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#include "style.h"
#include "assetFactory.h"
void
Style::applyStyle(ModelFactoryMesh & mesh, const StyleStack & parents, const Shape::CreatedFaces & faces) const
{
if (const auto effectiveColour = getProperty(parents, &Style::colour,
[](auto && style) {
return style->colour.a > 0;
});
effectiveColour.has_value()) {
for (const auto & face : faces) {
mesh.set_color(face.second, effectiveColour->get());
}
}
}
void
Style::applyStyle(ModelFactoryMesh & mesh, const StyleStack & parents, const ModelFactoryMesh::FaceHandle & face) const
{
if (const auto effectiveColour = getProperty(parents, &Style::colour,
[](auto && style) {
return style->colour.a > 0;
});
effectiveColour.has_value()) {
mesh.set_color(face, effectiveColour->get());
}
}
bool
Style::persist(Persistence::PersistenceStore & store)
{
struct ColourParser : public Persistence::SelectionV<ColourAlpha> {
using Persistence::SelectionV<ColourAlpha>::SelectionV;
using Persistence::SelectionV<ColourAlpha>::setValue;
void
setValue(std::string && str) override
{
if (auto mf = Persistence::ParseBase::getShared<const AssetFactory>("assetFactory")) {
v = mf->parseColour(str);
}
}
};
return STORE_HELPER(colour, ColourParser) && STORE_MEMBER(texture) && STORE_MEMBER(textureRotation);
}
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