tried making naming more uniform and implemented most of the opengl managers
This commit is contained in:
253
source/assets/file_parsers/stl_loader.cpp
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253
source/assets/file_parsers/stl_loader.cpp
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#include "../../../include/assets/data_parsers"
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#include "util/binary_ifstream.hpp"
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#include "util/unroll_bool_template.hpp"
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#include "util/logger.hpp"
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template<bool Normals>
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std::error_code read_body(
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binary_ifstream& in,
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const std::uint32_t expected_triangle_count,
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std::vector<mesh_vertex_components::position>& positions,
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std::vector<mesh_vertex_components::normal>& normals,
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std::vector<std::array<ztu::u32, 3>>& triangles
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) {
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const auto read_vector = [&in](auto& vector) -> std::error_code
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{
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for (auto& component : vector)
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{
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float component32;
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if (const auto e = in.read_ieee754<std::endian::little>(component32))
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{
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return e;
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}
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component = component32;
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}
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return {};
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};
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for (std::uint32_t i{}; i != expected_triangle_count; ++i) {
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auto normal = mesh_vertex_components::normal{};
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if constexpr (Normals)
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{
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if (const auto e = read_vector(normal))
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{
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return e;
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}
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}
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auto triangle = std::array<ztu::u32, 3>{};
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for (auto& index : triangle) {
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auto position = mesh_vertex_components::position{};
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if (const auto e = read_vector(position))
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{
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return e;
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}
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// TODO implement unique insert correctly
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/*// Insert vertices sorted, to efficiently remove duplicates.
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const auto it = std::ranges::upper_bound(positions, position);
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// Set index before `it` is invalidated by insert.
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index = it - positions.begin();
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if (it != positions.begin() and *std::prev(it) == position)
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{
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--index;
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}
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else
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{
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positions.insert(it, position);
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if constexpr (Normals)
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{
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normals.insert(normals.begin() + index, normal);
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}
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}*/
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index = positions.size();
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positions.push_back(position);
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if constexpr (Normals)
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{
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normals.push_back(normal);
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}
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}
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triangles.push_back(triangle);
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// Skip attribute bytes
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if (const auto e = in.skip<std::uint16_t>())
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{
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return e;
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}
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}
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return {};
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}
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std::error_code stl_loader::read_directory(
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const std::filesystem::path& path,
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std::vector<dynamic_mesh_data>& meshes,
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mesh_vertex_components::flags enabled_mesh_vertex_componentss,
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std::vector<dynamic_material_data>& materials,
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material_component::flags enabled_material_components,
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const ztu::u32 base_material_id,
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bool pedantic
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) {
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namespace fs = std::filesystem;
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if (not fs::exists(path)) {
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return make_error_code(std::errc::no_such_file_or_directory);
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}
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for (const auto& file : fs::directory_iterator{ path / "frames" })
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{
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const auto& file_path = file.path();
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if (file_path.extension() != ".stl")
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{
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continue;
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}
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if (const auto e = read(
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file_path,
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meshes,
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enabled_mesh_vertex_componentss,
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materials,
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enabled_material_components,
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base_material_id,
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pedantic
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)) {
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ztu::logger::error(
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"Error while loading stl file '%': [%] %",
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file_path,
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e.category().name(),
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e.message()
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);
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}
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}
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return {};
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}
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std::error_code stl_loader::read(
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const std::filesystem::path& filename,
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std::vector<dynamic_mesh_data>& meshes,
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mesh_vertex_components::flags enabled_mesh_vertex_componentss,
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std::vector<dynamic_material_data>&,
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material_component::flags,
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ztu::u32,
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const bool pedantic
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) {
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auto error = std::error_code{};
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auto in = binary_ifstream{};
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if ((error = in.open(filename, true)))
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{
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return error;
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}
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auto header_bytes_left = static_cast<binary_ifstream::size_type>(80);
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if (pedantic)
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{
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// Check if ASCII file was provided, these start with a specific character sequence.
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static constexpr auto ascii_magic_string = std::string_view("solid");
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auto magic_bytes = std::array<binary_ifstream::char_type, ascii_magic_string.size()>{};
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if ((error = in.read(magic_bytes)))
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{
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return error;
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}
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const auto magic_string = std::string_view(
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reinterpret_cast<const char*>(magic_bytes.data()),
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magic_bytes.size()
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);
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if (magic_string == ascii_magic_string)
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{
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return std::make_error_code(std::errc::illegal_byte_sequence);
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}
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header_bytes_left -= ascii_magic_string.size();
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}
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// Ignore (rest of) header.
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if ((error = in.skip(header_bytes_left)))
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{
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return error;
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}
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// Read number of bytes
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auto expected_triangle_count = std::uint32_t{};
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if ((error = in.read<std::endian::little>(expected_triangle_count)))
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{
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return error;
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}
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// Use separate mesh for parsing, so original mesh is only overwritten
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// if no errors occurred. This also guarantees unused reserved memory
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// is freed immediately in case of an error.
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auto mesh = dynamic_mesh_data{};
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auto& positions = mesh.positions();
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auto& normals = mesh.normals();
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auto& triangles = mesh.triangles();
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auto& material_id = mesh.material_id();
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material_id = 0; // Set to default material
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positions.reserve(expected_triangle_count * 3);
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normals.reserve(expected_triangle_count);
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triangles.reserve(expected_triangle_count);
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const auto normals_enabled = (
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(enabled_mesh_vertex_componentss & mesh_vertex_components::flags::normal) != mesh_vertex_components::flags::none
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);
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error = unroll_bool_function_template([&]<bool Normals>() {
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return read_body<Normals>(
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in,expected_triangle_count,
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positions,
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normals,
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triangles
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);
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}, normals_enabled);
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// Free any unused reserved memory
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positions.shrink_to_fit();
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normals.shrink_to_fit();
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triangles.shrink_to_fit();
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if (error)
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{
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return error;
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}
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ztu::logger::debug("Normal count: %", normals.size());
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if (not positions.empty())
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{
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mesh.components() |= mesh_vertex_components::flags::position;
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}
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if (not normals.empty())
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{
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ztu::logger::debug("Enabling normals!!!");
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mesh.components() |= mesh_vertex_components::flags::normal;
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}
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meshes.emplace_back(std::move(mesh));
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return {};
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}
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