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#include "use.h"
#include "assetFactory.h"
#include <glm/ext/matrix_transform.hpp>
#include <glm/matrix.hpp>
#include <maths.h>
#include <set>
#include <stream_support.hpp>
Shape::CreatedFaces
Use::createMesh(ModelFactoryMesh & mesh, float levelOfDetailFactor) const
{
auto apply = [&mesh](const auto & faces, const Mutation::Matrix & m) {
std::set<ModelFactoryMesh::VertexHandle> vs;
for (const auto & f : faces) {
const auto fvr = mesh.fv_range(f.second);
for (const auto & v : fvr) {
if (!vs.contains(v)) {
glm::vec3 p = mesh.point(v);
p = p % m;
mesh.set_point(v, ModelFactoryMesh::Point(p.x, p.y, p.z));
vs.insert(v);
}
}
}
};
auto faces = type->createMesh(mesh, levelOfDetailFactor * relativeLevelOfDetail());
applyStyle(mesh, {this}, faces);
apply(faces, getDeformationMatrix());
for (const auto & [name, faceController] : faceControllers) {
faceController->apply(mesh, {this}, name, faces);
}
apply(faces, getLocationMatrix());
return faces;
}
struct Lookup : public Persistence::SelectionV<Shape::CPtr> {
using Persistence::SelectionV<Shape::CPtr>::SelectionV;
using Persistence::SelectionV<Shape::CPtr>::setValue;
void
setValue(std::string && str) override
{
if (auto mf = Persistence::ParseBase::getShared<const AssetFactory>("assetFactory")) {
v = mf->shapes.at(str);
}
}
};
bool
Use::persist(Persistence::PersistenceStore & store)
{
return STORE_TYPE && STORE_HELPER(type, Lookup) && Mutation::persist(store) && Style::persist(store)
&& STORE_NAME_HELPER("face", faceControllers, Persistence::MapByMember<FaceControllers>);
}
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