Rename Vertex to ShaderVertex

Fix crash on hiding nodes after removing node
master
Jeremy Hu 2019-07-04 19:06:50 +09:30
parent ad244c4659
commit 820aa90406
10 changed files with 132 additions and 61 deletions

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@ -367,6 +367,11 @@ HEADERS += src/preferences.h
SOURCES += src/bonenameconverter.cpp SOURCES += src/bonenameconverter.cpp
HEADERS += src/bonenameconverter.h HEADERS += src/bonenameconverter.h
SOURCES += src/toolmesh.cpp
HEADERS += src/toolmesh.h
HEADERS += src/shadervertex.h
SOURCES += src/main.cpp SOURCES += src/main.cpp
HEADERS += src/version.h HEADERS += src/version.h

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@ -843,6 +843,7 @@ void Document::splitPartByNode(std::vector<std::vector<QUuid>> *groups, QUuid no
{ {
const SkeletonNode *node = findNode(nodeId); const SkeletonNode *node = findNode(nodeId);
std::set<QUuid> visitMap; std::set<QUuid> visitMap;
visitMap.insert(nodeId);
for (auto edgeIt = node->edgeIds.begin(); edgeIt != node->edgeIds.end(); edgeIt++) { for (auto edgeIt = node->edgeIds.begin(); edgeIt != node->edgeIds.end(); edgeIt++) {
std::vector<QUuid> group; std::vector<QUuid> group;
const SkeletonEdge *edge = findEdge(*edgeIt); const SkeletonEdge *edge = findEdge(*edgeIt);

