--- /dev/null
+#include "bounds.hpp"
+#include "CollisionBounds.hpp"
+
+
+namespace blank {
+
+void CollisionBounds::Vertices(
+ EntityMesh::Buffer &out,
+ float tex_offset
+) const {
+ for (const auto &pos : vtx_pos) {
+ out.vertices.emplace_back(pos);
+ }
+ for (const auto &coord : vtx_tex_coords) {
+ out.tex_coords.emplace_back(coord.x, coord.y, coord.z + tex_offset);
+ }
+ for (const auto &nrm : vtx_nrm) {
+ out.normals.emplace_back(nrm);
+ }
+ for (auto idx : vtx_idx) {
+ out.indices.emplace_back(idx);
+ }
+}
+
+void CollisionBounds::Vertices(
+ EntityMesh::Buffer &out,
+ const glm::mat4 &transform,
+ float tex_offset,
+ EntityMesh::Index idx_offset
+) const {
+ for (const auto &pos : vtx_pos) {
+ out.vertices.emplace_back(transform * glm::vec4(pos, 1.0f));
+ }
+ for (const auto &coord : vtx_tex_coords) {
+ out.tex_coords.emplace_back(coord.x, coord.y, coord.z + tex_offset);
+ }
+ for (const auto &nrm : vtx_nrm) {
+ out.normals.emplace_back(transform * glm::vec4(nrm, 0.0f));
+ }
+ for (auto idx : vtx_idx) {
+ out.indices.emplace_back(idx_offset + idx);
+ }
+}
+
+void CollisionBounds::Vertices(
+ BlockMesh::Buffer &out,
+ const glm::mat4 &transform,
+ float tex_offset,
+ BlockMesh::Index idx_offset
+) const {
+ for (const auto &pos : vtx_pos) {
+ out.vertices.emplace_back(transform * glm::vec4(pos, 1.0f));
+ }
+ for (const auto &coord : vtx_tex_coords) {
+ out.tex_coords.emplace_back(coord.x, coord.y, coord.z + tex_offset);
+ }
+ for (auto idx : vtx_idx) {
+ out.indices.emplace_back(idx_offset + idx);
+ }
+}
+
+void CollisionBounds::Outline(OutlineMesh::Buffer &out) const {
+ out.vertices.insert(out.vertices.end(), out_pos.begin(), out_pos.end());
+ out.indices.insert(out.indices.end(), out_idx.begin(), out_idx.end());
+}
+
+void CollisionBounds::SetShape(
+ const EntityMesh::Positions &pos,
+ const EntityMesh::Normals &nrm,
+ const EntityMesh::Indices &idx
+) {
+ vtx_pos = pos;
+ vtx_nrm = nrm;
+ vtx_idx = idx;
+}
+
+void CollisionBounds::SetTexture(
+ const BlockMesh::TexCoords &tex_coords
+) {
+ vtx_tex_coords = tex_coords;
+}
+
+void CollisionBounds::SetOutline(
+ const OutlineMesh::Positions &pos,
+ const OutlineMesh::Indices &idx
+) {
+ out_pos = pos;
+ out_idx = idx;
+}
+
+
+NullBounds::NullBounds()
+: CollisionBounds() {
+
+}
+
+bool NullBounds::Intersects(
+ const Ray &,
+ const glm::mat4 &,
+ float &, glm::vec3 &
+) const noexcept {
+ return false;
+}
+
+bool NullBounds::Intersects(
+ const glm::mat4 &,
+ const AABB &,
+ const glm::mat4 &,
+ float &,
+ glm::vec3 &
+) const noexcept {
+ return false;
+}
+
+
+CuboidBounds::CuboidBounds(const AABB &b)
+: CollisionBounds()
+, bb(b) {
+ bb.Adjust();
+ SetShape({
+ { bb.min.x, bb.min.y, bb.max.z }, // front
+ { bb.max.x, bb.min.y, bb.max.z },
+ { bb.min.x, bb.max.y, bb.max.z },
+ { bb.max.x, bb.max.y, bb.max.z },
+ { bb.min.x, bb.min.y, bb.min.z }, // back
+ { bb.min.x, bb.max.y, bb.min.z },
+ { bb.max.x, bb.min.y, bb.min.z },
+ { bb.max.x, bb.max.y, bb.min.z },
+ { bb.min.x, bb.max.y, bb.min.z }, // top
+ { bb.min.x, bb.max.y, bb.max.z },
