[DEV] implement catmul-clak algorithm
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71aefe981c
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@ -10,6 +10,52 @@
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#include <ewol/renderer/resources/Mesh.h>
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#include <ewol/renderer/ResourceManager.h>
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typedef enum {
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VERTEX_OLD,
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VERTEX_CENTER_FACE,
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VERTEX_CERTER_EDGE
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} vertex_te;
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class VertexNode {
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private:
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vertex_te m_type;
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vec3 m_pos;
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etk::Vector<int32_t> m_link;
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public:
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VertexNode(vertex_te type, const vec3& pos) :
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m_type(type),
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m_pos(pos)
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{
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};
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void AddLink(int32_t id)
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{
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for(int32_t iii=0; iii<m_link.Size(); iii++) {
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if (m_link[iii] == id) {
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return;
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}
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}
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m_link.PushBack(id);
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};
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const vec3& GetPos(void)
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{
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return m_pos;
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};
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void SetPos(const vec3& pos)
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{
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m_pos = pos;
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};
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const vertex_te GetType(void)
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{
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return m_type;
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};
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etk::Vector<int32_t>& GetLink(void)
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{
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return m_link;
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};
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};
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// 3 "float" elements
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#define MESH_VBO_VERTICES (0)
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@ -250,6 +296,21 @@ int32_t CreateOrGetNewPointId(const vec3& point, etk::Vector<vec3>& list)
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return list.Size()-1;
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}
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int32_t CreateOrGetNewPointId2(vertex_te type, const vec3& point, etk::Vector<VertexNode*>& list)
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{
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for (int32_t iii=0; iii<list.Size(); iii++) {
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if (list[iii]->GetPos() == point) {
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return iii;
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}
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}
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VertexNode* tmpElement = new VertexNode(type, point);
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if (NULL==tmpElement) {
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EWOL_CRITICAL ("allocation error");
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}
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list.PushBack(tmpElement);
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return list.Size()-1;
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}
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int32_t CreateOrGetNewTexId(const vec2& point, etk::Vector<vec2>& list)
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{
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for (int32_t iii=0; iii<list.Size(); iii++) {
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@ -263,108 +324,317 @@ int32_t CreateOrGetNewTexId(const vec2& point, etk::Vector<vec2>& list)
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void ewol::Mesh::InternalSubdivide(bool smooth)
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{
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//Copy the mesh for modify this one and not his parrent (that one is needed for smoothing)
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etk::Vector<vec3> listVertex(m_listVertex);
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etk::Vector<vec2> listUV(m_listUV);
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etk::Vector<Face> listFaces; // no face here ...
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etk::Vector<int32_t> listElementHalfPoint(16);// preallocate at 16..
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etk::Vector<int32_t> listElementHalfUV(16);// preallocate at 16..
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for (int32_t iii=0; iii<m_listFaces.Size() ; iii++) {
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vec3 centerPoint;
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vec2 centerTex;
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if (3==m_listFaces[iii].m_nbElement) {
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// create the center point:
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centerPoint = ( m_listVertex[m_listFaces[iii].m_vertex[0]]
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+ m_listVertex[m_listFaces[iii].m_vertex[1]]
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+ m_listVertex[m_listFaces[iii].m_vertex[2]] ) / vec3(3,3,3);
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// create the center Texture coord:
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centerTex = ( listUV[m_listFaces[iii].m_uv[0]]
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+ listUV[m_listFaces[iii].m_uv[1]]
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+ listUV[m_listFaces[iii].m_uv[2]] ) / vec2(3,3);
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/*
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o o
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/ \ / \
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/ \ / \
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/ \ / \
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/ \ / \
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/ \ ==> o.. ..o
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/ \ / ''o'' \
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/ \ / | \
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/ \ / | \
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/ \ / | \
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o-------------------o o---------o---------o
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*/
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} else {
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// create the center point:
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centerPoint = ( m_listVertex[m_listFaces[iii].m_vertex[0]]
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+ m_listVertex[m_listFaces[iii].m_vertex[1]]
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+ m_listVertex[m_listFaces[iii].m_vertex[2]]
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+ m_listVertex[m_listFaces[iii].m_vertex[3]] ) / vec3(4,4,4);
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// create the center Texture coord:
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centerTex = ( listUV[m_listFaces[iii].m_uv[0]]
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+ listUV[m_listFaces[iii].m_uv[1]]
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+ listUV[m_listFaces[iii].m_uv[2]]
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+ listUV[m_listFaces[iii].m_uv[3]] ) / vec2(4,4);
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/*
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o---------------------o o----------o----------o
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| | ==> o----------o----------o
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o---------------------o o----------o----------o
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*/
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}
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if (false==smooth) {
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//Copy the mesh for modify this one and not his parrent (that one is needed for smoothing)
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etk::Vector<vec3> listVertex(m_listVertex);
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etk::Vector<vec2> listUV(m_listUV);
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etk::Vector<Face> listFaces; // no face here ...
