13 this->stateTextureMesh()->setDataPtr(std::make_shared<TextureMesh>());
26 this->stateTextureMesh()->
connect(render->inTextureMesh());
29 this->stateTextureMesh()->promoteOuput();
47 auto fullname = this->varFileName()->getValue();
48 auto root = fullname.path().parent_path();
50 auto texMesh = this->stateTextureMesh()->getDataPtr();
60 auto& shape = this->stateTextureMesh()->getDataPtr()->shapes();
62 for (
size_t i = 0; i < shape.size(); i++)
72 auto& shape = this->stateTextureMesh()->getDataPtr()->shapes();
73 auto vertices = this->stateTextureMesh()->getDataPtr()->vertices();
77 if (varUseInstanceTransform()->getValue())
79 for (
size_t i = 0; i < shape.size(); i++)
82 shape[i]->boundingTransform.translation() =
quat.rotate(
initialShapeCenter[i]) * this->varScale()->getValue() + this->varLocation()->getValue();
83 shape[i]->boundingTransform.rotation() =
quat.toMatrix3x3();
84 shape[i]->boundingTransform.scale() = this->varScale()->getValue();
89 for (
size_t i = 0; i < shape.size(); i++)
91 shape[i]->boundingTransform.translation() =
Vec3f(0);
DArray< Vec3f > mInitialNormal
~TextureMeshLoader() override
DArray< Vec3f > mInitialVertex
void resetStates() override
CArray< Vec3f > initialShapeCenter
DArray< Vec2f > mInitialTexCoord