19 FacesEntity::FacesEntity()
46 this->faces.resize(
faces.size());
48 for (
auto& face:
faces) {
49 this->faces[i++] = face;
58 for (
auto& face:
faces) {
59 const auto& textureCoordinateIndices = face.getTextureCoordinateIndices();
60 if (textureCoordinateIndices[0] != -1 && textureCoordinateIndices[1] != -1 && textureCoordinateIndices[2] != -1)
textureCoordinatesAvailable =
true;
61 const auto& tangentIndices = face.getTangentIndices();
62 const auto& biTangentIndices = face.getBitangentIndices();
63 if (tangentIndices[0] != -1 && tangentIndices[1] != -1 && tangentIndices[2] != -1 &&
72 this->lod1Indices[i++] = lod1Index;
80 this->lod2Indices[i++] = lod2Index;
88 this->lod3Indices[i++] = lod3Index;
Represents a model face, consisting of vertex, normal, tangent and bitangent vectors,...
Node faces entity A node can have multiple entities containing faces and a applied material.
FacesEntity()
Public constructor.
void determineFeatures()
Determine features.
vector< int32_t > lod1Indices
vector< int32_t > lod2Indices
bool textureCoordinatesAvailable
vector< int32_t > lod3Indices
void setLOD2Indices(const vector< int32_t > &lod2Indices)
Set LOD2 indices.
void setLOD1Indices(const vector< int32_t > &lod1Indices)
Set LOD1 indices.
void setLOD3Indices(const vector< int32_t > &lod3Indices)
Set LOD3 indices.
bool tangentBitangentAvailable
void setFaces(const vector< Face > &faces)
Set up entity's faces.