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etk::Vector<int32_t> listElementHalfPoint(16);// preallocate at 16..
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etk::Vector<int32_t> listElementHalfUV(16);// preallocate at 16..
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int32_t newCenterVertexID = CreateOrGetNewPointId(centerPoint, listVertex);
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int32_t newCenterTexID = CreateOrGetNewTexId(centerTex, listUV);
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listElementHalfPoint.Clear();
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listElementHalfUV.Clear();
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// generate list f the forder elements
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for (int32_t jjj=0; jjj<m_listFaces[iii].m_nbElement ; jjj++) {
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// for the last element finding at the good position...
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int32_t cyclicID = (jjj+1) % m_listFaces[iii].m_nbElement;
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for (int32_t iii=0; iii<m_listFaces.Size() ; iii++) {
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vec3 centerPoint;
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vec2 centerTex;
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if (3==m_listFaces[iii].m_nbElement) {
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// create the center point:
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centerPoint = ( m_listVertex[m_listFaces[iii].m_vertex[0]]
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+ m_listVertex[m_listFaces[iii].m_vertex[1]]
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+ m_listVertex[m_listFaces[iii].m_vertex[2]] ) / vec3(3,3,3);
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// create the center Texture coord:
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centerTex = ( listUV[m_listFaces[iii].m_uv[0]]
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+ listUV[m_listFaces[iii].m_uv[1]]
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+ listUV[m_listFaces[iii].m_uv[2]] ) / vec2(3,3);
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/*
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o o
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/ \ / \
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/ \ / \
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/ \ / \
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/ \ / \
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/ \ ==> o.. ..o
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/ \ / ''o'' \
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/ \ / | \
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/ \ / | \
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/ \ / | \
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o-------------------o o---------o---------o
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*/
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} else {
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// create the center point:
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centerPoint = ( m_listVertex[m_listFaces[iii].m_vertex[0]]
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+ m_listVertex[m_listFaces[iii].m_vertex[1]]
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+ m_listVertex[m_listFaces[iii].m_vertex[2]]
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+ m_listVertex[m_listFaces[iii].m_vertex[3]] ) / vec3(4,4,4);
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// create the center Texture coord:
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centerTex = ( listUV[m_listFaces[iii].m_uv[0]]
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+ listUV[m_listFaces[iii].m_uv[1]]
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+ listUV[m_listFaces[iii].m_uv[2]]
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+ listUV[m_listFaces[iii].m_uv[3]] ) / vec2(4,4);
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/*
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o---------------------o o----------o----------o
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| | ==> o----------o----------o
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o---------------------o o----------o----------o
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*/
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}
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listElementHalfPoint.PushBack(m_listFaces[iii].m_vertex[jjj]);
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listElementHalfUV.PushBack(m_listFaces[iii].m_uv[jjj]);
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// calculate and add middle point :
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vec3 middlePoint = ( m_listVertex[m_listFaces[iii].m_vertex[jjj]]
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+ m_listVertex[m_listFaces[iii].m_vertex[cyclicID]] ) / 2.0f;
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int32_t newMiddleVertexID = CreateOrGetNewPointId(middlePoint, listVertex);
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listElementHalfPoint.PushBack(newMiddleVertexID);
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// create the center Texture coord:
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vec2 middleTex = ( listUV[m_listFaces[iii].m_uv[jjj]]
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+ listUV[m_listFaces[iii].m_uv[cyclicID]]) / 2.0f;
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int32_t newMiddleTexID = CreateOrGetNewTexId(middleTex, listUV);
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listElementHalfUV.PushBack(newMiddleTexID);
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int32_t newCenterVertexID = CreateOrGetNewPointId(centerPoint, listVertex);
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int32_t newCenterTexID = CreateOrGetNewTexId(centerTex, listUV);
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listElementHalfPoint.Clear();
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listElementHalfUV.Clear();
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// generate list f the forder elements
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for (int32_t jjj=0; jjj<m_listFaces[iii].m_nbElement ; jjj++) {
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// for the last element finding at the good position...
