]> git.localhorst.tv Git - blank.git/blobdiff - src/model/model.cpp
linear model instance state
[blank.git] / src / model / model.cpp
index 70a1fc233be73a3de3b407ca3abc8ee516a327af..632a5b64289533c343c18fd1a18ef35b28cf0ba2 100644 (file)
 
 namespace blank {
 
-Model::Model()
-: parent(nullptr)
-, node_mesh(nullptr)
-, id(0)
-, bounds{{ 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }}
-, position(0.0f)
-, orientation(1.0f, 0.0f, 0.0f, 0.0f)
-, parts() {
+Instance::Instance()
+: model(nullptr)
+, state() {
 
 }
 
-
-Model &Model::AddPart() {
-       parts.emplace_back();
-       parts.back().parent = this;
-       return parts.back();
+void Instance::Render(const glm::mat4 &M, DirectionalLighting &prog) const {
+       model->RootPart().Render(M, state, prog);
 }
 
 
-glm::mat4 Model::LocalTransform() const noexcept {
-       glm::mat4 transform(toMat4(orientation));
-       transform[3].x = position.x;
-       transform[3].y = position.y;
-       transform[3].z = position.z;
-       return transform;
-}
+Model::Model()
+: id(0)
+, root()
+, part() {
 
-glm::mat4 Model::GlobalTransform() const noexcept {
-       if (HasParent()) {
-               return Parent().GlobalTransform() * LocalTransform();
-       } else {
-               return LocalTransform();
-       }
 }
 
+void Model::Enumerate() {
+       part.clear();
+       part.resize(root.Enumerate(0), nullptr);
+       root.Index(part);
+}
 
 void Model::Instantiate(Instance &inst) const {
-       inst.part_model = this;
-       inst.position = position;
-       inst.orientation = orientation;
-       inst.parts.clear();
-       inst.parts.reserve(parts.size());
-       for (const Model &part : parts) {
-               part.Instantiate(inst.AddPart());
-       }
+       inst.model = this;
+       inst.state.clear();
+       inst.state.resize(part.size());
 }
 
 
-Instance::Instance()
-: part_model(nullptr)
+Part::Part()
+: id(0)
+, bounds{ glm::vec3(0.0f), glm::vec3(0.0f) }
+, initial()
+, mesh(nullptr)
 , parent(nullptr)
-, position(0.0f)
-, orientation(1.0f, 0.0f, 0.0f, 0.0f)
-, parts() {
+, children() {
 
 }
 
+Part::~Part() {
+
+}
+
+Part &Part::AddChild() {
+       children.emplace_back();
+       children.back().parent = this;
+       return children.back();
+}
 
-Instance &Instance::AddPart() {
-       parts.emplace_back();
-       parts.back().parent = this;
-       return parts.back();
+std::uint16_t Part::Enumerate(std::uint16_t counter) noexcept {
+       id = counter++;
+       for (Part &part : children) {
+               counter = part.Enumerate(counter);
+       }
+       return counter;
 }
 
+void Part::Index(std::vector<Part *> &index) noexcept {
+       index[id] = this;
+       for (Part &part : children) {
+               part.Index(index);
+       }
+}
 
-glm::mat4 Instance::LocalTransform() const noexcept {
-       glm::mat4 transform(toMat4(orientation));
-       transform[3].x = position.x;
-       transform[3].y = position.y;
-       transform[3].z = position.z;
+glm::mat4 Part::LocalTransform(
+       const std::vector<State> &state
+) const noexcept {
+       glm::mat4 transform(toMat4(initial.orientation * state[id].orientation));
+       transform[3] = glm::vec4(initial.position + state[id].position, 1.0f);
        return transform;
 }
 
