8 EntityMesh::Buffer &out,
11 for (const auto &pos : vtx_pos) {
12 out.vertices.emplace_back(pos);
14 for (const auto &coord : vtx_tex_coords) {
15 out.tex_coords.emplace_back(coord.x, coord.y, coord.z + tex_offset);
17 for (const auto &nrm : vtx_nrm) {
18 out.normals.emplace_back(nrm);
20 for (auto idx : vtx_idx) {
21 out.indices.emplace_back(idx);
26 EntityMesh::Buffer &out,
27 const glm::mat4 &transform,
29 EntityMesh::Index idx_offset
31 for (const auto &pos : vtx_pos) {
32 out.vertices.emplace_back(transform * glm::vec4(pos, 1.0f));
34 for (const auto &coord : vtx_tex_coords) {
35 out.tex_coords.emplace_back(coord.x, coord.y, coord.z + tex_offset);
37 for (const auto &nrm : vtx_nrm) {
38 out.normals.emplace_back(transform * glm::vec4(nrm, 0.0f));
40 for (auto idx : vtx_idx) {
41 out.indices.emplace_back(idx_offset + idx);
46 BlockMesh::Buffer &out,
47 const glm::mat4 &transform,
49 BlockMesh::Index idx_offset
51 for (const auto &pos : vtx_pos) {
52 out.vertices.emplace_back(transform * glm::vec4(pos, 1.0f));
54 for (const auto &coord : vtx_tex_coords) {
55 out.tex_coords.emplace_back(coord.x, coord.y, coord.z + tex_offset);
57 for (auto idx : vtx_idx) {
58 out.indices.emplace_back(idx_offset + idx);
62 void Shape::Outline(OutlineMesh::Buffer &out) const {
63 out.vertices.insert(out.vertices.end(), out_pos.begin(), out_pos.end());
64 out.indices.insert(out.indices.end(), out_idx.begin(), out_idx.end());
68 const EntityMesh::Positions &pos,
69 const EntityMesh::Normals &nrm,
70 const EntityMesh::Indices &idx
77 void Shape::SetTexture(
78 const BlockMesh::TexCoords &tex_coords
80 vtx_tex_coords = tex_coords;
83 void Shape::SetOutline(
84 const OutlineMesh::Positions &pos,
85 const OutlineMesh::Indices &idx
92 NullShape::NullShape()
97 bool NullShape::Intersects(
105 bool NullShape::Intersects(
116 CuboidShape::CuboidShape(const AABB &b)
121 { bb.min.x, bb.min.y, bb.max.z }, // front
122 { bb.max.x, bb.min.y, bb.max.z },
123 { bb.min.x, bb.max.y, bb.max.z },
124 { bb.max.x, bb.max.y, bb.max.z },
125 { bb.min.x, bb.min.y, bb.min.z }, // back
126 { bb.min.x, bb.max.y, bb.min.z },
127 { bb.max.x, bb.min.y, bb.min.z },
128 { bb.max.x, bb.max.y, bb.min.z },
129 { bb.min.x, bb.max.y, bb.min.z }, // top
130 { bb.min.x, bb.max.y, bb.max.z },
131 { bb.max.x, bb.max.y, bb.min.z },
132 { bb.max.x, bb.max.y, bb.max.z },
133 { bb.min.x, bb.min.y, bb.min.z }, // bottom
134 { bb.max.x, bb.min.y, bb.min.z },
135 { bb.min.x, bb.min.y, bb.max.z },
136 { bb.max.x, bb.min.y, bb.max.z },
137 { bb.min.x, bb.min.y, bb.min.z }, // left
138 { bb.min.x, bb.min.y, bb.max.z },
139 { bb.min.x, bb.max.y, bb.min.z },
140 { bb.min.x, bb.max.y, bb.max.z },
141 { bb.max.x, bb.min.y, bb.min.z }, // right
142 { bb.max.x, bb.max.y, bb.min.z },
