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path: root/assetFactory/factoryMesh.cpp
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#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<Vertex> vertices;
	std::vector<unsigned int> indices;
	for (const auto & face : mesh.faces()) {
		const auto & smooth = mesh.property(mesh.smoothFaceProperty, face);
		const auto & colour = mesh.color(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 = 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<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>);
}