+++ /dev/null
-#include "Shape.hpp"
-#include "shapes.hpp"
-
-
-namespace blank {
-
-void Shape::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 Shape::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 Shape::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 Shape::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 Shape::SetShape(
- const EntityMesh::Positions &pos,
- const EntityMesh::Normals &nrm,
- const EntityMesh::Indices &idx
-) {
- vtx_pos = pos;
- vtx_nrm = nrm;
- vtx_idx = idx;
-}
-
-void Shape::SetTexture(
- const BlockMesh::TexCoords &tex_coords
-) {
- vtx_tex_coords = tex_coords;
-}
-
-void Shape::SetOutline(
- const OutlineMesh::Positions &pos,
- const OutlineMesh::Indices &idx
-) {
- out_pos = pos;
- out_idx = idx;
-}
-
-
-NullShape::NullShape()
-: Shape() {
-
-}
-
-bool NullShape::Intersects(
- const Ray &,
- const glm::mat4 &,
- float &, glm::vec3 &
-) const noexcept {
- return false;
-}
-
-bool NullShape::Intersects(
- const glm::mat4 &,
- const AABB &,
- const glm::mat4 &,
- float &,
- glm::vec3 &
-) const noexcept {
- return false;
-}
-
-
-CuboidShape::CuboidShape(const AABB &b)
-: Shape()
-, 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 CuboidShape::Intersects(
- const Ray &ray,
- const glm::mat4 &M,
- float &dist, glm::vec3 &normal
-) const noexcept {
- return Intersection(ray, bb, M, &dist, &normal);
-}
-
-bool CuboidShape::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);
-}
-
-
-StairShape::StairShape(const AABB &bb, const glm::vec2 &clip)
-: Shape()
-, 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 StairShape::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 StairShape::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;
- }
-}
-
-}