143 { bb.max.x, bb.min.y, bb.max.z },
144 { bb.max.x, bb.max.y, bb.max.z },
146 { 0.0f, 0.0f, 1.0f }, // front
147 { 0.0f, 0.0f, 1.0f },
148 { 0.0f, 0.0f, 1.0f },
149 { 0.0f, 0.0f, 1.0f },
150 { 0.0f, 0.0f, -1.0f }, // back
151 { 0.0f, 0.0f, -1.0f },
152 { 0.0f, 0.0f, -1.0f },
153 { 0.0f, 0.0f, -1.0f },
154 { 0.0f, 1.0f, 0.0f }, // top
155 { 0.0f, 1.0f, 0.0f },
156 { 0.0f, 1.0f, 0.0f },
157 { 0.0f, 1.0f, 0.0f },
158 { 0.0f, -1.0f, 0.0f }, // bottom
159 { 0.0f, -1.0f, 0.0f },
160 { 0.0f, -1.0f, 0.0f },
161 { 0.0f, -1.0f, 0.0f },
162 { -1.0f, 0.0f, 0.0f }, // left
163 { -1.0f, 0.0f, 0.0f },
164 { -1.0f, 0.0f, 0.0f },
165 { -1.0f, 0.0f, 0.0f },
166 { 1.0f, 0.0f, 0.0f }, // right
167 { 1.0f, 0.0f, 0.0f },
168 { 1.0f, 0.0f, 0.0f },
169 { 1.0f, 0.0f, 0.0f },
171 0, 1, 2, 2, 1, 3, // front
172 4, 5, 6, 6, 5, 7, // back
173 8, 9, 10, 10, 9, 11, // top
174 12, 13, 14, 14, 13, 15, // bottom
175 16, 17, 18, 18, 17, 19, // left
176 20, 21, 22, 22, 21, 23, // right
179 { 0.0f, 1.0f, 0.0f }, // front
180 { 1.0f, 1.0f, 0.0f },
181 { 0.0f, 0.0f, 0.0f },
182 { 1.0f, 0.0f, 0.0f },
183 { 1.0f, 1.0f, 0.0f }, // back
184 { 1.0f, 0.0f, 0.0f },
185 { 0.0f, 1.0f, 0.0f },
186 { 0.0f, 0.0f, 0.0f },
187 { 0.0f, 0.0f, 0.0f }, // top
188 { 0.0f, 1.0f, 0.0f },
189 { 1.0f, 0.0f, 0.0f },
190 { 1.0f, 1.0f, 0.0f },
191 { 1.0f, 0.0f, 0.0f }, // bottom
192 { 0.0f, 0.0f, 0.0f },
193 { 1.0f, 1.0f, 0.0f },
194 { 0.0f, 1.0f, 0.0f },
195 { 0.0f, 1.0f, 0.0f }, // left
196 { 1.0f, 1.0f, 0.0f },
197 { 0.0f, 0.0f, 0.0f },
198 { 1.0f, 0.0f, 0.0f },
199 { 1.0f, 1.0f, 0.0f }, // right
200 { 1.0f, 0.0f, 0.0f },
201 { 0.0f, 1.0f, 0.0f },
202 { 0.0f, 0.0f, 0.0f },
205 { bb.min.x, bb.min.y, bb.min.z }, // back
206 { bb.max.x, bb.min.y, bb.min.z },
207 { bb.min.x, bb.max.y, bb.min.z },
208 { bb.max.x, bb.max.y, bb.min.z },
209 { bb.min.x, bb.min.y, bb.max.z }, // front
210 { bb.max.x, bb.min.y, bb.max.z },
211 { bb.min.x, bb.max.y, bb.max.z },
212 { bb.max.x, bb.max.y, bb.max.z },
214 0, 1, 1, 3, 3, 2, 2, 0, // back
215 4, 5, 5, 7, 7, 6, 6, 4, // front
216 0, 4, 1, 5, 2, 6, 3, 7, // sides
220 bool CuboidShape::Intersects(
223 float &dist, glm::vec3 &normal
225 return Intersection(ray, bb, M, &dist, &normal);
228 bool CuboidShape::Intersects(
231 const glm::mat4 &box_M,
235 return Intersection(bb, M, box, box_M, depth, normal);
239 StairShape::StairShape(const AABB &bb, const glm::vec2 &clip)
241 , top({ { bb.min.x, clip.y, bb.min.z }, { bb.max.x, bb.max.y, clip.x } })
242 , bot({ bb.min, { bb.max.x, clip.y, bb.max.z } }) {
244 { top.min.x, top.min.y, top.max.z }, // front, upper
245 { top.max.x, top.min.y, top.max.z },
246 { top.min.x, top.max.y, top.max.z },
247 { top.max.x, top.max.y, top.max.z },
248 { bot.min.x, bot.min.y, bot.max.z }, // front, lower
249 { bot.max.x, bot.min.y, bot.max.z },
