namespace blank {
void Shape::Vertices(
- EntityModel::Buffer &out,
+ EntityMesh::Buffer &out,
float tex_offset
) const {
for (const auto &pos : vtx_pos) {
}
void Shape::Vertices(
- EntityModel::Buffer &out,
+ EntityMesh::Buffer &out,
const glm::mat4 &transform,
float tex_offset,
- EntityModel::Index idx_offset
+ EntityMesh::Index idx_offset
) const {
for (const auto &pos : vtx_pos) {
out.vertices.emplace_back(transform * glm::vec4(pos, 1.0f));
}
void Shape::Vertices(
- BlockModel::Buffer &out,
+ BlockMesh::Buffer &out,
const glm::mat4 &transform,
float tex_offset,
- BlockModel::Index idx_offset
+ BlockMesh::Index idx_offset
) const {
for (const auto &pos : vtx_pos) {
out.vertices.emplace_back(transform * glm::vec4(pos, 1.0f));
}
}
-void Shape::Outline(OutlineModel::Buffer &out) const {
+void Shape::Outline(OutlineMesh::Buffer &out) const {
out.vertices.insert(out.vertices.end(), out_pos.begin(), out_pos.end());
out.indices.insert(out.indices.end(), out_idx.begin(), out_idx.end());
}
void Shape::SetShape(
- const EntityModel::Positions &pos,
- const EntityModel::Normals &nrm,
- const EntityModel::Indices &idx
+ const EntityMesh::Positions &pos,
+ const EntityMesh::Normals &nrm,
+ const EntityMesh::Indices &idx
) {
vtx_pos = pos;
vtx_nrm = nrm;
}
void Shape::SetTexture(
- const BlockModel::TexCoords &tex_coords
+ const BlockMesh::TexCoords &tex_coords
) {
vtx_tex_coords = tex_coords;
}
void Shape::SetOutline(
- const OutlineModel::Positions &pos,
- const OutlineModel::Indices &idx
+ const OutlineMesh::Positions &pos,
+ const OutlineMesh::Indices &idx
) {
out_pos = pos;
out_idx = idx;