8 Model::Positions &vertex,
9 Model::Normals &normal,
12 for (const auto &pos : vtx_pos) {
13 vertex.emplace_back(pos);
15 for (const auto &nrm : vtx_nrm) {
16 normal.emplace_back(nrm);
18 for (auto idx : vtx_idx) {
19 index.emplace_back(idx);
24 Model::Positions &vertex,
25 Model::Normals &normal,
26 Model::Indices &index,
27 const glm::mat4 &transform,
28 Model::Index idx_offset
30 for (const auto &pos : vtx_pos) {
31 vertex.emplace_back(transform * glm::vec4(pos, 1.0f));
33 for (const auto &nrm : vtx_nrm) {
34 normal.emplace_back(transform * glm::vec4(nrm, 0.0f));
36 for (auto idx : vtx_idx) {
37 index.emplace_back(idx_offset + idx);
42 BlockModel::Positions &vertex,
43 BlockModel::Indices &index,
44 const glm::mat4 &transform,
45 BlockModel::Index idx_offset
47 for (const auto &pos : vtx_pos) {
48 vertex.emplace_back(transform * glm::vec4(pos, 1.0f));
50 for (auto idx : vtx_idx) {
51 index.emplace_back(idx_offset + idx);
56 OutlineModel::Positions &vertex,
57 OutlineModel::Indices &index,
58 const OutlineModel::Position &elem_offset,
59 OutlineModel::Index idx_offset
61 for (const auto &pos : out_pos) {
62 vertex.emplace_back(elem_offset + pos);
64 for (auto idx : out_idx) {
65 index.emplace_back(idx_offset + idx);
70 NullShape::NullShape()
75 bool NullShape::Intersects(
83 bool NullShape::Intersects(
92 CuboidShape::CuboidShape(const AABB &b)
97 { bb.min.x, bb.min.y, bb.max.z }, // front
98 { bb.max.x, bb.min.y, bb.max.z },
99 { bb.min.x, bb.max.y, bb.max.z },
100 { bb.max.x, bb.max.y, bb.max.z },
101 { bb.min.x, bb.min.y, bb.min.z }, // back
102 { bb.min.x, bb.max.y, bb.min.z },
103 { bb.max.x, bb.min.y, bb.min.z },
104 { bb.max.x, bb.max.y, bb.min.z },
105 { bb.min.x, bb.max.y, bb.min.z }, // top
106 { bb.min.x, bb.max.y, bb.max.z },
107 { bb.max.x, bb.max.y, bb.min.z },
108 { bb.max.x, bb.max.y, bb.max.z },
109 { bb.min.x, bb.min.y, bb.min.z }, // bottom
110 { bb.max.x, bb.min.y, bb.min.z },
111 { bb.min.x, bb.min.y, bb.max.z },
112 { bb.max.x, bb.min.y, bb.max.z },
113 { bb.min.x, bb.min.y, bb.min.z }, // left
114 { bb.min.x, bb.min.y, bb.max.z },
115 { bb.min.x, bb.max.y, bb.min.z },
116 { bb.min.x, bb.max.y, bb.max.z },
117 { bb.max.x, bb.min.y, bb.min.z }, // right
118 { bb.max.x, bb.max.y, bb.min.z },
119 { bb.max.x, bb.min.y, bb.max.z },
120 { bb.max.x, bb.max.y, bb.max.z },
122 { 0.0f, 0.0f, 1.0f }, // front
123 { 0.0f, 0.0f, 1.0f },
124 { 0.0f, 0.0f, 1.0f },
125 { 0.0f, 0.0f, 1.0f },
126 { 0.0f, 0.0f, -1.0f }, // back
127 { 0.0f, 0.0f, -1.0f },
128 { 0.0f, 0.0f, -1.0f },
129 { 0.0f, 0.0f, -1.0f },
130 { 0.0f, 1.0f, 0.0f }, // top
131 { 0.0f, 1.0f, 0.0f },
132 { 0.0f, 1.0f, 0.0f },
133 { 0.0f, 1.0f, 0.0f },
134 { 0.0f, -1.0f, 0.0f }, // bottom
135 { 0.0f, -1.0f, 0.0f },
136 { 0.0f, -1.0f, 0.0f },
137 { 0.0f, -1.0f, 0.0f },
138 { -1.0f, 0.0f, 0.0f }, // left
139 { -1.0f, 0.0f, 0.0f },