+ { bb.max.x, bb.max.y, bb.min.z },
+ { bb.max.x, bb.max.y, bb.max.z },
+ { bb.min.x, bb.min.y, bb.min.z }, // bottom
+ { bb.max.x, bb.min.y, bb.min.z },
+ { bb.min.x, bb.min.y, bb.max.z },
+ { bb.max.x, bb.min.y, bb.max.z },
+ { bb.min.x, bb.min.y, bb.min.z }, // left
+ { bb.min.x, bb.min.y, bb.max.z },
+ { bb.min.x, bb.max.y, bb.min.z },
+ { bb.min.x, bb.max.y, bb.max.z },
+ { bb.max.x, bb.min.y, bb.min.z }, // right
+ { bb.max.x, bb.max.y, bb.min.z },
+ { bb.max.x, bb.min.y, bb.max.z },
+ { bb.max.x, bb.max.y, bb.max.z },
+ }, {
+ { 0.0f, 0.0f, 1.0f }, // front
+ { 0.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, -1.0f }, // back
+ { 0.0f, 0.0f, -1.0f },
+ { 0.0f, 0.0f, -1.0f },
+ { 0.0f, 0.0f, -1.0f },
+ { 0.0f, 1.0f, 0.0f }, // top
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, -1.0f, 0.0f }, // bottom
+ { 0.0f, -1.0f, 0.0f },
+ { 0.0f, -1.0f, 0.0f },
+ { 0.0f, -1.0f, 0.0f },
+ { -1.0f, 0.0f, 0.0f }, // left
+ { -1.0f, 0.0f, 0.0f },
+ { -1.0f, 0.0f, 0.0f },
+ { -1.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f }, // right
+ { 1.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f },
+ }, {
+ 0, 1, 2, 2, 1, 3, // front
+ 4, 5, 6, 6, 5, 7, // back
+ 8, 9, 10, 10, 9, 11, // top
+ 12, 13, 14, 14, 13, 15, // bottom
+ 16, 17, 18, 18, 17, 19, // left
+ 20, 21, 22, 22, 21, 23, // right
+ });
+ SetTexture({
+ { 0.0f, 1.0f, 0.0f }, // front
+ { 1.0f, 1.0f, 0.0f },
+ { 0.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f },
+ { 1.0f, 1.0f, 0.0f }, // back
+ { 1.0f, 0.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, 0.0f, 0.0f },
+ { 0.0f, 0.0f, 0.0f }, // top
+ { 0.0f, 1.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f },
+ { 1.0f, 1.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f }, // bottom
+ { 0.0f, 0.0f, 0.0f },
+ { 1.0f, 1.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f }, // left
+ { 1.0f, 1.0f, 0.0f },
+ { 0.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f },
+ { 1.0f, 1.0f, 0.0f }, // right
+ { 1.0f, 0.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, 0.0f, 0.0f },
+ });
+ SetOutline({
+ { bb.min.x, bb.min.y, bb.min.z }, // back
+ { bb.max.x, bb.min.y, bb.min.z },
+ { bb.min.x, bb.max.y, bb.min.z },
+ { bb.max.x, bb.max.y, bb.min.z },
+ { bb.min.x, bb.min.y, bb.max.z }, // front
+ { bb.max.x, bb.min.y, bb.max.z },
+ { bb.min.x, bb.max.y, bb.max.z },
+ { bb.max.x, bb.max.y, bb.max.z },
+ }, {
+ 0, 1, 1, 3, 3, 2, 2, 0, // back
+ 4, 5, 5, 7, 7, 6, 6, 4, // front
+ 0, 4, 1, 5, 2, 6, 3, 7, // sides
+ });
+}
+
+bool CuboidBounds::Intersects(
+ const Ray &ray,
+ const glm::mat4 &M,
+ float &dist, glm::vec3 &normal
+) const noexcept {
+ return Intersection(ray, bb, M, &dist, &normal);
+}
+
+bool CuboidBounds::Intersects(
+ const glm::mat4 &M,
+ const AABB &box,
+ const glm::mat4 &box_M,
+ float &depth,
+ glm::vec3 &normal
+) const noexcept {
+ return Intersection(bb, M, box, box_M, depth, normal);
+}
+
+
+StairBounds::StairBounds(const AABB &bb, const glm::vec2 &clip)
+: CollisionBounds()
+, top({ { bb.min.x, clip.y, bb.min.z }, { bb.max.x, bb.max.y, clip.x } })