250 { bot.min.x, bot.max.y, bot.max.z },
251 { bot.max.x, bot.max.y, bot.max.z },
252 { bot.min.x, bot.min.y, bot.min.z }, // back
253 { bot.min.x, top.max.y, bot.min.z },
254 { top.max.x, bot.min.y, bot.min.z },
255 { top.max.x, top.max.y, bot.min.z },
256 { top.min.x, top.max.y, top.min.z }, // top, upper
257 { top.min.x, top.max.y, top.max.z },
258 { top.max.x, top.max.y, top.min.z },
259 { top.max.x, top.max.y, top.max.z },
260 { bot.min.x, bot.max.y, top.max.z }, // top, lower
261 { bot.min.x, bot.max.y, bot.max.z },
262 { bot.max.x, bot.max.y, top.max.z },
263 { bot.max.x, bot.max.y, bot.max.z },
264 { bot.min.x, bot.min.y, bot.min.z }, // bottom
265 { bot.max.x, bot.min.y, bot.min.z },
266 { bot.min.x, bot.min.y, bot.max.z },
267 { bot.max.x, bot.min.y, bot.max.z },
268 { top.min.x, top.min.y, top.min.z }, // left, upper
269 { top.min.x, top.min.y, top.max.z },
270 { top.min.x, top.max.y, top.min.z },
271 { top.min.x, top.max.y, top.max.z },
272 { bot.min.x, bot.min.y, bot.min.z }, // left, lower
273 { bot.min.x, bot.min.y, bot.max.z },
274 { bot.min.x, bot.max.y, bot.min.z },
275 { bot.min.x, bot.max.y, bot.max.z },
276 { top.max.x, top.min.y, top.min.z }, // right, upper
277 { top.max.x, top.max.y, top.min.z },
278 { top.max.x, top.min.y, top.max.z },
279 { top.max.x, top.max.y, top.max.z },
280 { bot.max.x, bot.min.y, bot.min.z }, // right, lower
281 { bot.max.x, bot.max.y, bot.min.z },
282 { bot.max.x, bot.min.y, bot.max.z },
283 { bot.max.x, bot.max.y, bot.max.z },
285 { 0.0f, 0.0f, 1.0f }, // front x2
286 { 0.0f, 0.0f, 1.0f },
287 { 0.0f, 0.0f, 1.0f },
288 { 0.0f, 0.0f, 1.0f },
289 { 0.0f, 0.0f, 1.0f },
290 { 0.0f, 0.0f, 1.0f },
291 { 0.0f, 0.0f, 1.0f },
292 { 0.0f, 0.0f, 1.0f },
293 { 0.0f, 0.0f, -1.0f }, // back
294 { 0.0f, 0.0f, -1.0f },
295 { 0.0f, 0.0f, -1.0f },
296 { 0.0f, 0.0f, -1.0f },
297 { 0.0f, 1.0f, 0.0f }, // top x2
298 { 0.0f, 1.0f, 0.0f },
299 { 0.0f, 1.0f, 0.0f },
300 { 0.0f, 1.0f, 0.0f },
301 { 0.0f, 1.0f, 0.0f },
302 { 0.0f, 1.0f, 0.0f },
303 { 0.0f, 1.0f, 0.0f },
304 { 0.0f, 1.0f, 0.0f },
305 { 0.0f, -1.0f, 0.0f }, // bottom
306 { 0.0f, -1.0f, 0.0f },
307 { 0.0f, -1.0f, 0.0f },
308 { 0.0f, -1.0f, 0.0f },
309 { -1.0f, 0.0f, 0.0f }, // left x2
310 { -1.0f, 0.0f, 0.0f },
311 { -1.0f, 0.0f, 0.0f },
312 { -1.0f, 0.0f, 0.0f },
313 { -1.0f, 0.0f, 0.0f },
314 { -1.0f, 0.0f, 0.0f },
315 { -1.0f, 0.0f, 0.0f },
316 { -1.0f, 0.0f, 0.0f },
317 { 1.0f, 0.0f, 0.0f }, // right x2
318 { 1.0f, 0.0f, 0.0f },
319 { 1.0f, 0.0f, 0.0f },
320 { 1.0f, 0.0f, 0.0f },
321 { 1.0f, 0.0f, 0.0f },
322 { 1.0f, 0.0f, 0.0f },
323 { 1.0f, 0.0f, 0.0f },
324 { 1.0f, 0.0f, 0.0f },
326 0, 1, 2, 2, 1, 3, // front, upper
327 4, 5, 6, 6, 5, 7, // front, lower
328 8, 9, 10, 10, 9, 11, // back
329 12, 13, 14, 14, 13, 15, // top, upper