140 { -1.0f, 0.0f, 0.0f },
141 { -1.0f, 0.0f, 0.0f },
142 { 1.0f, 0.0f, 0.0f }, // right
143 { 1.0f, 0.0f, 0.0f },
144 { 1.0f, 0.0f, 0.0f },
145 { 1.0f, 0.0f, 0.0f },
147 0, 1, 2, 2, 1, 3, // front
148 4, 5, 6, 6, 5, 7, // back
149 8, 9, 10, 10, 9, 11, // top
150 12, 13, 14, 14, 13, 15, // bottom
151 16, 17, 18, 18, 17, 19, // left
152 20, 21, 22, 22, 21, 23, // right
155 { bb.min.x, bb.min.y, bb.min.z }, // back
156 { bb.max.x, bb.min.y, bb.min.z },
157 { bb.min.x, bb.max.y, bb.min.z },
158 { bb.max.x, bb.max.y, bb.min.z },
159 { bb.min.x, bb.min.y, bb.max.z }, // front
160 { bb.max.x, bb.min.y, bb.max.z },
161 { bb.min.x, bb.max.y, bb.max.z },
162 { bb.max.x, bb.max.y, bb.max.z },
164 0, 1, 1, 3, 3, 2, 2, 0, // back
165 4, 5, 5, 7, 7, 6, 6, 4, // front
166 0, 4, 1, 5, 2, 6, 3, 7, // sides
170 bool CuboidShape::Intersects(
173 float &dist, glm::vec3 &normal
175 return Intersection(ray, bb, M, &dist, &normal);
178 bool CuboidShape::Intersects(
181 const glm::mat4 &box_M
185 return Intersection(bb, M, box, box_M, depth, normal);
189 StairShape::StairShape(const AABB &bb, const glm::vec2 &clip)
191 , top({ { bb.min.x, clip.y, bb.min.z }, { bb.max.x, bb.max.y, clip.x } })
192 , bot({ bb.min, { bb.max.x, clip.y, bb.max.z } }) {
194 { top.min.x, top.min.y, top.max.z }, // front, upper
195 { top.max.x, top.min.y, top.max.z },
196 { top.min.x, top.max.y, top.max.z },
197 { top.max.x, top.max.y, top.max.z },
198 { bot.min.x, bot.min.y, bot.max.z }, // front, lower
199 { bot.max.x, bot.min.y, bot.max.z },
200 { bot.min.x, bot.max.y, bot.max.z },
201 { bot.max.x, bot.max.y, bot.max.z },
202 { bot.min.x, bot.min.y, bot.min.z }, // back
203 { bot.min.x, top.max.y, bot.min.z },
204 { top.max.x, bot.min.y, bot.min.z },
205 { top.max.x, top.max.y, bot.min.z },
206 { top.min.x, top.max.y, top.min.z }, // top, upper
207 { top.min.x, top.max.y, top.max.z },
208 { top.max.x, top.max.y, top.min.z },
209 { top.max.x, top.max.y, top.max.z },
210 { bot.min.x, bot.max.y, top.max.z }, // top, lower
211 { bot.min.x, bot.max.y, bot.max.z },
212 { bot.max.x, bot.max.y, top.max.z },
213 { bot.max.x, bot.max.y, bot.max.z },
214 { bot.min.x, bot.min.y, bot.min.z }, // bottom
215 { bot.max.x, bot.min.y, bot.min.z },
216 { bot.min.x, bot.min.y, bot.max.z },
217 { bot.max.x, bot.min.y, bot.max.z },
218 { top.min.x, top.min.y, top.min.z }, // left, upper
219 { top.min.x, top.min.y, top.max.z },
220 { top.min.x, top.max.y, top.min.z },
221 { top.min.x, top.max.y, top.max.z },
222 { bot.min.x, bot.min.y, bot.min.z }, // left, lower
223 { bot.min.x, bot.min.y, bot.max.z },
224 { bot.min.x, bot.max.y, bot.min.z },
225 { bot.min.x, bot.max.y, bot.max.z },
226 { top.max.x, top.min.y, top.min.z }, // right, upper
227 { top.max.x, top.max.y, top.min.z },
228 { top.max.x, top.min.y, top.max.z },
229 { top.max.x, top.max.y, top.max.z },
