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(
84 CuboidShape::CuboidShape(const AABB &b)
89 { bb.min.x, bb.min.y, bb.max.z }, // front
90 { bb.max.x, bb.min.y, bb.max.z },
91 { bb.min.x, bb.max.y, bb.max.z },
92 { bb.max.x, bb.max.y, bb.max.z },
93 { bb.min.x, bb.min.y, bb.min.z }, // back
94 { bb.min.x, bb.max.y, bb.min.z },
95 { bb.max.x, bb.min.y, bb.min.z },
96 { bb.max.x, bb.max.y, bb.min.z },
97 { bb.min.x, bb.max.y, bb.min.z }, // top
98 { bb.min.x, bb.max.y, bb.max.z },
99 { bb.max.x, bb.max.y, bb.min.z },
100 { bb.max.x, bb.max.y, bb.max.z },
101 { bb.min.x, bb.min.y, bb.min.z }, // bottom
102 { bb.max.x, bb.min.y, bb.min.z },
103 { bb.min.x, bb.min.y, bb.max.z },
104 { bb.max.x, bb.min.y, bb.max.z },
105 { bb.min.x, bb.min.y, bb.min.z }, // left
106 { bb.min.x, bb.min.y, bb.max.z },
107 { bb.min.x, bb.max.y, bb.min.z },
108 { bb.min.x, bb.max.y, bb.max.z },
109 { bb.max.x, bb.min.y, bb.min.z }, // right
110 { bb.max.x, bb.max.y, bb.min.z },
111 { bb.max.x, bb.min.y, bb.max.z },
112 { bb.max.x, bb.max.y, bb.max.z },
114 { 0.0f, 0.0f, 1.0f }, // front
115 { 0.0f, 0.0f, 1.0f },
116 { 0.0f, 0.0f, 1.0f },
117 { 0.0f, 0.0f, 1.0f },
118 { 0.0f, 0.0f, -1.0f }, // back
119 { 0.0f, 0.0f, -1.0f },
120 { 0.0f, 0.0f, -1.0f },
121 { 0.0f, 0.0f, -1.0f },
122 { 0.0f, 1.0f, 0.0f }, // top
123 { 0.0f, 1.0f, 0.0f },
124 { 0.0f, 1.0f, 0.0f },
125 { 0.0f, 1.0f, 0.0f },
126 { 0.0f, -1.0f, 0.0f }, // bottom
127 { 0.0f, -1.0f, 0.0f },
128 { 0.0f, -1.0f, 0.0f },
129 { 0.0f, -1.0f, 0.0f },
130 { -1.0f, 0.0f, 0.0f }, // left
131 { -1.0f, 0.0f, 0.0f },
132 { -1.0f, 0.0f, 0.0f },
133 { -1.0f, 0.0f, 0.0f },
134 { 1.0f, 0.0f, 0.0f }, // right
135 { 1.0f, 0.0f, 0.0f },
136 { 1.0f, 0.0f, 0.0f },
137 { 1.0f, 0.0f, 0.0f },
139 0, 1, 2, 2, 1, 3, // front
140 4, 5, 6, 6, 5, 7, // back
141 8, 9, 10, 10, 9, 11, // top
142 12, 13, 14, 14, 13, 15, // bottom
143 16, 17, 18, 18, 17, 19, // left
144 20, 21, 22, 22, 21, 23, // right
147 { bb.min.x, bb.min.y, bb.min.z }, // back
148 { bb.max.x, bb.min.y, bb.min.z },
149 { bb.min.x, bb.max.y, bb.min.z },
150 { bb.max.x, bb.max.y, bb.min.z },
151 { bb.min.x, bb.min.y, bb.max.z }, // front
152 { bb.max.x, bb.min.y, bb.max.z },
153 { bb.min.x, bb.max.y, bb.max.z },
154 { bb.max.x, bb.max.y, bb.max.z },
156 0, 1, 1, 3, 3, 2, 2, 0, // back
157 4, 5, 5, 7, 7, 6, 6, 4, // front
158 0, 4, 1, 5, 2, 6, 3, 7, // sides
162 bool CuboidShape::Intersects(
165 float &dist, glm::vec3 &normal
167 return Intersection(ray, bb, M, &dist, &normal);
171 StairShape::StairShape(const AABB &bb, const glm::vec2 &clip)
173 , top({ { bb.min.x, clip.y, bb.min.z }, { bb.max.x, bb.max.y, clip.x } })
174 , bot({ bb.min, { bb.max.x, clip.y, bb.max.z } }) {
176 { top.min.x, top.min.y, top.max.z }, // front, upper
177 { top.max.x, top.min.y, top.max.z },
178 { top.min.x, top.max.y, top.max.z },
179 { top.max.x, top.max.y, top.max.z },
180 { bot.min.x, bot.min.y, bot.max.z }, // front, lower
181 { bot.max.x, bot.min.y, bot.max.z },
182 { bot.min.x, bot.max.y, bot.max.z },
183 { bot.max.x, bot.max.y, bot.max.z },
184 { bot.min.x, bot.min.y, bot.min.z }, // back
185 { bot.min.x, top.max.y, bot.min.z },
186 { top.max.x, bot.min.y, bot.min.z },
187 { top.max.x, top.max.y, bot.min.z },
188 { top.min.x, top.max.y, top.min.z }, // top, upper
189 { top.min.x, top.max.y, top.max.z },
190 { top.max.x, top.max.y, top.min.z },
191 { top.max.x, top.max.y, top.max.z },
192 { bot.min.x, bot.max.y, top.max.z }, // top, lower
193 { bot.min.x, bot.max.y, bot.max.z },