-glm::mat4 Instance::GlobalTransform() const noexcept {
-       if (HasParent()) {
-               return Parent().GlobalTransform() * LocalTransform();
+glm::mat4 Part::GlobalTransform(
+       const std::vector<State> &state
+) const noexcept {
+       if (parent) {
+               return parent->GlobalTransform(state) * LocalTransform(state);
        } else {
-               return LocalTransform();
+               return LocalTransform(state);
        }
 }
 
-
-void Instance::Render(const glm::mat4 &M, DirectionalLighting &prog) const {
-       glm::mat4 transform(M * LocalTransform());
-       if (part_model->HasNodeMesh()) {
+void Part::Render(
+       const glm::mat4 &M,
+       const std::vector<State> &state,
+       DirectionalLighting &prog
+) const {
+       glm::mat4 transform = M * LocalTransform(state);
+       if (mesh) {
                prog.SetM(transform);
-               part_model->NodeMesh().Draw();
+               mesh->Draw();
        }
-       for (const Instance &part : parts) {
-               part.Render(transform, prog);
+       for (const Part &part : children) {
+               part.Render(transform, state, prog);
        }
 }
 
@@ -124,22 +130,26 @@ void Skeletons::LoadHeadless() {
        {
                skeletons.emplace_back(new Model);
                skeletons[0]->ID(1);
-               skeletons[0]->Bounds(bounds);
+               skeletons[0]->RootPart().bounds = bounds;
+               skeletons[0]->Enumerate();
        }
        {
                skeletons.emplace_back(new Model);
                skeletons[1]->ID(2);
-               skeletons[1]->Bounds(bounds);
+               skeletons[1]->RootPart().bounds = bounds;
+               skeletons[1]->Enumerate();
        }
        {
                skeletons.emplace_back(new Model);
                skeletons[2]->ID(3);
-               skeletons[2]->Bounds(bounds);
+               skeletons[2]->RootPart().bounds = bounds;
+               skeletons[2]->Enumerate();
        }
        {
                skeletons.emplace_back(new Model);
                skeletons[3]->ID(4);
-               skeletons[3]->Bounds(bounds);
+               skeletons[3]->RootPart().bounds = bounds;
+               skeletons[3]->Enumerate();
        }
 }
 
@@ -157,7 +167,7 @@ void Skeletons::Load(const ShapeRegistry &shapes, TextureIndex &tex_index) {
                buf.hsl_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f });
                buf.rgb_mods.resize(shape.VertexCount(), { 1.0f, 1.0f, 0.0f });
                meshes[0].Update(buf);
-               skeletons[0]->SetNodeMesh(&meshes[0]);
+               skeletons[0]->RootPart().mesh = &meshes[0];
        }
        {
                buf.Clear();
@@ -165,7 +175,7 @@ void Skeletons::Load(const ShapeRegistry &shapes, TextureIndex &tex_index) {
                buf.hsl_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f });
                buf.rgb_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f });
                meshes[1].Update(buf);
-               skeletons[1]->SetNodeMesh(&meshes[1]);
+               skeletons[1]->RootPart().mesh = &meshes[1];
        }
        {
                buf.Clear();
@@ -173,7 +183,7 @@ void Skeletons::Load(const ShapeRegistry &shapes, TextureIndex &tex_index) {
                buf.hsl_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f });
                buf.rgb_mods.resize(shape.VertexCount(), { 1.0f, 0.0f, 1.0f });
                meshes[2].Update(buf);
-               skeletons[2]->SetNodeMesh(&meshes[2]);
+               skeletons[2]->RootPart().mesh = &meshes[2];
        }
        {
                buf.Clear();
@@ -181,7 +191,7 @@ void Skeletons::Load(const ShapeRegistry &shapes, TextureIndex &tex_index) {
                buf.hsl_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f });
                buf.rgb_mods.resize(shape.VertexCount(), { 1.0f, 0.25f, 0.5f });
                meshes[3].Update(buf);
-               skeletons[3]->SetNodeMesh(&meshes[3]);
+               skeletons[3]->RootPart().mesh = &meshes[3];
        }
 }