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mesh.cpp
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#include "mesh.h"
#include <QJsonObject>
#include <QJsonArray>
Mesh::Mesh()
{
}
void Mesh::addVertex(float x, float y, float z)
{
_vertices.append(Point3(x, y, z));
}
void Mesh::addUV(float u, float v)
{
_uvs.append(Point3(u, v, 0));
}
void Mesh::addTriangle(int i, int j, int k)
{
_triangleIndices.append(i);
_triangleIndices.append(j);
_triangleIndices.append(k);
}
int Mesh::numTriangles()
{
return _triangleIndices.size() / 3;
}
QJsonObject Mesh::serialize()
{
QJsonObject self;
self.insert("name", _meshName);
self.insert("texture_size", _textureSize);
self.insert("texture_path", _texturePath);
if (_geometryPath.isEmpty()) { // store raw geometry
self.insert("vertices", serializeVertices());
self.insert("uvs", serializeUvs());
self.insert("triangle_indices", serializeTriangleIndices());
} else {
self.insert("geometry_path", _geometryPath);
}
return self;
}
QJsonArray vec2ToJson(Point2 p) {
QJsonArray a;
a.append(p.x());
a.append(p.y());
return a;
}
QJsonArray vec3ToJson(Point3 p) {
QJsonArray a;
a.append(p.x());
a.append(p.y());
a.append(p.z());
return a;
}
QJsonArray Mesh::serializeVertices()
{
QJsonArray vertices;
foreach (Point3 p, _vertices) {
vertices.append(vec3ToJson(p));
}
return vertices;
}
QJsonArray Mesh::serializeUvs()
{
QJsonArray uvs;
foreach (Point3 uv, _uvs) {
uvs.append(vec3ToJson(uv));
}
return uvs;
}
QJsonArray Mesh::serializeTriangleIndices()
{
QJsonArray indices;
foreach (int index, _triangleIndices) {
indices.append(index);
}
return indices;
}