330 16, 17, 18, 18, 17, 19, // top, lower
331 20, 21, 22, 22, 21, 23, // bottom
332 24, 25, 26, 26, 25, 27, // left, upper
333 28, 29, 30, 30, 29, 31, // left, lower
334 32, 33, 34, 34, 33, 35, // right, upper
335 36, 37, 38, 38, 37, 39, // right, lower
338 { 0.0f, 0.5f, 0.0f }, // front, upper
339 { 1.0f, 0.5f, 0.0f },
340 { 0.0f, 0.0f, 0.0f },
341 { 1.0f, 0.0f, 0.0f },
342 { 0.0f, 1.0f, 0.0f }, // front, lower
343 { 1.0f, 1.0f, 0.0f },
344 { 0.0f, 0.5f, 0.0f },
345 { 1.0f, 0.5f, 0.0f },
346 { 1.0f, 1.0f, 0.0f }, // back
347 { 1.0f, 0.0f, 0.0f },
348 { 0.0f, 1.0f, 0.0f },
349 { 0.0f, 0.0f, 0.0f },
350 { 0.0f, 0.0f, 0.0f }, // top, upper
351 { 0.0f, 0.5f, 0.0f },
352 { 1.0f, 0.0f, 0.0f },
353 { 1.0f, 0.5f, 0.0f },
354 { 0.0f, 0.5f, 0.0f }, // top, lower
355 { 0.0f, 1.0f, 0.0f },
356 { 1.0f, 0.5f, 0.0f },
357 { 1.0f, 1.0f, 0.0f },
358 { 1.0f, 0.0f, 0.0f }, // bottom
359 { 0.0f, 0.0f, 0.0f },
360 { 1.0f, 1.0f, 0.0f },
361 { 0.0f, 1.0f, 0.0f },
362 { 0.0f, 0.5f, 0.0f }, // left, upper
363 { 0.5f, 0.5f, 0.0f },
364 { 0.0f, 0.0f, 0.0f },
365 { 0.5f, 0.0f, 0.0f },
366 { 0.0f, 1.0f, 0.0f }, // left, lower
367 { 1.0f, 1.0f, 0.0f },
368 { 0.0f, 0.5f, 0.0f },
369 { 1.0f, 0.5f, 0.0f },
370 { 1.0f, 0.5f, 0.0f }, // right, upper
371 { 1.0f, 0.0f, 0.0f },
372 { 0.5f, 0.5f, 0.0f },
373 { 0.5f, 0.0f, 0.0f },
374 { 1.0f, 1.0f, 0.0f }, // right, lower
375 { 1.0f, 0.5f, 0.0f },
376 { 0.0f, 1.0f, 0.0f },
377 { 0.0f, 0.5f, 0.0f },
380 { bot.min.x, bot.min.y, bot.min.z }, // bottom
381 { bot.max.x, bot.min.y, bot.min.z },
382 { bot.min.x, bot.min.y, bot.max.z },
383 { bot.max.x, bot.min.y, bot.max.z },
384 { bot.min.x, bot.max.y, top.max.z }, // middle
385 { bot.max.x, bot.max.y, top.max.z },
386 { bot.min.x, bot.max.y, bot.max.z },
387 { bot.max.x, bot.max.y, bot.max.z },
388 { top.min.x, top.max.y, top.min.z }, // top
389 { top.max.x, top.max.y, top.min.z },
390 { top.min.x, top.max.y, top.max.z },
391 { top.max.x, top.max.y, top.max.z },
393 0, 1, 1, 3, 3, 2, 2, 0, // bottom
394 4, 5, 5, 7, 7, 6, 6, 4, // middle
395 8, 9, 9, 11, 11, 10, 10 , 8, // top
396 0, 8, 4, 10, 2, 6, // verticals, btf
401 bool StairShape::Intersects(
407 float top_dist, bot_dist;
408 glm::vec3 top_norm, bot_norm;
409 bool top_hit = Intersection(ray, top, M, &top_dist, &top_norm);
410 bool bot_hit = Intersection(ray, bot, M, &bot_dist, &bot_norm);
414 if (top_dist < bot_dist) {
428 } else if (bot_hit) {
437 bool StairShape::Intersects(
440 const glm::mat4 &box_M,
444 bool top_hit, bot_hit;
445 float top_dist, bot_dist;
446 glm::vec3 top_normal, bot_normal;
448 top_hit = Intersection(bot, M, box, box_M, top_dist, top_normal);
449 bot_hit = Intersection(top, M, box, box_M, bot_dist, bot_normal);
452 if (bot_hit && bot_dist < top_dist) {
462 } else if (bot_hit) {