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Mesh.pde
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Mesh.pde
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class Mesh extends Basic_Mesh{
Mesh() {
build();
//use processing style instead of pshape's, see https://processing.org/reference/PShape.html
shape.disableStyle();
s_points.disableStyle();
}
// compute both mesh vertices and pshape
void build() {
vertices = new ArrayList<PVector>();
PShape s = loadShape("wolf.obj");
int children = s.getChildCount();
for (int i = 0; i < children; i++) {
PShape child = s.getChild(i);
int total = child.getVertexCount();
for(int j=0; j< total;j++){
vertices.add(child.getVertex(j));
}
}
shape = createShape();
s_points = createShape();
shape.beginShape(TRIANGLES);
s_points.beginShape(POINTS);
for(PVector v : vertices) {
shape.vertex(v.x, v.y ,v.z);
s_points.vertex(v.x, v.y, v.z);
}
s_points.endShape();
shape.endShape();
}
// transfer geometry every frame
// TODO: current implementation targets a quad.
// Adapt me, as necessary
void drawImmediate() {
if(mode == 3){
PShape s = createShape();
s.beginShape(POINTS);
for(PVector v : vertices)
s.vertex(v.x, v.y ,v.z);
s.endShape();
shape(s, 0, -100);
}else{
PShape s = createShape();
s.beginShape(TRIANGLES);
for(PVector v : vertices)
s.vertex(v.x, v.y ,v.z);
s.endShape();
shape(s, 0, -100);
}
}
}