X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmodel%2Fshape.cpp;fp=src%2Fmodel%2Fshape.cpp;h=0000000000000000000000000000000000000000;hb=b61d462707dd3d40a32a6104d88eb24f6a52df63;hp=d69046e6c7c00523f93a2936c0c7e558eb88ff16;hpb=eba29c8ad489194cd1e3cd64b5f23424ad4384ef;p=blank.git diff --git a/src/model/shape.cpp b/src/model/shape.cpp deleted file mode 100644 index d69046e..0000000 --- a/src/model/shape.cpp +++ /dev/null @@ -1,471 +0,0 @@ -#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; - } -} - -}