namespace blank {
-size_t NullShape::VertexCount() const {
- return 0;
+void Shape::Vertices(
+ Model::Positions &vertex,
+ Model::Normals &normal,
+ Model::Indices &index
+) const {
+ for (const auto &pos : vtx_pos) {
+ vertex.emplace_back(pos);
+ }
+ for (const auto &nrm : vtx_nrm) {
+ normal.emplace_back(nrm);
+ }
+ for (auto idx : vtx_idx) {
+ index.emplace_back(idx);
+ }
}
-void NullShape::Vertices(std::vector<glm::vec3> &out, const glm::vec3 &pos) const {
-
+void Shape::Vertices(
+ Model::Positions &vertex,
+ Model::Normals &normal,
+ Model::Indices &index,
+ const glm::mat4 &transform,
+ Model::Index idx_offset
+) const {
+ for (const auto &pos : vtx_pos) {
+ vertex.emplace_back(transform * glm::vec4(pos, 1.0f));
+ }
+ for (const auto &nrm : vtx_nrm) {
+ normal.emplace_back(transform * glm::vec4(nrm, 0.0f));
+ }
+ for (auto idx : vtx_idx) {
+ index.emplace_back(idx_offset + idx);
+ }
}
-void NullShape::Normals(std::vector<glm::vec3> &out) const {
-
+void Shape::Vertices(
+ BlockModel::Positions &vertex,
+ BlockModel::Indices &index,
+ const glm::mat4 &transform,
+ BlockModel::Index idx_offset
+) const {
+ for (const auto &pos : vtx_pos) {
+ vertex.emplace_back(transform * glm::vec4(pos, 1.0f));
+ }
+ for (auto idx : vtx_idx) {
+ index.emplace_back(idx_offset + idx);
+ }
}
-size_t NullShape::OutlineCount() const {
- return 0;
+void Shape::Outline(
+ OutlineModel::Positions &vertex,
+ OutlineModel::Indices &index,
+ const OutlineModel::Position &elem_offset,
+ OutlineModel::Index idx_offset
+) const {
+ for (const auto &pos : out_pos) {
+ vertex.emplace_back(elem_offset + pos);
+ }
+ for (auto idx : out_idx) {
+ index.emplace_back(idx_offset + idx);
+ }
}
-void NullShape::Outline(std::vector<glm::vec3> &out, const glm::vec3 &pos) const {
+
+NullShape::NullShape()
+: Shape() {
}
-bool NullShape::Intersects(const Ray &, const glm::mat4 &, float &, glm::vec3 &) const {
+bool NullShape::Intersects(
+ const Ray &,
+ const glm::mat4 &,
+ float &, glm::vec3 &
+) const noexcept {
return false;
}
: Shape()
, bb(b) {
bb.Adjust();
+ SetShape({
+ { bb.min.x, bb.min.y, bb.max.z }, // front
+ { bb.max.x, bb.min.y, bb.max.z },
+ { bb.min.x, bb.max.y, bb.max.z },
+ { bb.max.x, bb.max.y, bb.max.z },
+ { bb.min.x, bb.min.y, bb.min.z }, // back
+ { bb.min.x, bb.max.y, bb.min.z },
+ { bb.max.x, bb.min.y, bb.min.z },
+ { bb.max.x, bb.max.y, bb.min.z },
+ { bb.min.x, bb.max.y, bb.min.z }, // top
+ { bb.min.x, bb.max.y, bb.max.z },
+ { bb.max.x, bb.max.y, bb.min.z },
+ { bb.max.x, bb.max.y, bb.max.z },
+ { bb.min.x, bb.min.y, bb.min.z }, // bottom
+ { bb.max.x, bb.min.y, bb.min.z },
+ { bb.min.x, bb.min.y, bb.max.z },
+ { bb.max.x, bb.min.y, bb.max.z },
+ { bb.min.x, bb.min.y, bb.min.z }, // left
+ { bb.min.x, bb.min.y, bb.max.z },
+ { bb.min.x, bb.max.y, bb.min.z },
+ { bb.min.x, bb.max.y, bb.max.z },
+ { bb.max.x, bb.min.y, bb.min.z }, // right
+ { bb.max.x, bb.max.y, bb.min.z },
+ { bb.max.x, bb.min.y, bb.max.z },
+ { bb.max.x, bb.max.y, bb.max.z },
+ }, {
+ { 0.0f, 0.0f, 1.0f }, // front
+ { 0.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, -1.0f }, // back
+ { 0.0f, 0.0f, -1.0f },
+ { 0.0f, 0.0f, -1.0f },
+ { 0.0f, 0.0f, -1.0f },
+ { 0.0f, 1.0f, 0.0f }, // top
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, -1.0f, 0.0f }, // bottom
+ { 0.0f, -1.0f, 0.0f },
+ { 0.0f, -1.0f, 0.0f },
+ { 0.0f, -1.0f, 0.0f },
+ { -1.0f, 0.0f, 0.0f }, // left
+ { -1.0f, 0.0f, 0.0f },
+ { -1.0f, 0.0f, 0.0f },
+ { -1.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f }, // right
+ { 1.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f },
+ }, {
+ 0, 1, 2, 2, 1, 3, // front
+ 4, 5, 6, 6, 5, 7, // back
+ 8, 9, 10, 10, 9, 11, // top
+ 12, 13, 14, 14, 13, 15, // bottom
+ 16, 17, 18, 18, 17, 19, // left
+ 20, 21, 22, 22, 21, 23, // right
+ });
+ SetOutline({
+ { bb.min.x, bb.min.y, bb.min.z }, // back
+ { bb.max.x, bb.min.y, bb.min.z },
+ { bb.min.x, bb.max.y, bb.min.z },
+ { bb.max.x, bb.max.y, bb.min.z },
+ { bb.min.x, bb.min.y, bb.max.z }, // front
+ { bb.max.x, bb.min.y, bb.max.z },
+ { bb.min.x, bb.max.y, bb.max.z },
+ { bb.max.x, bb.max.y, bb.max.z },
+ }, {
+ 0, 1, 1, 3, 3, 2, 2, 0, // back
+ 4, 5, 5, 7, 7, 6, 6, 4, // front
+ 0, 4, 1, 5, 2, 6, 3, 7, // sides
+ });
}
-
-size_t CuboidShape::VertexCount() const {
- return 36;
-}
-
-void CuboidShape::Vertices(std::vector<glm::vec3> &out, const glm::vec3 &pos) const {
- out.reserve(36);
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.min.y, pos.z + bb.max.z); // front
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.min.y, pos.z + bb.max.z);
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.max.y, pos.z + bb.max.z);
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.min.y, pos.z + bb.max.z);
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.max.y, pos.z + bb.max.z);
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.max.y, pos.z + bb.max.z);
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.min.y, pos.z + bb.min.z); // back
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.max.y, pos.z + bb.min.z);
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.min.y, pos.z + bb.min.z);
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.min.y, pos.z + bb.min.z);
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.max.y, pos.z + bb.min.z);
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.max.y, pos.z + bb.min.z);
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.max.y, pos.z + bb.min.z); // top
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.max.y, pos.z + bb.max.z);
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.max.y, pos.z + bb.min.z);
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.max.y, pos.z + bb.min.z);
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.max.y, pos.z + bb.max.z);
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.max.y, pos.z + bb.max.z);
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.min.y, pos.z + bb.min.z); // bottom
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.min.y, pos.z + bb.min.z);
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.min.y, pos.z + bb.max.z);
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.min.y, pos.z + bb.min.z);
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.min.y, pos.z + bb.max.z);
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.min.y, pos.z + bb.max.z);
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.min.y, pos.z + bb.min.z); // left
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.min.y, pos.z + bb.max.z);
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.max.y, pos.z + bb.min.z);
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.max.y, pos.z + bb.min.z);
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.min.y, pos.z + bb.max.z);
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.max.y, pos.z + bb.max.z);
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.min.y, pos.z + bb.min.z); // right
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.max.y, pos.z + bb.min.z);
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.min.y, pos.z + bb.max.z);
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.min.y, pos.z + bb.max.z);
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.max.y, pos.z + bb.min.z);
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.max.y, pos.z + bb.max.z);
-}
-
-void CuboidShape::Normals(std::vector<glm::vec3> &out) const {
- out.reserve(36);
- out.insert(out.end(), 6, glm::vec3( 0.0f, 0.0f, 1.0f)); // front
- out.insert(out.end(), 6, glm::vec3( 0.0f, 0.0f, -1.0f)); // back
- out.insert(out.end(), 6, glm::vec3( 0.0f, 1.0f, 0.0f)); // top
- out.insert(out.end(), 6, glm::vec3( 0.0f, -1.0f, 0.0f)); // bottom
- out.insert(out.end(), 6, glm::vec3(-1.0f, 0.0f, 0.0f)); // left
- out.insert(out.end(), 6, glm::vec3( 1.0f, 0.0f, 0.0f)); // right
-}
-
-
-size_t CuboidShape::OutlineCount() const {
- return 24;
-}
-
-void CuboidShape::Outline(std::vector<glm::vec3> &out, const glm::vec3 &pos) const {
- out.reserve(24);
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.min.y, pos.z + bb.min.z);
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.min.y, pos.z + bb.min.z);
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.min.y, pos.z + bb.min.z);
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.max.y, pos.z + bb.min.z);
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.max.y, pos.z + bb.min.z);
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.max.y, pos.z + bb.min.z);
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.max.y, pos.z + bb.min.z);
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.min.y, pos.z + bb.min.z);
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.min.y, pos.z + bb.min.z);
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.min.y, pos.z + bb.max.z);
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.min.y, pos.z + bb.min.z);
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.min.y, pos.z + bb.max.z);
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.max.y, pos.z + bb.min.z);
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.max.y, pos.z + bb.max.z);
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.max.y, pos.z + bb.min.z);
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.max.y, pos.z + bb.max.z);
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.min.y, pos.z + bb.max.z);
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.min.y, pos.z + bb.max.z);
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.min.y, pos.z + bb.max.z);
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.max.y, pos.z + bb.max.z);
- out.emplace_back(pos.x + bb.max.x, pos.y + bb.max.y, pos.z + bb.max.z);
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.max.y, pos.z + bb.max.z);
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.max.y, pos.z + bb.max.z);
- out.emplace_back(pos.x + bb.min.x, pos.y + bb.min.y, pos.z + bb.max.z);
-}
-
-bool CuboidShape::Intersects(const Ray &ray, const glm::mat4 &M, float &dist, glm::vec3 &normal) const {
+bool CuboidShape::Intersects(
+ const Ray &ray,
+ const glm::mat4 &M,
+ float &dist, glm::vec3 &normal
+) const noexcept {
return Intersection(ray, bb, M, &dist, &normal);
}
StairShape::StairShape(const AABB &bb, const glm::vec2 &clip)
-: top({ { clip.x, clip.y, bb.min.z }, bb.max })
+: Shape()
+, top({ { bb.min.x, clip.y, bb.min.z }, { bb.max.x, bb.max.y, clip.x } })
, bot({ bb.min, { bb.max.x, clip.y, bb.max.z } }) {
-
-}
-
-
-size_t StairShape::VertexCount() const {
- return 60;
+ SetShape({
+ { top.min.x, top.min.y, top.max.z }, // front, upper
+ { top.max.x, top.min.y, top.max.z },
+ { top.min.x, top.max.y, top.max.z },
+ { top.max.x, top.max.y, top.max.z },
+ { bot.min.x, bot.min.y, bot.max.z }, // front, lower
+ { bot.max.x, bot.min.y, bot.max.z },
+ { bot.min.x, bot.max.y, bot.max.z },
+ { bot.max.x, bot.max.y, bot.max.z },
+ { bot.min.x, bot.min.y, bot.min.z }, // back
+ { bot.min.x, top.max.y, bot.min.z },
+ { top.max.x, bot.min.y, bot.min.z },
+ { top.max.x, top.max.y, bot.min.z },
+ { top.min.x, top.max.y, top.min.z }, // top, upper
+ { top.min.x, top.max.y, top.max.z },
+ { top.max.x, top.max.y, top.min.z },
+ { top.max.x, top.max.y, top.max.z },
+ { bot.min.x, bot.max.y, top.max.z }, // top, lower
+ { bot.min.x, bot.max.y, bot.max.z },
+ { bot.max.x, bot.max.y, top.max.z },
+ { bot.max.x, bot.max.y, bot.max.z },
+ { bot.min.x, bot.min.y, bot.min.z }, // bottom
+ { bot.max.x, bot.min.y, bot.min.z },
+ { bot.min.x, bot.min.y, bot.max.z },
+ { bot.max.x, bot.min.y, bot.max.z },
+ { top.min.x, top.min.y, top.min.z }, // left, upper
+ { top.min.x, top.min.y, top.max.z },
+ { top.min.x, top.max.y, top.min.z },
+ { top.min.x, top.max.y, top.max.z },
+ { bot.min.x, bot.min.y, bot.min.z }, // left, lower
+ { bot.min.x, bot.min.y, bot.max.z },
+ { bot.min.x, bot.max.y, bot.min.z },
+ { bot.min.x, bot.max.y, bot.max.z },
+ { top.max.x, top.min.y, top.min.z }, // right, upper
+ { top.max.x, top.max.y, top.min.z },
+ { top.max.x, top.min.y, top.max.z },
+ { top.max.x, top.max.y, top.max.z },
+ { bot.max.x, bot.min.y, bot.min.z }, // right, lower
+ { bot.max.x, bot.max.y, bot.min.z },
+ { bot.max.x, bot.min.y, bot.max.z },
+ { bot.max.x, bot.max.y, bot.max.z },
+ }, {
+ { 0.0f, 0.0f, 1.0f }, // front x2
+ { 0.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, -1.0f }, // back
+ { 0.0f, 0.0f, -1.0f },
+ { 0.0f, 0.0f, -1.0f },
+ { 0.0f, 0.0f, -1.0f },
+ { 0.0f, 1.0f, 0.0f }, // top x2
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, -1.0f, 0.0f }, // bottom
+ { 0.0f, -1.0f, 0.0f },
+ { 0.0f, -1.0f, 0.0f },
+ { 0.0f, -1.0f, 0.0f },
+ { -1.0f, 0.0f, 0.0f }, // left x2
+ { -1.0f, 0.0f, 0.0f },
+ { -1.0f, 0.0f, 0.0f },
+ { -1.0f, 0.0f, 0.0f },
+ { -1.0f, 0.0f, 0.0f },
+ { -1.0f, 0.0f, 0.0f },
+ { -1.0f, 0.0f, 0.0f },
+ { -1.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f }, // right x2
+ { 1.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f },
+ }, {
+ 0, 1, 2, 2, 1, 3, // front, upper
+ 4, 5, 6, 6, 5, 7, // front, lower
+ 8, 9, 10, 10, 9, 11, // back
+ 12, 13, 14, 14, 13, 15, // top, upper
+ 16, 17, 18, 18, 17, 19, // top, lower
+ 20, 21, 22, 22, 21, 23, // bottom
+ 24, 25, 26, 26, 25, 27, // left, upper
+ 28, 29, 30, 30, 29, 31, // left, lower
+ 32, 33, 34, 34, 33, 35, // right, upper
+ 36, 37, 38, 38, 37, 39, // right, lower
+ });
+ SetOutline({
+ { bot.min.x, bot.min.y, bot.min.z }, // bottom
+ { bot.max.x, bot.min.y, bot.min.z },
+ { bot.min.x, bot.min.y, bot.max.z },
+ { bot.max.x, bot.min.y, bot.max.z },
+ { bot.min.x, bot.max.y, top.max.z }, // middle
+ { bot.max.x, bot.max.y, top.max.z },
+ { bot.min.x, bot.max.y, bot.max.z },
+ { bot.max.x, bot.max.y, bot.max.z },
+ { top.min.x, top.max.y, top.min.z }, // top
+ { top.max.x, top.max.y, top.min.z },
+ { top.min.x, top.max.y, top.max.z },
+ { top.max.x, top.max.y, top.max.z },
+ }, {
+ 0, 1, 1, 3, 3, 2, 2, 0, // bottom
+ 4, 5, 5, 7, 7, 6, 6, 4, // middle
+ 8, 9, 9, 11, 11, 10, 10 , 8, // top
+ 0, 8, 4, 10, 2, 6, // verticals, btf
+ 1, 9, 5, 11, 3, 7,
+ // 5, 8, 7, 10,
+ // 1, 9, 3, 11,
+ });
}
-void StairShape::Vertices(std::vector<glm::vec3> &out, const glm::vec3 &pos) const {
- out.reserve(60);
- out.emplace_back(pos.x + top.min.x, pos.y + top.min.y, pos.z + top.max.z); // front, upper
- out.emplace_back(pos.x + top.max.x, pos.y + top.min.y, pos.z + top.max.z);
- out.emplace_back(pos.x + top.min.x, pos.y + top.max.y, pos.z + top.max.z);
- out.emplace_back(pos.x + top.max.x, pos.y + top.min.y, pos.z + top.max.z);
- out.emplace_back(pos.x + top.max.x, pos.y + top.max.y, pos.z + top.max.z);
- out.emplace_back(pos.x + top.min.x, pos.y + top.max.y, pos.z + top.max.z);
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.min.y, pos.z + bot.max.z); // front, lower
- out.emplace_back(pos.x + bot.max.x, pos.y + bot.min.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.max.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + bot.max.x, pos.y + bot.min.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + bot.max.x, pos.y + bot.max.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.max.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + top.min.x, pos.y + top.min.y, pos.z + top.min.z); // back, upper
- out.emplace_back(pos.x + top.min.x, pos.y + top.max.y, pos.z + top.min.z);
- out.emplace_back(pos.x + top.max.x, pos.y + top.min.y, pos.z + top.min.z);
- out.emplace_back(pos.x + top.max.x, pos.y + top.min.y, pos.z + top.min.z);
- out.emplace_back(pos.x + top.min.x, pos.y + top.max.y, pos.z + top.min.z);
- out.emplace_back(pos.x + top.max.x, pos.y + top.max.y, pos.z + top.min.z);
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.min.y, pos.z + bot.min.z); // back, lower
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.max.y, pos.z + bot.min.z);
- out.emplace_back(pos.x + bot.max.x, pos.y + bot.min.y, pos.z + bot.min.z);
- out.emplace_back(pos.x + bot.max.x, pos.y + bot.min.y, pos.z + bot.min.z);
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.max.y, pos.z + bot.min.z);
- out.emplace_back(pos.x + bot.max.x, pos.y + bot.max.y, pos.z + bot.min.z);
- out.emplace_back(pos.x + top.min.x, pos.y + top.max.y, pos.z + top.min.z); // top, upper
- out.emplace_back(pos.x + top.min.x, pos.y + top.max.y, pos.z + top.max.z);
- out.emplace_back(pos.x + top.max.x, pos.y + top.max.y, pos.z + top.min.z);
- out.emplace_back(pos.x + top.max.x, pos.y + top.max.y, pos.z + top.min.z);
- out.emplace_back(pos.x + top.min.x, pos.y + top.max.y, pos.z + top.max.z);
- out.emplace_back(pos.x + top.max.x, pos.y + top.max.y, pos.z + top.max.z);
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.max.y, pos.z + bot.min.z); // top, lower
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.max.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + top.min.x, pos.y + bot.max.y, pos.z + bot.min.z);
- out.emplace_back(pos.x + top.min.x, pos.y + bot.max.y, pos.z + bot.min.z);
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.max.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + top.min.x, pos.y + bot.max.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.min.y, pos.z + bot.min.z); // bottom
- out.emplace_back(pos.x + bot.max.x, pos.y + bot.min.y, pos.z + bot.min.z);
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.min.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + bot.max.x, pos.y + bot.min.y, pos.z + bot.min.z);
- out.emplace_back(pos.x + bot.max.x, pos.y + bot.min.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.min.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + top.min.x, pos.y + top.min.y, pos.z + top.min.z); // left, upper
- out.emplace_back(pos.x + top.min.x, pos.y + top.min.y, pos.z + top.max.z);
- out.emplace_back(pos.x + top.min.x, pos.y + top.max.y, pos.z + top.min.z);
- out.emplace_back(pos.x + top.min.x, pos.y + top.max.y, pos.z + top.min.z);
- out.emplace_back(pos.x + top.min.x, pos.y + top.min.y, pos.z + top.max.z);
- out.emplace_back(pos.x + top.min.x, pos.y + top.max.y, pos.z + top.max.z);
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.min.y, pos.z + bot.min.z); // left, lower
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.min.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.max.y, pos.z + bot.min.z);
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.max.y, pos.z + bot.min.z);
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.min.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.max.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + bot.max.x, pos.y + bot.min.y, pos.z + bot.min.z); // right
- out.emplace_back(pos.x + top.max.x, pos.y + top.max.y, pos.z + top.min.z);
- out.emplace_back(pos.x + bot.max.x, pos.y + bot.min.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + bot.max.x, pos.y + bot.min.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + top.max.x, pos.y + top.max.y, pos.z + top.min.z);
- out.emplace_back(pos.x + top.max.x, pos.y + top.max.y, pos.z + top.max.z);
-}
-
-void StairShape::Normals(std::vector<glm::vec3> &out) const {
- out.reserve(60);
- out.insert(out.end(), 12, glm::vec3( 0.0f, 0.0f, 1.0f)); // front, x2
- out.insert(out.end(), 12, glm::vec3( 0.0f, 0.0f, -1.0f)); // back, x2
- out.insert(out.end(), 12, glm::vec3( 0.0f, 1.0f, 0.0f)); // top, x2
- out.insert(out.end(), 6, glm::vec3( 0.0f, -1.0f, 0.0f)); // bottom
- out.insert(out.end(), 12, glm::vec3(-1.0f, 0.0f, 0.0f)); // left, x2
- out.insert(out.end(), 6, glm::vec3( 1.0f, 0.0f, 0.0f)); // right
-}
-
-
-size_t StairShape::OutlineCount() const {
- return 36;
-}
-
-void StairShape::Outline(std::vector<glm::vec3> &out, const glm::vec3 &pos) const {
- out.reserve(36);
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.min.y, pos.z + bot.min.z); // bottom
- out.emplace_back(pos.x + bot.max.x, pos.y + bot.min.y, pos.z + bot.min.z);
- out.emplace_back(pos.x + bot.max.x, pos.y + bot.min.y, pos.z + bot.min.z);
- out.emplace_back(pos.x + bot.max.x, pos.y + bot.min.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + bot.max.x, pos.y + bot.min.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.min.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.min.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.min.y, pos.z + bot.min.z);
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.max.y, pos.z + bot.min.z); // middle
- out.emplace_back(pos.x + top.min.x, pos.y + bot.max.y, pos.z + bot.min.z);
- out.emplace_back(pos.x + top.min.x, pos.y + bot.max.y, pos.z + bot.min.z);
- out.emplace_back(pos.x + top.min.x, pos.y + bot.max.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + top.min.x, pos.y + bot.max.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.max.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.max.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.max.y, pos.z + bot.min.z);
- out.emplace_back(pos.x + top.min.x, pos.y + top.max.y, pos.z + bot.min.z); // top
- out.emplace_back(pos.x + bot.max.x, pos.y + top.max.y, pos.z + bot.min.z);
- out.emplace_back(pos.x + bot.max.x, pos.y + top.max.y, pos.z + bot.min.z);
- out.emplace_back(pos.x + bot.max.x, pos.y + top.max.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + bot.max.x, pos.y + top.max.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + top.min.x, pos.y + top.max.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + top.min.x, pos.y + top.max.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + top.min.x, pos.y + top.max.y, pos.z + bot.min.z);
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.min.y, pos.z + bot.min.z); // verticals, ltr/btf
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.max.y, pos.z + bot.min.z);
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.min.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + bot.min.x, pos.y + bot.max.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + top.min.x, pos.y + top.min.y, pos.z + bot.min.z);
- out.emplace_back(pos.x + top.min.x, pos.y + top.max.y, pos.z + bot.min.z);
- out.emplace_back(pos.x + top.min.x, pos.y + top.min.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + top.min.x, pos.y + top.max.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + bot.max.x, pos.y + bot.min.y, pos.z + bot.min.z);
- out.emplace_back(pos.x + bot.max.x, pos.y + top.max.y, pos.z + bot.min.z);
- out.emplace_back(pos.x + bot.max.x, pos.y + bot.min.y, pos.z + bot.max.z);
- out.emplace_back(pos.x + bot.max.x, pos.y + top.max.y, pos.z + bot.max.z);
-}
-
-bool StairShape::Intersects(const Ray &ray, const glm::mat4 &M, float &dist, glm::vec3 &norm) const {
+bool StairShape::Intersects(
+ const Ray &ray,
+ const glm::mat4 &M,
+ float &dist,
+ glm::vec3 &norm
+) const noexcept {
float top_dist, bot_dist;
glm::vec3 top_norm, bot_norm;
bool top_hit = Intersection(ray, top, M, &top_dist, &top_norm);
}
}
-
}