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This repository was archived by the owner on Feb 25, 2025. It is now read-only.

Commit 67a5f04

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4 files changed

+14
-5
lines changed

4 files changed

+14
-5
lines changed

impeller/scene/mesh.h

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Original file line numberDiff line numberDiff line change
@@ -25,13 +25,18 @@ class Mesh final {
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Mesh();
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~Mesh();
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Mesh(Mesh&& mesh);
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Mesh& operator=(Mesh&& mesh);
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void AddPrimitive(Primitive mesh_);
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std::vector<Primitive>& GetPrimitives();
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bool Render(SceneEncoder& encoder, const Matrix& transform) const;
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private:
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std::vector<Primitive> primitives_;
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FML_DISALLOW_COPY_AND_ASSIGN(Mesh);
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};
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} // namespace scene

impeller/scene/node.cc

Lines changed: 7 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -48,7 +48,7 @@ Node Node::MakeFromFlatbuffer(const fb::Node& node, Allocator& allocator) {
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auto geometry = Geometry::MakeFromFlatbuffer(*primitives, allocator);
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mesh.AddPrimitive({geometry, Material::MakeUnlit()});
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}
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result.SetMesh(mesh);
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result.SetMesh(std::move(mesh));
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if (!node.children()) {
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return result;
@@ -64,6 +64,10 @@ Node::Node() = default;
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Node::~Node() = default;
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Mesh::Mesh(Mesh&& mesh) = default;
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Mesh& Mesh::operator=(Mesh&& mesh) = default;
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Node::Node(Node&& node) = default;
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Node& Node::operator=(Node&& node) = default;
@@ -111,8 +115,8 @@ std::vector<Node>& Node::GetChildren() {
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return children_;
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}
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void Node::SetMesh(const Mesh& mesh) {
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mesh_ = mesh;
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void Node::SetMesh(Mesh mesh) {
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mesh_ = std::move(mesh);
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}
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Mesh& Node::GetMesh() {

impeller/scene/node.h

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -40,7 +40,7 @@ class Node final {
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bool AddChild(Node child);
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std::vector<Node>& GetChildren();
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void SetMesh(const Mesh& mesh);
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void SetMesh(Mesh mesh);
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Mesh& GetMesh();
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bool Render(SceneEncoder& encoder, const Matrix& parent_transform) const;

impeller/scene/scene_unittests.cc

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -47,7 +47,7 @@ TEST_P(SceneTest, CuboidUnlit) {
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Node& root = scene.GetRoot();
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root.SetLocalTransform(Matrix::MakeTranslation(-size / 2));
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root.SetMesh(mesh);
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root.SetMesh(std::move(mesh));
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}
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// Face towards the +Z direction (+X right, +Y up).

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