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After the addBox extraction, 21 procedural mesh primitives each still open-coded the same 5-line addV vertex-emit lambda. Add inline addVertex(WoweeModel&, vec3, vec3, vec2) to cli_box_emitter.hpp (header so the per-vertex hot loop stays inlineable), plus a per-float overload for the four handlers (--gen-mesh-stairs, --gen-mesh-tube, --gen-mesh-capsule, --gen-mesh-arch) that compute pos/normal/uv components inline rather than building intermediate glm vectors. Each lambda site collapses from a 5-line body to a 3-line forwarding wrapper. Output bytes verified identical via --info-mesh-stats: firepit surface area 2.1100 m² unchanged across all variants tested (stairs/tube/capsule/arch/ firepit/mushroom). Sets up the pattern so the next "shared mesh helper" is one line of include, not another paste-in.
62 lines
2.5 KiB
C++
62 lines
2.5 KiB
C++
#pragma once
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#include "pipeline/wowee_model.hpp"
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#include <glm/glm.hpp>
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#include <cstdint>
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namespace wowee {
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namespace editor {
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namespace cli {
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// Append one vertex (position, normal, UV) to a WoweeModel and
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// return its newly-assigned index. Inline because the procedural
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// mesh primitives call this thousands of times per build and the
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// abstraction shouldn't cost a function-call frame each time.
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// Pre-extraction this was the same 5-line lambda copy-pasted into
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// 21 different handlers.
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inline uint32_t addVertex(wowee::pipeline::WoweeModel& wom,
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glm::vec3 p, glm::vec3 n, glm::vec2 uv) {
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wowee::pipeline::WoweeModel::Vertex vtx;
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vtx.position = p;
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vtx.normal = n;
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vtx.texCoord = uv;
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wom.vertices.push_back(vtx);
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return static_cast<uint32_t>(wom.vertices.size() - 1);
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}
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// Per-float overload used by handlers that compute pos/normal/uv
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// components inline rather than building intermediate glm vectors
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// (--gen-mesh-stairs, --gen-mesh-tube, --gen-mesh-capsule,
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// --gen-mesh-arch). Same semantics as the vec3/vec2 form.
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inline uint32_t addVertex(wowee::pipeline::WoweeModel& wom,
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float px, float py, float pz,
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float nx, float ny, float nz,
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float u, float v) {
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return addVertex(wom, glm::vec3(px, py, pz), glm::vec3(nx, ny, nz),
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glm::vec2(u, v));
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}
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// Append a flat-shaded axis-aligned box to a WoweeModel. The box
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// is centered at (cx, cy, cz) with half-extents (hx, hy, hz). Each
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// of the 6 faces emits its own 4 vertices with the face's outward
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// normal, so adjacent faces don't share normals — exactly what
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// flat shading needs. UVs are 0..1 across each face.
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//
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// Used pervasively by --gen-mesh-* primitives that build meshes
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// from axis-aligned box primitives (firepit stones, dock pilings,
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// canopy posts, woodpile logs, tent walls before the door cutout
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// added one-off triangles, etc.). Hoisted out of cli_gen_mesh.cpp
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// where 36 identical lambdas duplicated this implementation.
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void addFlatBox(wowee::pipeline::WoweeModel& wom,
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float cx, float cy, float cz,
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float hx, float hy, float hz);
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// Overload taking lower/upper corner positions (lo, hi). Some
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// callers (--gen-mesh-archway, --gen-mesh-fence) compute corners
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// directly rather than center+halfsize.
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void addFlatBox(wowee::pipeline::WoweeModel& wom,
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glm::vec3 lo, glm::vec3 hi);
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} // namespace cli
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} // namespace editor
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} // namespace wowee
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