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int32_t cyclicID = (jjj+1) % m_listFaces[iii].m_nbElement;
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listElementHalfPoint.PushBack(m_listFaces[iii].m_vertex[jjj]);
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listElementHalfUV.PushBack(m_listFaces[iii].m_uv[jjj]);
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// calculate and add middle point :
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vec3 middlePoint = ( m_listVertex[m_listFaces[iii].m_vertex[jjj]]
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+ m_listVertex[m_listFaces[iii].m_vertex[cyclicID]] ) / 2.0f;
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int32_t newMiddleVertexID = CreateOrGetNewPointId(middlePoint, listVertex);
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listElementHalfPoint.PushBack(newMiddleVertexID);
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// create the center Texture coord:
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vec2 middleTex = ( listUV[m_listFaces[iii].m_uv[jjj]]
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+ listUV[m_listFaces[iii].m_uv[cyclicID]]) / 2.0f;
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int32_t newMiddleTexID = CreateOrGetNewTexId(middleTex, listUV);
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listElementHalfUV.PushBack(newMiddleTexID);
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}
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// generate faces:
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for (int32_t jjj=0; jjj<listElementHalfPoint.Size() ; jjj+=2) {
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int32_t cyclicID = (jjj-1 + listElementHalfPoint.Size()) % listElementHalfPoint.Size();
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listFaces.PushBack(Face(listElementHalfPoint[jjj], listElementHalfUV[jjj],
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listElementHalfPoint[jjj+1], listElementHalfUV[jjj+1],
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newCenterVertexID, newCenterTexID,
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listElementHalfPoint[cyclicID], listElementHalfUV[cyclicID]) );
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}
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}
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// generate faces:
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for (int32_t jjj=0; jjj<listElementHalfPoint.Size() ; jjj+=2) {
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int32_t cyclicID = (jjj-1 + listElementHalfPoint.Size()) % listElementHalfPoint.Size();
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listFaces.PushBack(Face(listElementHalfPoint[jjj], listElementHalfUV[jjj],
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listElementHalfPoint[jjj+1], listElementHalfUV[jjj+1],
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newCenterVertexID, newCenterTexID,
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listElementHalfPoint[cyclicID], listElementHalfUV[cyclicID]) );
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// copy all the element in the internal structure :
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m_listVertex = listVertex;
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m_listUV = listUV;
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m_listFaces = listFaces;
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} else {
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// smooth mode
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//Copy the mesh for modify this one and not his parrent (that one is needed for smoothing)
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etk::Vector<VertexNode*> listVertex;
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for(int32_t iii=0; iii<m_listVertex.Size(); iii++) {
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VertexNode* tmpElement = new VertexNode(VERTEX_OLD, m_listVertex[iii]);
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listVertex.PushBack(tmpElement);
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}
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}
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// TODO SMOOTH :
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if (true==smooth) {
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etk::Vector<vec2> listUV(m_listUV);
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etk::Vector<Face> listFaces; // no face here ...
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etk::Vector<int32_t> listElementHalfPoint(16);// preallocate at 16..
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etk::Vector<int32_t> listElementHalfUV(16);// preallocate at 16..
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for (int32_t iii=0; iii<m_listFaces.Size() ; iii++) {
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vec3 centerPoint;
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vec2 centerTex;
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if (3==m_listFaces[iii].m_nbElement) {
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// create the center point:
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centerPoint = ( m_listVertex[m_listFaces[iii].m_vertex[0]]
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+ m_listVertex[m_listFaces[iii].m_vertex[1]]
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+ m_listVertex[m_listFaces[iii].m_vertex[2]] ) / vec3(3,3,3);
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// create the center Texture coord:
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centerTex = ( listUV[m_listFaces[iii].m_uv[0]]
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+ listUV[m_listFaces[iii].m_uv[1]]
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+ listUV[m_listFaces[iii].m_uv[2]] ) / vec2(3,3);
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/*
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o o
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/ \ / \
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/ \ / \
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/ \ / \
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/ \ / \
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/ \ ==> o.. ..o
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/ \ / ''o'' \
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/ \ / | \
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/ \ / | \
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/ \ / | \
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o-------------------o o---------o---------o
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*/
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} else {
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// create the center point:
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centerPoint = ( m_listVertex[m_listFaces[iii].m_vertex[0]]
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+ m_listVertex[m_listFaces[iii].m_vertex[1]]
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+ m_listVertex[m_listFaces[iii].m_vertex[2]]
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+ m_listVertex[m_listFaces[iii].m_vertex[3]] ) / vec3(4,4,4);
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// create the center Texture coord:
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centerTex = ( listUV[m_listFaces[iii].m_uv[0]]
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+ listUV[m_listFaces[iii].m_uv[1]]
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+ listUV[m_listFaces[iii].m_uv[2]]
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+ listUV[m_listFaces[iii].m_uv[3]] ) / vec2(4,4);
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/*
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o---------------------o o----------o----------o
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| | ==> o----------o----------o
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o---------------------o o----------o----------o
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*/
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}
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int32_t newCenterVertexID = CreateOrGetNewPointId2(VERTEX_CENTER_FACE, centerPoint, listVertex);
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int32_t newCenterTexID = CreateOrGetNewTexId(centerTex, listUV);
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listElementHalfPoint.Clear();
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listElementHalfUV.Clear();
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// generate list f the forder elements
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for (int32_t jjj=0; jjj<m_listFaces[iii].m_nbElement ; jjj++) {
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// for the last element finding at the good position...