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@ -19,14 +19,14 @@ MeshLoader::MeshLoader(const MeshLoader &mesh) :
{ {
if (nullptr != mesh.m_triangleVertices && if (nullptr != mesh.m_triangleVertices &&
mesh.m_triangleVertexCount > 0) { mesh.m_triangleVertexCount > 0) {
this->m_triangleVertices = new Vertex[mesh.m_triangleVertexCount]; this->m_triangleVertices = new ShaderVertex[mesh.m_triangleVertexCount];
this->m_triangleVertexCount = mesh.m_triangleVertexCount; this->m_triangleVertexCount = mesh.m_triangleVertexCount;
for (int i = 0; i < mesh.m_triangleVertexCount; i++) for (int i = 0; i < mesh.m_triangleVertexCount; i++)
this->m_triangleVertices[i] = mesh.m_triangleVertices[i]; this->m_triangleVertices[i] = mesh.m_triangleVertices[i];
} }
if (nullptr != mesh.m_edgeVertices && if (nullptr != mesh.m_edgeVertices &&
mesh.m_edgeVertexCount > 0) { mesh.m_edgeVertexCount > 0) {
this->m_edgeVertices = new Vertex[mesh.m_edgeVertexCount]; this->m_edgeVertices = new ShaderVertex[mesh.m_edgeVertexCount];
this->m_edgeVertexCount = mesh.m_edgeVertexCount; this->m_edgeVertexCount = mesh.m_edgeVertexCount;
for (int i = 0; i < mesh.m_edgeVertexCount; i++) for (int i = 0; i < mesh.m_edgeVertexCount; i++)
this->m_edgeVertices[i] = mesh.m_edgeVertices[i]; this->m_edgeVertices[i] = mesh.m_edgeVertices[i];
@ -49,7 +49,7 @@ MeshLoader::MeshLoader(const MeshLoader &mesh) :
this->m_triangulatedFaces = mesh.m_triangulatedFaces; this->m_triangulatedFaces = mesh.m_triangulatedFaces;
} }
MeshLoader::MeshLoader(Vertex *triangleVertices, int vertexNum) : MeshLoader::MeshLoader(ShaderVertex *triangleVertices, int vertexNum) :
m_triangleVertices(triangleVertices), m_triangleVertices(triangleVertices),
m_triangleVertexCount(vertexNum), m_triangleVertexCount(vertexNum),
m_edgeVertices(nullptr), m_edgeVertices(nullptr),
@ -63,14 +63,14 @@ MeshLoader::MeshLoader(const std::vector<QVector3D> &vertices, const std::vector
const QColor &color) const QColor &color)
{ {
m_triangleVertexCount = triangles.size() * 3; m_triangleVertexCount = triangles.size() * 3;
m_triangleVertices = new Vertex[m_triangleVertexCount]; m_triangleVertices = new ShaderVertex[m_triangleVertexCount];
int destIndex = 0; int destIndex = 0;
for (size_t i = 0; i < triangles.size(); ++i) { for (size_t i = 0; i < triangles.size(); ++i) {
for (auto j = 0; j < 3; j++) { for (auto j = 0; j < 3; j++) {
int vertexIndex = triangles[i][j]; int vertexIndex = triangles[i][j];
const QVector3D *srcVert = &vertices[vertexIndex]; const QVector3D *srcVert = &vertices[vertexIndex];
const QVector3D *srcNormal = &(triangleVertexNormals)[i][j]; const QVector3D *srcNormal = &(triangleVertexNormals)[i][j];
Vertex *dest = &m_triangleVertices[destIndex]; ShaderVertex *dest = &m_triangleVertices[destIndex];
dest->colorR = color.redF(); dest->colorR = color.redF();
dest->colorG = color.greenF(); dest->colorG = color.greenF();
dest->colorB = color.blueF(); dest->colorB = color.blueF();
@ -103,7 +103,7 @@ MeshLoader::MeshLoader(Outcome &outcome) :
m_faces = outcome.triangleAndQuads; m_faces = outcome.triangleAndQuads;
m_triangleVertexCount = outcome.triangles.size() * 3; m_triangleVertexCount = outcome.triangles.size() * 3;
m_triangleVertices = new Vertex[m_triangleVertexCount]; m_triangleVertices = new ShaderVertex[m_triangleVertexCount];
int destIndex = 0; int destIndex = 0;
const auto triangleVertexNormals = outcome.triangleVertexNormals(); const auto triangleVertexNormals = outcome.triangleVertexNormals();
const auto triangleVertexUvs = outcome.triangleVertexUvs(); const auto triangleVertexUvs = outcome.triangleVertexUvs();
@ -125,7 +125,7 @@ MeshLoader::MeshLoader(Outcome &outcome) :
const QVector3D *srcTangent = &defaultTangent; const QVector3D *srcTangent = &defaultTangent;
if (triangleTangents) if (triangleTangents)
srcTangent = &(*triangleTangents)[i]; srcTangent = &(*triangleTangents)[i];
Vertex *dest = &m_triangleVertices[destIndex]; ShaderVertex *dest = &m_triangleVertices[destIndex];
dest->colorR = triangleColor->redF(); dest->colorR = triangleColor->redF();
dest->colorG = triangleColor->greenF(); dest->colorG = triangleColor->greenF();
dest->colorB = triangleColor->blueF(); dest->colorB = triangleColor->blueF();
@ -152,7 +152,7 @@ MeshLoader::MeshLoader(Outcome &outcome) :
edgeCount += face.size(); edgeCount += face.size();
} }
m_edgeVertexCount = edgeCount * 2; m_edgeVertexCount = edgeCount * 2;
m_edgeVertices = new Vertex[m_edgeVertexCount]; m_edgeVertices = new ShaderVertex[m_edgeVertexCount];
size_t edgeVertexIndex = 0; size_t edgeVertexIndex = 0;
for (size_t faceIndex = 0; faceIndex < outcome.triangleAndQuads.size(); ++faceIndex) { for (size_t faceIndex = 0; faceIndex < outcome.triangleAndQuads.size(); ++faceIndex) {
const auto &face = outcome.triangleAndQuads[faceIndex]; const auto &face = outcome.triangleAndQuads[faceIndex];
@ -160,8 +160,8 @@ MeshLoader::MeshLoader(Outcome &outcome) :
for (size_t x = 0; x < 2; ++x) { for (size_t x = 0; x < 2; ++x) {
size_t sourceIndex = face[(i + x) % face.size()]; size_t sourceIndex = face[(i + x) % face.size()];
const QVector3D *srcVert = &outcome.vertices[sourceIndex]; const QVector3D *srcVert = &outcome.vertices[sourceIndex];
Vertex *dest = &m_edgeVertices[edgeVertexIndex]; ShaderVertex *dest = &m_edgeVertices[edgeVertexIndex];
memset(dest, 0, sizeof(Vertex)); memset(dest, 0, sizeof(ShaderVertex));
dest->colorR = 0.0; dest->colorR = 0.0;
dest->colorG = 0.0; dest->colorG = 0.0;
dest->colorB = 0.0; dest->colorB = 0.0;
@ -191,6 +191,8 @@ MeshLoader::~MeshLoader()
m_triangleVertexCount = 0; m_triangleVertexCount = 0;
delete[] m_edgeVertices; delete[] m_edgeVertices;
m_edgeVertexCount = 0; m_edgeVertexCount = 0;
delete[] m_toolVertices;
m_toolVertexCount = 0;
delete m_textureImage; delete m_textureImage;
delete m_normalMapImage; delete m_normalMapImage;
delete m_metalnessRoughnessAmbientOcclusionImage; delete m_metalnessRoughnessAmbientOcclusionImage;
@ -216,7 +218,7 @@ const std::vector<TriangulatedFace> &MeshLoader::triangulatedFaces()
return m_triangulatedFaces; return m_triangulatedFaces;
} }
Vertex *MeshLoader::triangleVertices() ShaderVertex *MeshLoader::triangleVertices()
{ {
return m_triangleVertices; return m_triangleVertices;
} }
@ -226,7 +228,7 @@ int MeshLoader::triangleVertexCount()
return m_triangleVertexCount; return m_triangleVertexCount;
} }
Vertex *MeshLoader::edgeVertices() ShaderVertex *MeshLoader::edgeVertices()
{ {
return m_edgeVertices; return m_edgeVertices;
} }
@ -236,6 +238,16 @@ int MeshLoader::edgeVertexCount()
return m_edgeVertexCount; return m_edgeVertexCount;
} }
ShaderVertex *MeshLoader::toolVertices()
{
return m_toolVertices;
}
int MeshLoader::toolVertexCount()
{
return m_toolVertexCount;
}
void MeshLoader::setTextureImage(QImage *textureImage) void MeshLoader::setTextureImage(QImage *textureImage)
{ {
m_textureImage = textureImage; m_textureImage = textureImage;