230 { bot.max.x, bot.min.y, bot.min.z }, // right, lower
231 { bot.max.x, bot.max.y, bot.min.z },
232 { bot.max.x, bot.min.y, bot.max.z },
233 { bot.max.x, bot.max.y, bot.max.z },
235 { 0.0f, 0.0f, 1.0f }, // front x2
236 { 0.0f, 0.0f, 1.0f },
237 { 0.0f, 0.0f, 1.0f },
238 { 0.0f, 0.0f, 1.0f },
239 { 0.0f, 0.0f, 1.0f },
240 { 0.0f, 0.0f, 1.0f },
241 { 0.0f, 0.0f, 1.0f },
242 { 0.0f, 0.0f, 1.0f },
243 { 0.0f, 0.0f, -1.0f }, // back
244 { 0.0f, 0.0f, -1.0f },
245 { 0.0f, 0.0f, -1.0f },
246 { 0.0f, 0.0f, -1.0f },
247 { 0.0f, 1.0f, 0.0f }, // top x2
248 { 0.0f, 1.0f, 0.0f },
249 { 0.0f, 1.0f, 0.0f },
250 { 0.0f, 1.0f, 0.0f },
251 { 0.0f, 1.0f, 0.0f },
252 { 0.0f, 1.0f, 0.0f },
253 { 0.0f, 1.0f, 0.0f },
254 { 0.0f, 1.0f, 0.0f },
255 { 0.0f, -1.0f, 0.0f }, // bottom
256 { 0.0f, -1.0f, 0.0f },
257 { 0.0f, -1.0f, 0.0f },
258 { 0.0f, -1.0f, 0.0f },
259 { -1.0f, 0.0f, 0.0f }, // left x2
260 { -1.0f, 0.0f, 0.0f },
261 { -1.0f, 0.0f, 0.0f },
262 { -1.0f, 0.0f, 0.0f },
263 { -1.0f, 0.0f, 0.0f },
264 { -1.0f, 0.0f, 0.0f },
265 { -1.0f, 0.0f, 0.0f },
266 { -1.0f, 0.0f, 0.0f },
267 { 1.0f, 0.0f, 0.0f }, // right x2
268 { 1.0f, 0.0f, 0.0f },
269 { 1.0f, 0.0f, 0.0f },
270 { 1.0f, 0.0f, 0.0f },
271 { 1.0f, 0.0f, 0.0f },
272 { 1.0f, 0.0f, 0.0f },
273 { 1.0f, 0.0f, 0.0f },
274 { 1.0f, 0.0f, 0.0f },
276 0, 1, 2, 2, 1, 3, // front, upper
277 4, 5, 6, 6, 5, 7, // front, lower
278 8, 9, 10, 10, 9, 11, // back
279 12, 13, 14, 14, 13, 15, // top, upper
280 16, 17, 18, 18, 17, 19, // top, lower
281 20, 21, 22, 22, 21, 23, // bottom
282 24, 25, 26, 26, 25, 27, // left, upper
283 28, 29, 30, 30, 29, 31, // left, lower
284 32, 33, 34, 34, 33, 35, // right, upper
285 36, 37, 38, 38, 37, 39, // right, lower
288 { bot.min.x, bot.min.y, bot.min.z }, // bottom
289 { bot.max.x, bot.min.y, bot.min.z },
290 { bot.min.x, bot.min.y, bot.max.z },
291 { bot.max.x, bot.min.y, bot.max.z },
292 { bot.min.x, bot.max.y, top.max.z }, // middle
293 { bot.max.x, bot.max.y, top.max.z },
294 { bot.min.x, bot.max.y, bot.max.z },
295 { bot.max.x, bot.max.y, bot.max.z },
296 { top.min.x, top.max.y, top.min.z }, // top
297 { top.max.x, top.max.y, top.min.z },
298 { top.min.x, top.max.y, top.max.z },
299 { top.max.x, top.max.y, top.max.z },
301 0, 1, 1, 3, 3, 2, 2, 0, // bottom
302 4, 5, 5, 7, 7, 6, 6, 4, // middle
303 8, 9, 9, 11, 11, 10, 10 , 8, // top
304 0, 8, 4, 10, 2, 6, // verticals, btf
311 bool StairShape::Intersects(
317 float top_dist, bot_dist;
318 glm::vec3 top_norm, bot_norm;
319 bool top_hit = Intersection(ray, top, M, &top_dist, &top_norm);
320 bool bot_hit = Intersection(ray, bot, M, &bot_dist, &bot_norm);
324 if (top_dist < bot_dist) {
338 } else if (bot_hit) {
347 bool StairShape::Intersects(
350 const glm::mat4 &box_M
354 return Intersection(bot, M, box, box_M, depth, normal) || Intersection(top, M, box, box_M, depth, normal);