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int32_t cyclicID = (jjj+1) % m_listFaces[iii].m_nbElement;
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listElementHalfPoint.PushBack(m_listFaces[iii].m_vertex[jjj]);
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listElementHalfUV.PushBack(m_listFaces[iii].m_uv[jjj]);
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// calculate and add middle point :
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vec3 middlePoint = ( m_listVertex[m_listFaces[iii].m_vertex[jjj]]
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+ m_listVertex[m_listFaces[iii].m_vertex[cyclicID]] ) / 2.0f;
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int32_t newMiddleVertexID = CreateOrGetNewPointId2(VERTEX_CERTER_EDGE, middlePoint, listVertex);
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// add center : at the middle point
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listVertex[newMiddleVertexID]->AddLink(newCenterVertexID);
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// add center of edge end face at the old element point :
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listVertex[m_listFaces[iii].m_vertex[jjj]]->AddLink(newCenterVertexID);
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listVertex[m_listFaces[iii].m_vertex[jjj]]->AddLink(newMiddleVertexID);
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listVertex[m_listFaces[iii].m_vertex[cyclicID]]->AddLink(newCenterVertexID);
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listVertex[m_listFaces[iii].m_vertex[cyclicID]]->AddLink(newMiddleVertexID);
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// list of all middle point to recontitute the faces
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listElementHalfPoint.PushBack(newMiddleVertexID);
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// create the center Texture coord:
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vec2 middleTex = ( listUV[m_listFaces[iii].m_uv[jjj]]
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+ listUV[m_listFaces[iii].m_uv[cyclicID]]) / 2.0f;
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int32_t newMiddleTexID = CreateOrGetNewTexId(middleTex, listUV);
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listElementHalfUV.PushBack(newMiddleTexID);
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}
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// generate faces:
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//EWOL_DEBUG(" ==> Generatedd faces");
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for (int32_t jjj=0; jjj<listElementHalfPoint.Size() ; jjj+=2) {
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int32_t cyclicID = (jjj-1 + listElementHalfPoint.Size()) % listElementHalfPoint.Size();
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listFaces.PushBack(Face(listElementHalfPoint[jjj], listElementHalfUV[jjj],
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listElementHalfPoint[jjj+1], listElementHalfUV[jjj+1],
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newCenterVertexID, newCenterTexID,
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listElementHalfPoint[cyclicID], listElementHalfUV[cyclicID]) );
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}
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}
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EWOL_DEBUG(" ==> Update middle edge points position");
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// reposition the Middle point of the edge
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for(int32_t iii=0; iii<listVertex.Size(); iii++) {
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if(NULL == listVertex[iii]) {
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continue;
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}
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if (VERTEX_CERTER_EDGE == listVertex[iii]->GetType()) {
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// generate barycenter of all link point if > 1...