+, bot({ bb.min, { bb.max.x, clip.y, bb.max.z } }) {
+ SetShape({
+ { top.min.x, top.min.y, top.max.z }, // front, upper
+ { top.max.x, top.min.y, top.max.z },
+ { top.min.x, top.max.y, top.max.z },
+ { top.max.x, top.max.y, top.max.z },
+ { bot.min.x, bot.min.y, bot.max.z }, // front, lower
+ { bot.max.x, bot.min.y, bot.max.z },
+ { bot.min.x, bot.max.y, bot.max.z },
+ { bot.max.x, bot.max.y, bot.max.z },
+ { bot.min.x, bot.min.y, bot.min.z }, // back
+ { bot.min.x, top.max.y, bot.min.z },
+ { top.max.x, bot.min.y, bot.min.z },
+ { top.max.x, top.max.y, bot.min.z },
+ { top.min.x, top.max.y, top.min.z }, // top, upper
+ { top.min.x, top.max.y, top.max.z },
+ { top.max.x, top.max.y, top.min.z },
+ { top.max.x, top.max.y, top.max.z },
+ { bot.min.x, bot.max.y, top.max.z }, // top, lower
+ { bot.min.x, bot.max.y, bot.max.z },
+ { bot.max.x, bot.max.y, top.max.z },
+ { bot.max.x, bot.max.y, bot.max.z },
+ { bot.min.x, bot.min.y, bot.min.z }, // bottom
+ { bot.max.x, bot.min.y, bot.min.z },
+ { bot.min.x, bot.min.y, bot.max.z },
+ { bot.max.x, bot.min.y, bot.max.z },
+ { top.min.x, top.min.y, top.min.z }, // left, upper
+ { top.min.x, top.min.y, top.max.z },
+ { top.min.x, top.max.y, top.min.z },
+ { top.min.x, top.max.y, top.max.z },
+ { bot.min.x, bot.min.y, bot.min.z }, // left, lower
+ { bot.min.x, bot.min.y, bot.max.z },
+ { bot.min.x, bot.max.y, bot.min.z },
+ { bot.min.x, bot.max.y, bot.max.z },
+ { top.max.x, top.min.y, top.min.z }, // right, upper
+ { top.max.x, top.max.y, top.min.z },
+ { top.max.x, top.min.y, top.max.z },
+ { top.max.x, top.max.y, top.max.z },
+ { bot.max.x, bot.min.y, bot.min.z }, // right, lower
+ { bot.max.x, bot.max.y, bot.min.z },
+ { bot.max.x, bot.min.y, bot.max.z },
+ { bot.max.x, bot.max.y, bot.max.z },
+ }, {
+ { 0.0f, 0.0f, 1.0f }, // front x2
+ { 0.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, -1.0f }, // back
+ { 0.0f, 0.0f, -1.0f },
+ { 0.0f, 0.0f, -1.0f },
+ { 0.0f, 0.0f, -1.0f },
+ { 0.0f, 1.0f, 0.0f }, // top x2
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, -1.0f, 0.0f }, // bottom
+ { 0.0f, -1.0f, 0.0f },
+ { 0.0f, -1.0f, 0.0f },
+ { 0.0f, -1.0f, 0.0f },
+ { -1.0f, 0.0f, 0.0f }, // left x2
+ { -1.0f, 0.0f, 0.0f },
+ { -1.0f, 0.0f, 0.0f },
+ { -1.0f, 0.0f, 0.0f },
+ { -1.0f, 0.0f, 0.0f },
+ { -1.0f, 0.0f, 0.0f },
+ { -1.0f, 0.0f, 0.0f },
+ { -1.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f }, // right x2
+ { 1.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f },
+ }, {
+ 0, 1, 2, 2, 1, 3, // front, upper
+ 4, 5, 6, 6, 5, 7, // front, lower
+ 8, 9, 10, 10, 9, 11, // back
+ 12, 13, 14, 14, 13, 15, // top, upper
+ 16, 17, 18, 18, 17, 19, // top, lower
+ 20, 21, 22, 22, 21, 23, // bottom
+ 24, 25, 26, 26, 25, 27, // left, upper
+ 28, 29, 30, 30, 29, 31, // left, lower
+ 32, 33, 34, 34, 33, 35, // right, upper
+ 36, 37, 38, 38, 37, 39, // right, lower
+ });
+ SetTexture({
+ { 0.0f, 0.5f, 0.0f }, // front, upper
+ { 1.0f, 0.5f, 0.0f },
+ { 0.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f }, // front, lower
+ { 1.0f, 1.0f, 0.0f },
+ { 0.0f, 0.5f, 0.0f },
