
const auto & useVertexNormals
= mesh.property(mesh.smoothFaceProperty, face) || mesh.normalsProvidedProperty;
const auto & colour = mesh.color(face);
const auto & material = mesh.property(mesh.materialFaceProperty, face);
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};
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));
}
else {
faceIndices.push_back(static_cast<unsigned int>(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]);
}
}
}
return std::make_shared<Mesh>(vertices, indices);
}
bool
FactoryMesh::persist(Persistence::PersistenceStore & store)
{
return STORE_TYPE && STORE_MEMBER(id) && STORE_MEMBER(size)
&& STORE_NAME_HELPER("use", uses, Persistence::Appender<Use::Collection>);
}
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