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etk::Vector<int32_t>& link = listVertex[iii]->GetLink();
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if (1<link.Size()) {
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int32_t nbDivide = 1;
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vec3 posBase = listVertex[iii]->GetPos();
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for(int32_t jjj=0; jjj<link.Size(); jjj++) {
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if (link[jjj] >= listVertex.Size()) {
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EWOL_ERROR("Id is out of bounds ... : " << iii << " link=" << link[jjj] << " / " << listVertex.Size());
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continue;
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}
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if(NULL == listVertex[link[jjj]]) {
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continue;
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}
|
||||
if (VERTEX_CENTER_FACE != listVertex[link[jjj]]->GetType()) {
|
||||
EWOL_ERROR("Center face error type ..." << (int32_t)listVertex[link[jjj]]->GetType());
|
||||
continue;
|
||||
}
|
||||
nbDivide++;
|
||||
posBase += listVertex[link[jjj]]->GetPos();
|
||||
}
|
||||
posBase /= nbDivide;
|
||||
// update the position :
|
||||
listVertex[iii]->SetPos(posBase);
|
||||
}
|
||||
}
|
||||
}
|
||||
EWOL_DEBUG(" ==> Update old points position");
|
||||
/*
|
||||
Formule de calcule :
|
||||
- calculate F the barycenter of k Face center nearest
|
||||
- Calculate R the barycenter of k Edge point nearest
|
||||
- Move P with equation : F + 2R + (k-3)P
|
||||
-----------------
|
||||
k
|
||||
*/
|
||||
// reposition the old pont of the system
|
||||
for(int32_t iii=0; iii<listVertex.Size(); iii++) {
|
||||
if( NULL != listVertex[iii]
|
||||
&& VERTEX_OLD == listVertex[iii]->GetType()) {
|
||||
vec3 val_P = listVertex[iii]->GetPos();
|
||||
vec3 val_F(0,0,0);
|
||||
vec3 val_R(0,0,0);
|
||||
int32_t countFace = 0;
|
||||
int32_t countEdge = 0;
|
||||
// generate barycenter of all link point if > 1...
|
||||
etk::Vector<int32_t>& link = listVertex[iii]->GetLink();
|
||||
for(int32_t jjj=0; jjj<link.Size(); jjj++) {
|
||||
if (link[jjj] >= listVertex.Size()) {
|
||||
EWOL_ERROR("Id is out of bounds ... : " << iii << " link=" << link[jjj] << " / " << listVertex.Size());
|
||||
continue;
|
||||
}
|
||||
if(NULL == listVertex[link[jjj]]) {
|
||||
continue;
|
||||
}
|
||||
if (VERTEX_OLD == listVertex[link[jjj]]->GetType()) {
|
||||
EWOL_ERROR("Center face error type ... old???");
|
||||
continue;
|
||||
}
|
||||
if (VERTEX_CENTER_FACE == listVertex[link[jjj]]->GetType()) {
|
||||
countFace++;
|
||||
val_F += listVertex[link[jjj]]->GetPos();
|
||||
} else {
|
||||
countEdge++;
|
||||
val_R += listVertex[link[jjj]]->GetPos();
|
||||
}
|
||||
}
|
||||
val_F /= countFace;
|
||||
val_R /= countEdge;
|
||||
if (countFace != countEdge) {
|
||||
EWOL_WARNING("Case not coded, result not predictible ...");
|
||||
} else {
|
||||
vec3 newPos = (val_F + 2*val_R + (countFace-3)*val_P)/countFace;
|
||||
if (newPos != val_P) {
|
||||
EWOL_DEBUG("update position : " << newPos << " <== " << val_P << " count=" << countFace);
|
||||
}
|
||||
// update the position :
|
||||
listVertex[iii]->SetPos(newPos);
|
||||
}
|
||||
}
|
||||
}
|
||||
EWOL_DEBUG(" ==> Back to the normal list of element:");
|
||||
// copy all the element in the internal structure :
|
||||
m_listUV = listUV;
|
||||
m_listFaces = listFaces;
|
||||
m_listVertex.Clear();
|
||||
for(int32_t iii=0; iii<listVertex.Size(); iii++) {
|
||||
if (NULL != listVertex[iii]) {
|
||||
m_listVertex.PushBack(listVertex[iii]->GetPos());
|
||||
delete(listVertex[iii]);
|
||||
listVertex[iii] = NULL;
|
||||
}
|
||||
}
|
||||
listVertex.Clear();
|
||||
}
|
||||
// copy all the element in the internal structure :
|
||||
m_listVertex = listVertex;
|
||||
m_listUV = listUV;
|
||||
m_listFaces = listFaces;
|
||||
}
|
||||
|
@ -16,9 +16,6 @@
|
||||
#include <ewol/renderer/resources/Program.h>
|
||||
#include <ewol/renderer/resources/VirtualBufferObject.h>
|
||||
|
||||
// note using modify Half-Edge system to store data (modify is for storing UV mapping too
|
||||
// help on : http://www.flipcode.com/archives/The_Half-Edge_Data_Structure.shtml
|
||||
|
||||
namespace ewol
|
||||
{
|
||||
class Face
|
||||
|
Loading…
x
Reference in New Issue
Block a user