194 { bot.max.x, bot.max.y, top.max.z },
195 { bot.max.x, bot.max.y, bot.max.z },
196 { bot.min.x, bot.min.y, bot.min.z }, // bottom
197 { bot.max.x, bot.min.y, bot.min.z },
198 { bot.min.x, bot.min.y, bot.max.z },
199 { bot.max.x, bot.min.y, bot.max.z },
200 { top.min.x, top.min.y, top.min.z }, // left, upper
201 { top.min.x, top.min.y, top.max.z },
202 { top.min.x, top.max.y, top.min.z },
203 { top.min.x, top.max.y, top.max.z },
204 { bot.min.x, bot.min.y, bot.min.z }, // left, lower
205 { bot.min.x, bot.min.y, bot.max.z },
206 { bot.min.x, bot.max.y, bot.min.z },
207 { bot.min.x, bot.max.y, bot.max.z },
208 { top.max.x, top.min.y, top.min.z }, // right, upper
209 { top.max.x, top.max.y, top.min.z },
210 { top.max.x, top.min.y, top.max.z },
211 { top.max.x, top.max.y, top.max.z },
212 { bot.max.x, bot.min.y, bot.min.z }, // right, lower
213 { bot.max.x, bot.max.y, bot.min.z },
214 { bot.max.x, bot.min.y, bot.max.z },
215 { bot.max.x, bot.max.y, bot.max.z },
217 { 0.0f, 0.0f, 1.0f }, // front x2
218 { 0.0f, 0.0f, 1.0f },
219 { 0.0f, 0.0f, 1.0f },
220 { 0.0f, 0.0f, 1.0f },
221 { 0.0f, 0.0f, 1.0f },
222 { 0.0f, 0.0f, 1.0f },
223 { 0.0f, 0.0f, 1.0f },
224 { 0.0f, 0.0f, 1.0f },
225 { 0.0f, 0.0f, -1.0f }, // back
226 { 0.0f, 0.0f, -1.0f },
227 { 0.0f, 0.0f, -1.0f },
228 { 0.0f, 0.0f, -1.0f },
229 { 0.0f, 1.0f, 0.0f }, // top x2
230 { 0.0f, 1.0f, 0.0f },
231 { 0.0f, 1.0f, 0.0f },
232 { 0.0f, 1.0f, 0.0f },
233 { 0.0f, 1.0f, 0.0f },
234 { 0.0f, 1.0f, 0.0f },
235 { 0.0f, 1.0f, 0.0f },
236 { 0.0f, 1.0f, 0.0f },
237 { 0.0f, -1.0f, 0.0f }, // bottom
238 { 0.0f, -1.0f, 0.0f },
239 { 0.0f, -1.0f, 0.0f },
240 { 0.0f, -1.0f, 0.0f },
241 { -1.0f, 0.0f, 0.0f }, // left x2
242 { -1.0f, 0.0f, 0.0f },
243 { -1.0f, 0.0f, 0.0f },
244 { -1.0f, 0.0f, 0.0f },
245 { -1.0f, 0.0f, 0.0f },
246 { -1.0f, 0.0f, 0.0f },
247 { -1.0f, 0.0f, 0.0f },
248 { -1.0f, 0.0f, 0.0f },
249 { 1.0f, 0.0f, 0.0f }, // right x2
250 { 1.0f, 0.0f, 0.0f },
251 { 1.0f, 0.0f, 0.0f },
252 { 1.0f, 0.0f, 0.0f },
253 { 1.0f, 0.0f, 0.0f },
254 { 1.0f, 0.0f, 0.0f },
255 { 1.0f, 0.0f, 0.0f },
256 { 1.0f, 0.0f, 0.0f },
258 0, 1, 2, 2, 1, 3, // front, upper
259 4, 5, 6, 6, 5, 7, // front, lower
260 8, 9, 10, 10, 9, 11, // back
261 12, 13, 14, 14, 13, 15, // top, upper
262 16, 17, 18, 18, 17, 19, // top, lower
263 20, 21, 22, 22, 21, 23, // bottom
264 24, 25, 26, 26, 25, 27, // left, upper
265 28, 29, 30, 30, 29, 31, // left, lower
266 32, 33, 34, 34, 33, 35, // right, upper
267 36, 37, 38, 38, 37, 39, // right, lower
270 { bot.min.x, bot.min.y, bot.min.z }, // bottom
271 { bot.max.x, bot.min.y, bot.min.z },
272 { bot.min.x, bot.min.y, bot.max.z },
273 { bot.max.x, bot.min.y, bot.max.z },
274 { bot.min.x, bot.max.y, top.max.z }, // middle
275 { bot.max.x, bot.max.y, top.max.z },
276 { bot.min.x, bot.max.y, bot.max.z },
277 { bot.max.x, bot.max.y, bot.max.z },
278 { top.min.x, top.max.y, top.min.z }, // top
279 { top.max.x, top.max.y, top.min.z },
280 { top.min.x, top.max.y, top.max.z },
281 { top.max.x, top.max.y, top.max.z },
283 0, 1, 1, 3, 3, 2, 2, 0, // bottom
284 4, 5, 5, 7, 7, 6, 6, 4, // middle
285 8, 9, 9, 11, 11, 10, 10 , 8, // top
286 0, 8, 4, 10, 2, 6, // verticals, btf
293 bool StairShape::Intersects(
299 float top_dist, bot_dist;
300 glm::vec3 top_norm, bot_norm;
301 bool top_hit = Intersection(ray, top, M, &top_dist, &top_norm);
302 bool bot_hit = Intersection(ray, bot, M, &bot_dist, &bot_norm);
306 if (top_dist < bot_dist) {
320 } else if (bot_hit) {