Template Class TextureFinalizer

Class Documentation

template<typename BaseVecT>
class TextureFinalizer

Algorithm that converts a BaseMesh into a MeshBuffer while destroying the original graph structure. This means that duplicate vertices will be added to the mesh buffer so that textures can be generated.

Public Functions

TextureFinalizer(const ClusterBiMap<FaceHandle> &cluster)

Constructor for the finalizer

Parameters:

cluster – a map which maps all faces to clusters and vice versa

void setVertexNormals(const VertexMap<Normal<typename BaseVecT::CoordType>> &normals)

Sets vertex normals for the apply method. This has to be done before apply is called.

Parameters:

normals – normals for all vertices in the mesh which will be passed to apply

void setClusterColors(const ClusterMap<RGB8Color> &colors)

Sets color data for all clusters for the apply method. This has to be done before apply is called.

Parameters:

colors – color data for all clusters in the mesh which will be passed to apply

void setVertexColors(const VertexMap<RGB8Color> &vertexColors)

Sets vertex colors for the apply method. This has to be done before apply is called.

Parameters:

vertexColors – color values for all vertices in the mesh which will be passed to apply

void setMaterializerResult(const MaterializerResult<BaseVecT> &materializerResult)

Sets the materializer result for the apply method. This has to be done before apply is called.

Parameters:

materializerResult – the result of the materializer that was run on the mesh which will be passed to apply

MeshBufferPtr apply(const BaseMesh<BaseVecT> &mesh)

Converts the given BaseMesh into a MeshBuffer and adds further data (e.g. colors, normals) if set

Parameters:

mesh – the mesh to convert

Returns:

the resulting mesh buffer