* Copyright (C) 2024 Huawei Device Co., Ltd.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "MeshETS.h"
namespace OHOS::Render3D {
MeshETS::MeshETS(const SCENE_NS::IMesh::Ptr mesh)
: SceneResourceETS(SceneResourceETS::SceneResourceType::MESH), mesh_(mesh)
{}
MeshETS::~MeshETS()
{
mesh_.reset();
}
void MeshETS::Destroy()
{
mesh_.reset();
}
META_NS::IObject::Ptr MeshETS::GetNativeObj() const
{
auto mesh = mesh_.lock();
if (!mesh) {
CORE_LOG_E("empty mesh_!");
return {};
}
return interface_pointer_cast<META_NS::IObject>(mesh);
}
std::vector<std::shared_ptr<SubMeshETS>> MeshETS::GetSubMeshes()
{
auto mesh = mesh_.lock();
if (!mesh) {
return {};
}
BASE_NS::vector<SCENE_NS::ISubMesh::Ptr> sms = mesh->SubMeshes()->GetValue();
std::vector<std::shared_ptr<SubMeshETS>> subs(sms.size());
for (size_t i = 0; i < sms.size(); ++i) {
subs[i] = std::make_shared<SubMeshETS>(sms[i]);
}
return subs;
}
BASE_NS::Math::Vec3 MeshETS::GetAABBMin()
{
if (auto mesh = mesh_.lock()) {
return META_NS::GetValue(mesh->AABBMin());
} else {
return BASE_NS::Math::ZERO_VEC3;
}
}
BASE_NS::Math::Vec3 MeshETS::GetAABBMax()
{
if (auto mesh = mesh_.lock()) {
return META_NS::GetValue(mesh->AABBMax());
} else {
return BASE_NS::Math::ZERO_VEC3;
}
}
std::shared_ptr<MaterialETS> MeshETS::GetMaterialOverride()
{
CORE_LOG_E("GetMaterialOverride is not supported now");
return nullptr;
}
void MeshETS::SetMaterialOverride(const std::shared_ptr<MaterialETS> &mat)
{
SCENE_NS::IMaterial::Ptr material = mat ? mat->GetNativeMaterial() : nullptr;
if (auto mesh = mesh_.lock()) {
SCENE_NS::SetMaterialForAllSubMeshes(mesh, material);
}
}
}