#ifndef BLANK_MODEL_SHAPE_HPP_
#define BLANK_MODEL_SHAPE_HPP_
-#include "BlockModel.hpp"
-#include "Model.hpp"
-#include "OutlineModel.hpp"
+#include "../graphics/BlockMesh.hpp"
+#include "../graphics/EntityMesh.hpp"
+#include <memory>
#include <vector>
#include <glm/glm.hpp>
namespace blank {
-class AABB;
-class Ray;
+struct CollisionBounds;
+class TokenStreamReader;
-struct Shape {
+class 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(); }
+public:
+ Shape();
- 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));
- }
+ void Read(TokenStreamReader &);
- /// 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
+ void Fill(
+ EntityMesh::Buffer &,
+ const std::vector<float> &tex_map
) const;
- void Vertices(
- Model::Positions &vertex,
- Model::Normals &normal,
- Model::Indices &index,
+ void Fill(
+ EntityMesh::Buffer &,
const glm::mat4 &transform,
- Model::Index idx_offset = 0
+ const std::vector<float> &tex_map
) const;
- void Vertices(
- BlockModel::Positions &vertex,
- BlockModel::Indices &index,
+ void Fill(
+ BlockMesh::Buffer &,
const glm::mat4 &transform,
- BlockModel::Index idx_offset = 0
+ const std::vector<float> &tex_map,
+ std::size_t 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;
-
- /// 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
- ) 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;
+ static float TexR(const std::vector<float> &, std::size_t) noexcept;
- OutlineModel::Positions out_pos;
- OutlineModel::Indices out_idx;
+private:
+ std::unique_ptr<CollisionBounds> bounds;
+ struct Vertex {
+ glm::vec3 position;
+ glm::vec3 normal;
+ glm::vec3 tex_st;
+ std::size_t tex_id;
+ };
+ std::vector<Vertex> vertices;
+ std::vector<std::size_t> indices;
};