Mercurial > games > semicongine
changeset 1025:5a8713d0afd5
did: fix bad naming
author | sam <sam@basx.dev> |
---|---|
date | Mon, 20 May 2024 17:53:01 +0700 |
parents | 0edb6e38dcd5 |
children | f7802c5069ce |
files | semicongine/mesh.nim |
diffstat | 1 files changed, 4 insertions(+), 7 deletions(-) [+] |
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--- a/semicongine/mesh.nim Mon May 20 17:34:04 2024 +0700 +++ b/semicongine/mesh.nim Mon May 20 17:53:01 2024 +0700 @@ -382,6 +382,8 @@ proc clearDirtyAttributes*(mesh: var MeshObject) = mesh.dirtyAttributes.reset +# MESH-TOOLS + proc transform*[T: GPUType](mesh: var MeshObject, attribute: string, transform: Mat4) = if mesh.vertexData.contains(attribute): for i in 0 ..< mesh.vertexData[attribute].len: @@ -393,17 +395,12 @@ raise newException(Exception, &"Attribute {attribute} is not defined for mesh {mesh}") mesh.dirtyAttributes.add attribute -proc applyTransformToVertices*(mesh: var MeshObject, positionAttribute = DEFAULT_POSITION_ATTRIBUTE) = - for i in 0 ..< mesh.vertexData[positionAttribute].len: - mesh.vertexData[positionAttribute][i] = mesh.transform * mesh.vertexData[positionAttribute][i, Vec3f] - mesh.transform = Unit4 - -func getCollisionPoints*(mesh: MeshObject, positionAttribute = DEFAULT_POSITION_ATTRIBUTE): seq[Vec3f] = +func getMeshPoints*(mesh: MeshObject, positionAttribute = DEFAULT_POSITION_ATTRIBUTE): seq[Vec3f] = for p in mesh[positionAttribute, Vec3f][]: result.add mesh.transform * p func getCollider*(mesh: MeshObject, positionAttribute = DEFAULT_POSITION_ATTRIBUTE): Collider = - return mesh.getCollisionPoints(positionAttribute).calculateCollider(Points) + return mesh.getMeshPoints(positionAttribute).calculateCollider(Points) proc asNonIndexedMesh*(mesh: MeshObject): MeshObject = if mesh.indexType == None: