struct Shape {
/// the number of vertices (and normals) this shape has
- size_t VertexCount() const { return vtx_pos.size(); }
+ size_t VertexCount() const noexcept { return vtx_pos.size(); }
/// the number of vertex indices this shape has
- size_t VertexIndexCount() const { return vtx_idx.size(); }
+ size_t VertexIndexCount() const noexcept { return vtx_idx.size(); }
+
+ const Model::Normal &VertexNormal(size_t idx) const noexcept { return vtx_nrm[idx]; }
+ Model::Normal VertexNormal(
+ size_t idx, const glm::mat4 &transform
+ ) const noexcept {
+ return Model::Normal(transform * glm::vec4(vtx_nrm[idx], 0.0f));
+ }
/// fill given buffers with this shape's elements with an
- /// optional offset
+ /// optional transform and offset
+ void Vertices(
+ Model::Positions &vertex,
+ Model::Normals &normal,
+ Model::Indices &index
+ ) const;
void Vertices(
Model::Positions &vertex,
Model::Normals &normal,
Model::Indices &index,
- const Model::Position &elem_offset = { 0.0f, 0.0f, 0.0f },
+ const glm::mat4 &transform,
Model::Index idx_offset = 0
) const;
+ void Vertices(
+ BlockModel::Positions &vertex,
+ BlockModel::Indices &index,
+ const glm::mat4 &transform,
+ BlockModel::Index idx_offset = 0
+ ) const;
/// the number of vertices this shape's outline has
size_t OutlineCount() const { return out_pos.size(); }
const glm::mat4 &,
float &dist,
glm::vec3 &normal
- ) const = 0;
+ ) const noexcept = 0;
protected:
void SetShape(const Model::Positions &pos, const Model::Normals &nrm, const Model::Indices &idx) {
public:
NullShape();
- bool Intersects(const Ray &, const glm::mat4 &, float &, glm::vec3 &) const override;
+ bool Intersects(const Ray &, const glm::mat4 &, float &, glm::vec3 &) const noexcept override;
};
public:
CuboidShape(const AABB &bounds);
- bool Intersects(const Ray &, const glm::mat4 &, float &, glm::vec3 &) const override;
+ bool Intersects(const Ray &, const glm::mat4 &, float &, glm::vec3 &) const noexcept override;
private:
AABB bb;
public:
StairShape(const AABB &bounds, const glm::vec2 &clip);
- bool Intersects(const Ray &, const glm::mat4 &, float &, glm::vec3 &) const override;
+ bool Intersects(const Ray &, const glm::mat4 &, float &, glm::vec3 &) const noexcept override;
private:
AABB top, bot;