// // Created by Wouter Groeneveld on 08/07/20. // #include #include void Mesh::add(VectorFx v) { verticesArr.push_back(std::unique_ptr(new Vertex(v))); } void Mesh::add(VectorFx coords, VectorFx normal) { verticesArr.push_back(std::unique_ptr(new Vertex(coords, normal))); } void Mesh::add(VectorFx coords, VectorFx normal, float u, float v) { verticesArr.push_back(std::unique_ptr(new Vertex(coords, normal, u, v))); } void Mesh::addFace(int a, int b, int c) { auto &vertexA = verticesArr[a]; auto &vertexB = verticesArr[b]; auto &vertexC = verticesArr[c]; facesArr.push_back(std::unique_ptr(new Face(a, b, c, *vertexA, *vertexB, *vertexC))); }