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#include "style.h"
#include "assetFactory.h"
void
Style::applyStyle(ModelFactoryMesh & mesh, const StyleStack & parents, const Shape::CreatedFaces & faces) const
{
for (const auto & face : faces) {
applyStyle(mesh, face.second, getColour(parents));
}
}
void
Style::applyStyle(ModelFactoryMesh & mesh, const StyleStack & parents, const ModelFactoryMesh::FaceHandle & face) const
{
applyStyle(mesh, face, getColour(parents));
}
void
Style::applyStyle(
ModelFactoryMesh & mesh, const ModelFactoryMesh::FaceHandle & face, EffectiveColour effectiveColour) const
{
if (smooth.has_value()) {
mesh.property(mesh.smoothFaceProperty, face) = smooth.value();
}
if (texture.empty()) {
if (effectiveColour.has_value()) {
mesh.set_color(face, effectiveColour->get());
}
}
else {
mesh.set_color(face, {});
if (auto mf = Persistence::ParseBase::getShared<const AssetFactory>("assetFactory")) {
const auto material = mf->getMaterialIndex(texture);
mesh.property(mesh.materialFaceProperty, face) = material;
static constexpr std::array<ModelFactoryTraits::TexCoord2D, 4> coords {{
{0.F, 0.F},
{1.F, 0.F},
{1.F, 1.F},
{0.F, 1.F},
}};
auto coord = coords.begin();
// Wild assumption that face is a quad and the texture should apply linearly
for (const auto & heh : mesh.fh_range(face)) {
mesh.set_texcoord2D(heh, *coord++);
}
}
}
}
Style::EffectiveColour
Style::getColour(const StyleStack & parents)
{
return getProperty(parents, &Style::colour, [](auto && style) {
return style->colour.a > 0;
});
}
bool
Style::persist(Persistence::PersistenceStore & store)
{
struct ColourParser : public Persistence::SelectionV<RGBA> {
using Persistence::SelectionV<RGBA>::SelectionV;
using Persistence::SelectionV<RGBA>::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(smooth) && STORE_MEMBER(texture)
&& STORE_MEMBER(textureRotation);
}
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