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@ -1,36 +1,13 @@
#ifndef DUST3D_MESH_LOADER_H #ifndef DUST3D_MESH_LOADER_H
#define DUST3D_MESH_LOADER_H #define DUST3D_MESH_LOADER_H
#include <QObject> #include <QObject>
#include <QOpenGLFunctions>
#include <vector> #include <vector>
#include <QVector3D> #include <QVector3D>
#include <QColor> #include <QColor>
#include <QImage> #include <QImage>
#include <QTextStream> #include <QTextStream>
#include "outcome.h" #include "outcome.h"
#include "shadervertex.h"
#pragma pack(push)
#pragma pack(1)
typedef struct
{
GLfloat posX;
GLfloat posY;
GLfloat posZ;
GLfloat normX;
GLfloat normY;
GLfloat normZ;
GLfloat colorR;
GLfloat colorG;
GLfloat colorB;
GLfloat texU;
GLfloat texV;
GLfloat metalness;
GLfloat roughness;
GLfloat tangentX;
GLfloat tangentY;
GLfloat tangentZ;
} Vertex;
#pragma pack(pop)
struct TriangulatedFace struct TriangulatedFace
{ {
@ -45,14 +22,16 @@ public:
const std::vector<std::vector<QVector3D>> &triangleVertexNormals, const std::vector<std::vector<QVector3D>> &triangleVertexNormals,
const QColor &color=Qt::white); const QColor &color=Qt::white);
MeshLoader(Outcome &outcome); MeshLoader(Outcome &outcome);
MeshLoader(Vertex *triangleVertices, int vertexNum); MeshLoader(ShaderVertex *triangleVertices, int vertexNum);
MeshLoader(const MeshLoader &mesh); MeshLoader(const MeshLoader &mesh);
MeshLoader(); MeshLoader();
~MeshLoader(); ~MeshLoader();
Vertex *triangleVertices(); ShaderVertex *triangleVertices();
int triangleVertexCount(); int triangleVertexCount();
Vertex *edgeVertices(); ShaderVertex *edgeVertices();
int edgeVertexCount(); int edgeVertexCount();
ShaderVertex *toolVertices();
int toolVertexCount();
const std::vector<QVector3D> &vertices(); const std::vector<QVector3D> &vertices();
const std::vector<std::vector<size_t>> &faces(); const std::vector<std::vector<size_t>> &faces();
const std::vector<QVector3D> &triangulatedVertices(); const std::vector<QVector3D> &triangulatedVertices();
@ -74,10 +53,12 @@ public:
void exportAsObj(const QString &filename); void exportAsObj(const QString &filename);
void exportAsObj(QTextStream *textStream); void exportAsObj(QTextStream *textStream);
private: private:
Vertex *m_triangleVertices = nullptr; ShaderVertex *m_triangleVertices = nullptr;
int m_triangleVertexCount = 0; int m_triangleVertexCount = 0;
Vertex *m_edgeVertices = nullptr; ShaderVertex *m_edgeVertices = nullptr;
int m_edgeVertexCount = 0; int m_edgeVertexCount = 0;
ShaderVertex *m_toolVertices = nullptr;
int m_toolVertexCount = 0;
std::vector<QVector3D> m_vertices; std::vector<QVector3D> m_vertices;
std::vector<std::vector<size_t>> m_faces; std::vector<std::vector<size_t>> m_faces;
std::vector<QVector3D> m_triangulatedVertices; std::vector<QVector3D> m_triangulatedVertices;

