-#ifndef BLANK_MODEL_SHAPE_HPP_
-#define BLANK_MODEL_SHAPE_HPP_
-
-#include "../graphics/BlockMesh.hpp"
-#include "../graphics/EntityMesh.hpp"
-#include "../graphics/OutlineMesh.hpp"
-
-#include <glm/glm.hpp>
-
-
-namespace blank {
-
-class AABB;
-class Ray;
-
-struct Shape {
-
- /// the number of vertices (and normals) this shape has
- size_t VertexCount() const noexcept { return vtx_pos.size(); }
- /// the number of vertex indices this shape has
- size_t VertexIndexCount() const noexcept { return vtx_idx.size(); }
-
- const EntityMesh::Normal &VertexNormal(size_t idx) const noexcept { return vtx_nrm[idx]; }
- EntityMesh::Normal VertexNormal(
- size_t idx, const glm::mat4 &transform
- ) const noexcept {
- return EntityMesh::Normal(transform * glm::vec4(vtx_nrm[idx], 0.0f));
- }
-
- /// fill given buffers with this shape's elements with an
- /// optional transform and offset
- void Vertices(
- EntityMesh::Buffer &out,
- float tex_offset = 0.0f
- ) const;
- void Vertices(
- EntityMesh::Buffer &out,
- const glm::mat4 &transform,
- float tex_offset = 0.0f,
- EntityMesh::Index idx_offset = 0
- ) const;
- void Vertices(
- BlockMesh::Buffer &out,
- const glm::mat4 &transform,
- float tex_offset = 0.0f,
- BlockMesh::Index idx_offset = 0
- ) const;
-
- /// the number of vertices this shape's outline has
- size_t OutlineCount() const { return out_pos.size(); }
- /// the number of vertex indices this shape's outline has
- size_t OutlineIndexCount() const { return out_idx.size(); }
-
- /// fill given buffers with this shape's outline's elements
- void Outline(OutlineMesh::Buffer &out) const;
-
- /// Check if given ray would pass though this shape if it were
- /// transformed with given matrix.
- /// If true, dist and normal hold the intersection distance and
- /// normal, otherwise their content is undefined.
- virtual bool Intersects(
- const Ray &,
- const glm::mat4 &,
- float &dist,
- glm::vec3 &normal
- ) const noexcept = 0;
-
- /// Check for intersection with given OBB.
- /// The OBB is defined by box and box_M, M is applied to the shape.
- virtual bool Intersects(
- const glm::mat4 &M,
- const AABB &box,
- const glm::mat4 &box_M,
- float &depth,
- glm::vec3 &normal
- ) const noexcept = 0;
-
-protected:
- void SetShape(
- const EntityMesh::Positions &pos,
- const EntityMesh::Normals &nrm,
- const EntityMesh::Indices &idx);
- void SetTexture(
- const BlockMesh::TexCoords &tex_coords);
- void SetOutline(
- const OutlineMesh::Positions &pos,
- const OutlineMesh::Indices &idx);
-
-private:
- EntityMesh::Positions vtx_pos;
- EntityMesh::Normals vtx_nrm;
- EntityMesh::Indices vtx_idx;
-
- BlockMesh::TexCoords vtx_tex_coords;
-
- OutlineMesh::Positions out_pos;
- OutlineMesh::Indices out_idx;
-
-};
-
-}
-
-#endif