- /// 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);
-