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@ -98,7 +98,7 @@ void ModelMeshBinder::paint(ModelShaderProgram *program)
m_vboTriangle.destroy(); m_vboTriangle.destroy();
m_vboTriangle.create(); m_vboTriangle.create();
m_vboTriangle.bind(); m_vboTriangle.bind();
m_vboTriangle.allocate(m_mesh->triangleVertices(), m_mesh->triangleVertexCount() * sizeof(Vertex)); m_vboTriangle.allocate(m_mesh->triangleVertices(), m_mesh->triangleVertexCount() * sizeof(ShaderVertex));
m_renderTriangleVertexCount = m_mesh->triangleVertexCount(); m_renderTriangleVertexCount = m_mesh->triangleVertexCount();
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
f->glEnableVertexAttribArray(0); f->glEnableVertexAttribArray(0);
@ -108,13 +108,13 @@ void ModelMeshBinder::paint(ModelShaderProgram *program)
f->glEnableVertexAttribArray(4); f->glEnableVertexAttribArray(4);
f->glEnableVertexAttribArray(5); f->glEnableVertexAttribArray(5);
f->glEnableVertexAttribArray(6); f->glEnableVertexAttribArray(6);
f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0); f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), 0);
f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void *>(3 * sizeof(GLfloat))); f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), reinterpret_cast<void *>(3 * sizeof(GLfloat)));
f->glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void *>(6 * sizeof(GLfloat))); f->glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), reinterpret_cast<void *>(6 * sizeof(GLfloat)));
f->glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void *>(9 * sizeof(GLfloat))); f->glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), reinterpret_cast<void *>(9 * sizeof(GLfloat)));
f->glVertexAttribPointer(4, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void *>(11 * sizeof(GLfloat))); f->glVertexAttribPointer(4, 1, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), reinterpret_cast<void *>(11 * sizeof(GLfloat)));
f->glVertexAttribPointer(5, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void *>(12 * sizeof(GLfloat))); f->glVertexAttribPointer(5, 1, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), reinterpret_cast<void *>(12 * sizeof(GLfloat)));
f->glVertexAttribPointer(6, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void *>(13 * sizeof(GLfloat))); f->glVertexAttribPointer(6, 3, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), reinterpret_cast<void *>(13 * sizeof(GLfloat)));
m_vboTriangle.release(); m_vboTriangle.release();
} }
{ {
@ -123,7 +123,7 @@ void ModelMeshBinder::paint(ModelShaderProgram *program)
m_vboEdge.destroy(); m_vboEdge.destroy();
m_vboEdge.create(); m_vboEdge.create();
m_vboEdge.bind(); m_vboEdge.bind();
m_vboEdge.allocate(m_mesh->edgeVertices(), m_mesh->edgeVertexCount() * sizeof(Vertex)); m_vboEdge.allocate(m_mesh->edgeVertices(), m_mesh->edgeVertexCount() * sizeof(ShaderVertex));
m_renderEdgeVertexCount = m_mesh->edgeVertexCount(); m_renderEdgeVertexCount = m_mesh->edgeVertexCount();
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
f->glEnableVertexAttribArray(0); f->glEnableVertexAttribArray(0);
@ -133,13 +133,13 @@ void ModelMeshBinder::paint(ModelShaderProgram *program)
f->glEnableVertexAttribArray(4); f->glEnableVertexAttribArray(4);
f->glEnableVertexAttribArray(5); f->glEnableVertexAttribArray(5);
f->glEnableVertexAttribArray(6); f->glEnableVertexAttribArray(6);
f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0); f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), 0);
f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void *>(3 * sizeof(GLfloat))); f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), reinterpret_cast<void *>(3 * sizeof(GLfloat)));
f->glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void *>(6 * sizeof(GLfloat))); f->glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), reinterpret_cast<void *>(6 * sizeof(GLfloat)));
f->glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void *>(9 * sizeof(GLfloat))); f->glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), reinterpret_cast<void *>(9 * sizeof(GLfloat)));
f->glVertexAttribPointer(4, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void *>(11 * sizeof(GLfloat))); f->glVertexAttribPointer(4, 1, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), reinterpret_cast<void *>(11 * sizeof(GLfloat)));
f->glVertexAttribPointer(5, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void *>(12 * sizeof(GLfloat))); f->glVertexAttribPointer(5, 1, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), reinterpret_cast<void *>(12 * sizeof(GLfloat)));
f->glVertexAttribPointer(6, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void *>(13 * sizeof(GLfloat))); f->glVertexAttribPointer(6, 3, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), reinterpret_cast<void *>(13 * sizeof(GLfloat)));
m_vboEdge.release(); m_vboEdge.release();
} }
} else { } else {

