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#include "factoryMesh.h"
#include "collections.hpp"
#include "gfx/models/vertex.hpp"
#include "modelFactoryMesh.h"
#include <glm/ext/matrix_transform.hpp>
Mesh::Ptr
FactoryMesh::createMesh() const
{
constexpr glm::vec2 NullUV {};
ModelFactoryMesh mesh;
for (const auto & use : uses) {
use->createMesh(mesh, glm::identity<Mutation::Matrix>());
}
mesh.garbage_collection();
mesh.triangulate();
mesh.update_face_normals();
mesh.update_vertex_normals();
std::vector<Vertex> vertices;
for (const auto & face : mesh.faces()) {
const auto smooth = mesh.property(mesh.smoothFaceProperty, face);
const auto colour = mesh.color(face);
for (const auto & vertex : mesh.fv_range(face)) {
vertices.emplace_back(mesh.point(vertex), NullUV,
smooth ? mesh.property(mesh.vertex_normals_pph(), vertex)
: mesh.property(mesh.face_normals_pph(), face),
colour);
}
}
return std::make_shared<Mesh>(vertices, vectorOfN(vertices.size()));
}
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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