#include "Instance.hpp"
#include "Skeletons.hpp"
-#include "bounds.hpp"
+#include "Shape.hpp"
+#include "ShapeRegistry.hpp"
+#include "../app/TextureIndex.hpp"
#include "../graphics/DirectionalLighting.hpp"
#include "../graphics/EntityMesh.hpp"
void Skeletons::LoadHeadless() {
skeletons.clear();
skeletons.reserve(4);
+ AABB bounds{{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }};
{
- AABB bounds{{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }};
skeletons.emplace_back(new Model);
skeletons[0]->ID(1);
skeletons[0]->Bounds(bounds);
}
{
- AABB bounds{{ -0.5f, -0.25f, -0.5f }, { 0.5f, 0.25f, 0.5f }};
skeletons.emplace_back(new Model);
skeletons[1]->ID(2);
skeletons[1]->Bounds(bounds);
}
{
- AABB bounds{{ -0.25f, -0.5f, -0.25f }, { 0.25f, 0.5f, 0.25f }};
skeletons.emplace_back(new Model);
skeletons[2]->ID(3);
skeletons[2]->Bounds(bounds);
}
{
- AABB bounds{{ -0.25f, -0.5f, -0.35f }, { 0.25f, 0.5f, 0.35f }};
skeletons.emplace_back(new Model);
skeletons[3]->ID(4);
skeletons[3]->Bounds(bounds);
}
}
-void Skeletons::Load() {
+void Skeletons::Load(const ShapeRegistry &shapes, TextureIndex &tex_index) {
LoadHeadless();
meshes.resize(4);
+ const Shape &shape = shapes.Get("player_head_block");
EntityMesh::Buffer buf;
+ std::vector<float> tex_map;
+ tex_map.push_back(tex_index.GetID("rock-1"));
+ tex_map.push_back(tex_index.GetID("rock-face"));
+ buf.Reserve(shape.VertexCount(), shape.IndexCount());
{
- CuboidBounds shape(skeletons[0]->Bounds());
- shape.Vertices(buf, 3.0f);
+ shape.Fill(buf, tex_map);
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]);
}
{
- CuboidBounds shape(skeletons[1]->Bounds());
buf.Clear();
- shape.Vertices(buf, 0.0f);
+ shape.Fill(buf, tex_map);
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]);
}
{
- StairBounds shape(skeletons[2]->Bounds(), { 0.4f, 0.4f });
buf.Clear();
- shape.Vertices(buf, 1.0f);
+ shape.Fill(buf, tex_map);
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]);
}
{
- CuboidBounds shape(skeletons[3]->Bounds());
buf.Clear();
- shape.Vertices(buf, 2.0f);
+ shape.Fill(buf, tex_map);
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);