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@ -200,7 +200,7 @@ void RigGenerator::generate()
// Create mesh for demo // Create mesh for demo
Vertex *triangleVertices = new Vertex[m_outcome->triangles.size() * 3]; ShaderVertex *triangleVertices = new ShaderVertex[m_outcome->triangles.size() * 3];
int triangleVerticesNum = 0; int triangleVerticesNum = 0;
const QVector3D defaultUv = QVector3D(0, 0, 0); const QVector3D defaultUv = QVector3D(0, 0, 0);
const QVector3D defaultTangents = QVector3D(0, 0, 0); const QVector3D defaultTangents = QVector3D(0, 0, 0);
@ -210,7 +210,7 @@ void RigGenerator::generate()
if (nullptr != triangleTangents) if (nullptr != triangleTangents)
sourceTangent = &(*triangleTangents)[triangleIndex]; sourceTangent = &(*triangleTangents)[triangleIndex];
for (int i = 0; i < 3; i++) { for (int i = 0; i < 3; i++) {
Vertex &currentVertex = triangleVertices[triangleVerticesNum++]; ShaderVertex &currentVertex = triangleVertices[triangleVerticesNum++];
const auto &sourcePosition = inputVerticesPositions[sourceTriangle[i]]; const auto &sourcePosition = inputVerticesPositions[sourceTriangle[i]];
const auto &sourceColor = inputVerticesColors[sourceTriangle[i]]; const auto &sourceColor = inputVerticesColors[sourceTriangle[i]];
const auto *sourceNormal = &defaultUv; const auto *sourceNormal = &defaultUv;

