+ /// the number of vertices (and normals) this shape has
+ size_t VertexCount() const { return vtx_pos.size(); }
+ /// the number of vertex indices this shape has
+ size_t VertexIndexCount() const { return vtx_idx.size(); }
+
+ /// fill given buffers with this shape's elements with an
+ /// optional offset
+ void Vertices(
+ Model::Positions &vertex,
+ Model::Normals &normal,
+ Model::Indices &index,
+ const Model::Position &elem_offset = { 0.0f, 0.0f, 0.0f },
+ Model::Index idx_offset = 0
+ ) const;
+ void Vertices(
+ Model::Positions &vertex,
+ Model::Normals &normal,
+ Model::Indices &index,
+ const glm::mat4 &transform,
+ Model::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 with
+ /// an optional offset
+ void Outline(
+ OutlineModel::Positions &vertex,
+ OutlineModel::Indices &index,
+ const OutlineModel::Position &offset = { 0.0f, 0.0f, 0.0f },
+ OutlineModel::Index idx_offset = 0
+ ) 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 = 0;
+
+protected:
+ void SetShape(const Model::Positions &pos, const Model::Normals &nrm, const Model::Indices &idx) {
+ vtx_pos = pos;
+ vtx_nrm = nrm;
+ vtx_idx = idx;
+ }
+ void SetOutline(const OutlineModel::Positions &pos, const OutlineModel::Indices &idx) {
+ out_pos = pos;
+ out_idx = idx;
+ }