]> git.localhorst.tv Git - blank.git/blobdiff - src/model/Shape.hpp
some code reorganization
[blank.git] / src / model / Shape.hpp
diff --git a/src/model/Shape.hpp b/src/model/Shape.hpp
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+#ifndef BLANK_MODEL_SHAPE_HPP_
+#define BLANK_MODEL_SHAPE_HPP_
+
+#include "BlockModel.hpp"
+#include "Model.hpp"
+#include "OutlineModel.hpp"
+
+#include <vector>
+#include <glm/glm.hpp>
+
+
+namespace blank {
+
+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 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 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 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(); }
+       /// 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 noexcept = 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;
+       }
+
+private:
+       Model::Positions vtx_pos;
+       Model::Normals vtx_nrm;
+       Model::Indices vtx_idx;
+
+       OutlineModel::Positions out_pos;
+       OutlineModel::Indices out_idx;
+
+};
+
+}
+
+#endif