28
src/shadervertex.h Normal file
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@ -0,0 +1,28 @@
#ifndef DUST3D_SHADER_VERTEX_H
#define DUST3D_SHADER_VERTEX_H
#include <QOpenGLFunctions>
#pragma pack(push)
#pragma pack(1)
typedef struct
{
GLfloat posX;
GLfloat posY;
GLfloat posZ;
GLfloat normX;
GLfloat normY;
GLfloat normZ;
GLfloat colorR;
GLfloat colorG;
GLfloat colorB;
GLfloat texU;
GLfloat texV;
GLfloat metalness;
GLfloat roughness;
GLfloat tangentX;
GLfloat tangentY;
GLfloat tangentZ;
} ShaderVertex;
#pragma pack(pop)
#endif

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@ -59,11 +59,11 @@ MeshLoader *SkinnedMeshCreator::createMeshFromTransform(const std::vector<QMatri
} }
} }
Vertex *triangleVertices = new Vertex[m_outcome.triangles.size() * 3]; ShaderVertex *triangleVertices = new ShaderVertex[m_outcome.triangles.size() * 3];
int triangleVerticesNum = 0; int triangleVerticesNum = 0;
for (size_t triangleIndex = 0; triangleIndex < m_outcome.triangles.size(); triangleIndex++) { for (size_t triangleIndex = 0; triangleIndex < m_outcome.triangles.size(); triangleIndex++) {
for (int i = 0; i < 3; i++) { for (int i = 0; i < 3; i++) {
Vertex &currentVertex = triangleVertices[triangleVerticesNum++]; ShaderVertex &currentVertex = triangleVertices[triangleVerticesNum++];
const auto &sourcePosition = transformedPositions[triangleIndex][i]; const auto &sourcePosition = transformedPositions[triangleIndex][i];
const auto &sourceColor = m_triangleColors[triangleIndex]; const auto &sourceColor = m_triangleColors[triangleIndex];
const auto &sourceNormal = transformedPoseNormals[triangleIndex][i]; const auto &sourceNormal = transformedPoseNormals[triangleIndex][i];

17
src/toolmesh.cpp Normal file
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@ -0,0 +1,17 @@
#include "toolmesh.h"
void ToolMesh::addNode(const QVector3D &position, float radius, const QMatrix4x4 &transform)
{
m_nodes.push_back({position, radius, transform});
}
void ToolMesh::generate()
{
// TODO:
}
ShaderVertex *ToolMesh::takeShaderVertices(int *shaderVertexCount)
{
// TODO:
return nullptr;
}

27
src/toolmesh.h Normal file
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@ -0,0 +1,27 @@
#ifndef DUST3D_TOOL_MESH_H
#define DUST3D_TOOL_MESH_H
#include <QVector3D>
#include <QMatrix4x4>
#include <vector>
#include "shadervertex.h"
class ToolMesh
{
public:
void addNode(const QVector3D &position, float radius, const QMatrix4x4 &transform);
void generate();
ShaderVertex *takeShaderVertices(int *shaderVertexCount);
private:
struct Node
{
QVector3D position;
float radius;
QMatrix4x4 transform;
};
std::vector<Node> m_nodes;
ShaderVertex *m_shaderVertices = nullptr;
};
#endif