+ { 1.0f, 0.5f, 0.0f },
+ { 1.0f, 1.0f, 0.0f }, // back
+ { 1.0f, 0.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, 0.0f, 0.0f },
+ { 0.0f, 0.0f, 0.0f }, // top, upper
+ { 0.0f, 0.5f, 0.0f },
+ { 1.0f, 0.0f, 0.0f },
+ { 1.0f, 0.5f, 0.0f },
+ { 0.0f, 0.5f, 0.0f }, // top, lower
+ { 0.0f, 1.0f, 0.0f },
+ { 1.0f, 0.5f, 0.0f },
+ { 1.0f, 1.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f }, // bottom
+ { 0.0f, 0.0f, 0.0f },
+ { 1.0f, 1.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, 0.5f, 0.0f }, // left, upper
+ { 0.5f, 0.5f, 0.0f },
+ { 0.0f, 0.0f, 0.0f },
+ { 0.5f, 0.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f }, // left, lower
+ { 1.0f, 1.0f, 0.0f },
+ { 0.0f, 0.5f, 0.0f },
+ { 1.0f, 0.5f, 0.0f },
+ { 1.0f, 0.5f, 0.0f }, // right, upper
+ { 1.0f, 0.0f, 0.0f },
+ { 0.5f, 0.5f, 0.0f },
+ { 0.5f, 0.0f, 0.0f },
+ { 1.0f, 1.0f, 0.0f }, // right, lower
+ { 1.0f, 0.5f, 0.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, 0.5f, 0.0f },
+ });
+ SetOutline({
+ { bot.min.x, bot.min.y, bot.min.z }, // bottom
+ { bot.max.x, bot.min.y, bot.min.z },
+ { bot.min.x, bot.min.y, bot.max.z },
+ { bot.max.x, bot.min.y, bot.max.z },
+ { bot.min.x, bot.max.y, top.max.z }, // middle
+ { bot.max.x, bot.max.y, top.max.z },
+ { bot.min.x, bot.max.y, bot.max.z },
+ { bot.max.x, bot.max.y, bot.max.z },
+ { top.min.x, top.max.y, top.min.z }, // top
+ { top.max.x, top.max.y, top.min.z },
+ { top.min.x, top.max.y, top.max.z },
+ { top.max.x, top.max.y, top.max.z },
+ }, {
+ 0, 1, 1, 3, 3, 2, 2, 0, // bottom
+ 4, 5, 5, 7, 7, 6, 6, 4, // middle
+ 8, 9, 9, 11, 11, 10, 10 , 8, // top
+ 0, 8, 4, 10, 2, 6, // verticals, btf
+ 1, 9, 5, 11, 3, 7,
+ });
+}
+
+bool StairBounds::Intersects(
+ const Ray &ray,
+ const glm::mat4 &M,
+ float &dist,
+ glm::vec3 &norm
+) const noexcept {
+ float top_dist, bot_dist;
+ glm::vec3 top_norm, bot_norm;
+ bool top_hit = Intersection(ray, top, M, &top_dist, &top_norm);
+ bool bot_hit = Intersection(ray, bot, M, &bot_dist, &bot_norm);
+
+ if (top_hit) {
+ if (bot_hit) {
+ if (top_dist < bot_dist) {
+ dist = top_dist;
+ norm = top_norm;
+ return true;
+ } else {
+ dist = bot_dist;
+ norm = bot_norm;
+ return true;
+ }
+ } else {
+ dist = top_dist;
+ norm = top_norm;
+ return true;
+ }
+ } else if (bot_hit) {
+ dist = bot_dist;
+ norm = bot_norm;
+ return true;
+ } else {
+ return false;
+ }
+}
+
+bool StairBounds::Intersects(
+ const glm::mat4 &M,
+ const AABB &box,
+ const glm::mat4 &box_M,
+ float &dist,
+ glm::vec3 &normal
+) const noexcept {
+ bool top_hit, bot_hit;
+ float top_dist, bot_dist;
+ glm::vec3 top_normal, bot_normal;
+
+ top_hit = Intersection(bot, M, box, box_M, top_dist, top_normal);
+ bot_hit = Intersection(top, M, box, box_M, bot_dist, bot_normal);
+
+ if (top_hit) {
+ if (bot_hit && bot_dist < top_dist) {
+ dist = bot_dist;
+ normal = bot_normal;
+ return true;
+ } else {
+ dist = top_dist;
+ normal = top_normal;
+ return true;
+ }
+ return true;
+ } else if (bot_hit) {
+ dist = bot_dist;
+ normal = bot_normal;
+ return true;
+ } else {
+ return false;
+ }
+}
+
+}