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Initializing PsuedoMesh with an arbitrary mesh

I thought it would be cool if you could initialize PseudoMesh with a custom mesh, like this:


--adapted from dave1707's adaptation of LoopSpace's PseudoMesh PseudoMesh = class() function PseudoMesh:init(baseMesh) if not baseMesh then baseMesh = mesh() end self.baseMesh = baseMesh self.vertices = baseMesh.vertices or {} self.texCoords = baseMesh.texCoords or {} self.normals = baseMesh.normals or {} self.colors = baseMesh.colors or {} self.size = 0 end function PseudoMesh:toEntityAtPosition(position) local entity = scene:entity() entity.model =self:toModel() entity.material = craft.material(asset.builtin.Materials.Specular) entity.position=position return entity end function PseudoMesh:vertex(k,v) if v then self.vertices[k] = v else return self.vertices[k] end end function PseudoMesh:normal(k,v) if v then self.normals[k] = v else return self.normals[k] end end function PseudoMesh:texCoord(k,v) if v then self.texCoords[k] = v else return self.texCoords[k] end end function PseudoMesh:color(k,v) if v then self.colors[k] = v else return self.colors[k] end end function PseudoMesh:setColors(c) for k=1,self.size do self.colors[k] = c end end function PseudoMesh:resize(k) self.size = k end local mm = baseMesh or getmetatable(mesh()) function PseudoMesh:addJewel(t) return mm.addJewel(self,t) end function PseudoMesh:addPyramid(t) return mm.addPyramid(self,t) end function PseudoMesh:addPolygon(t) return mm.addPolygon(self,t) end function PseudoMesh:addCone(t) return mm.addCone(self,t) end function PseudoMesh:addBlock(t) return mm.addBlock(self,t) end function PseudoMesh:addCylinder(t) return mm.addCylinder(self,t) end function PseudoMesh:addSphere(t) return mm.addSphere(self,t) end function PseudoMesh:addSphereSegment(t) return mm.addSphereSegment(self,t) end function PseudoMesh:invertNormals() for k,v in ipairs(self.normals) do self.normals[k] = -v end end function PseudoMesh:toModel() local m = craft.model() local i = {} local n = #self.vertices if #self.normals == 0 then for _, vert in ipairs(self.vertices) do table.insert(self.normals, vert:normalize()) end end for k=1,n,3 do if (self.vertices[k+1] - self.vertices[k]):cross(self.vertices[k+2] - self.vertices[k]):dot(self.normals[k+1] + self.normals[k+2] + self.normals[k]) < 0 then table.insert(i,k) table.insert(i,k+1) table.insert(i,k+2) else table.insert(i,k) table.insert(i,k+2) table.insert(i,k+1) end end m.positions = self.vertices m.normals = self.normals m.uvs = self.texCoords m.colors = self.colors m.indices = i return m end function extendModel() local mt = getmetatable(craft.model) if mt.__extended then return true end local mm = self.baseMesh or getmetatable(mesh()) if not mm.__extended then return false end rawset(mt,"jewel", function(t) local m = PseudoMesh() mm.addJewel(m,t) return m:toModel() end) rawset(mt,"pyramid", function(t) local m = PseudoMesh() mm.addPyramid(m,t) return m:toModel() end) rawset(mt,"polygon", function(t) local m = PseudoMesh() mm.addPolygon(m,t) return m:toModel() end) rawset(mt,"block", function(t) local m = PseudoMesh() mm.addBlock(m,t) return m:toModel() end) rawset(mt,"cylinder", function(t) local m = PseudoMesh() mm.addCylinder(m,t) return m:toModel() end) rawset(mt,"sphere", function(t) local m = PseudoMesh() mm.addSphere(m,t) return m:toModel() end) rawset(mt,"sphereSegment", function(t) local m = PseudoMesh() mm.addSphereSegment(m,t) return m:toModel() end) rawset(mt.___class,"append", function(s,m,o) o = o or vec3(0,0,0) local nv = s.vertexCount local ni = s.indexCount local n = m.size s:resizeVertices(nv+n) s:resizeIndices(ni+n) local i = {} for k=1,n,3 do if (m.vertices[k+1] - m.vertices[k]):cross(m.vertices[k+2] - m.vertices[k]):dot(m.normals[k+1] + m.normals[k+2] + m.normals[k]) < 0 then table.insert(i,k) table.insert(i,k+1) table.insert(i,k+2) else table.insert(i,k) table.insert(i,k+2) table.insert(i,k+1) end end for k=1,n do s:position(nv+k,m.vertices[k]+o) s:normal(nv+k,m.normals[k]) s:color(nv+k,m.colors[k]) s:uv(nv+k,m.texCoords[k]) s:addElement(i[k]) end end) rawset(mt,"__extended",true) return true end local exports = { extendModel = extendModel }

…but it only sort of works. I mean, it works sometimes, but…

…when it works, it loses the colors of the original, and when it doesn’t work, well, it doesn’t work! :)

Attached is a project where you can see it in action.

Any help will be greatly appreciated.

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