From: Daniel Karbach Date: Mon, 12 Oct 2015 14:18:01 +0000 (+0200) Subject: renamed Shape -> CollisionBounds X-Git-Url: http://git.localhorst.tv/?a=commitdiff_plain;h=b61d462707dd3d40a32a6104d88eb24f6a52df63;p=blank.git renamed Shape -> CollisionBounds et al --- diff --git a/src/app/app.cpp b/src/app/app.cpp index 1e82cab..4f2a6ec 100644 --- a/src/app/app.cpp +++ b/src/app/app.cpp @@ -13,7 +13,7 @@ #include "../graphics/Font.hpp" #include "../graphics/Texture.hpp" #include "../io/TokenStreamReader.hpp" -#include "../model/shapes.hpp" +#include "../model/bounds.hpp" #include "../world/BlockType.hpp" #include "../world/BlockTypeRegistry.hpp" #include "../world/Entity.hpp" @@ -305,9 +305,9 @@ Assets::Assets(const AssetLoader &loader) namespace { -CuboidShape block_shape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }}); -StairShape stair_shape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }}, { 0.0f, 0.0f }); -CuboidShape slab_shape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.0f, 0.5f }}); +CuboidBounds block_shape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }}); +StairBounds stair_shape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }}, { 0.0f, 0.0f }); +CuboidBounds slab_shape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.0f, 0.5f }}); } diff --git a/src/model/CollisionBounds.hpp b/src/model/CollisionBounds.hpp new file mode 100644 index 0000000..15c4fe1 --- /dev/null +++ b/src/model/CollisionBounds.hpp @@ -0,0 +1,103 @@ +#ifndef BLANK_MODEL_COLLISIONBOUNDS_HPP_ +#define BLANK_MODEL_COLLISIONBOUNDS_HPP_ + +#include "../graphics/BlockMesh.hpp" +#include "../graphics/EntityMesh.hpp" +#include "../graphics/OutlineMesh.hpp" + +#include + + +namespace blank { + +class AABB; +class Ray; + +struct CollisionBounds { + + /// the number of vertices (and normals) this shape has + size_t VertexCount() const noexcept { return vtx_pos.size(); } + /// the number of vertex indices this shape has + size_t VertexIndexCount() const noexcept { return vtx_idx.size(); } + + const EntityMesh::Normal &VertexNormal(size_t idx) const noexcept { return vtx_nrm[idx]; } + EntityMesh::Normal VertexNormal( + size_t idx, const glm::mat4 &transform + ) const noexcept { + return EntityMesh::Normal(transform * glm::vec4(vtx_nrm[idx], 0.0f)); + } + + /// fill given buffers with this shape's elements with an + /// optional transform and offset + void Vertices( + EntityMesh::Buffer &out, + float tex_offset = 0.0f + ) const; + void Vertices( + EntityMesh::Buffer &out, + const glm::mat4 &transform, + float tex_offset = 0.0f, + EntityMesh::Index idx_offset = 0 + ) const; + void Vertices( + BlockMesh::Buffer &out, + const glm::mat4 &transform, + float tex_offset = 0.0f, + BlockMesh::Index idx_offset = 0 + ) const; + + /// the number of vertices this shape's outline has + size_t OutlineCount() const { return out_pos.size(); } + /// the number of vertex indices this shape's outline has + size_t OutlineIndexCount() const { return out_idx.size(); } + + /// fill given buffers with this shape's outline's elements + void Outline(OutlineMesh::Buffer &out) const; + + /// Check if given ray would pass though this shape if it were + /// transformed with given matrix. + /// If true, dist and normal hold the intersection distance and + /// normal, otherwise their content is undefined. + virtual bool Intersects( + const Ray &, + const glm::mat4 &, + float &dist, + glm::vec3 &normal + ) const noexcept = 0; + + /// Check for intersection with given OBB. + /// The OBB is defined by box and box_M, M is applied to the shape. + virtual bool Intersects( + const glm::mat4 &M, + const AABB &box, + const glm::mat4 &box_M, + float &depth, + glm::vec3 &normal + ) const noexcept = 0; + +protected: + void SetShape( + const EntityMesh::Positions &pos, + const EntityMesh::Normals &nrm, + const EntityMesh::Indices &idx); + void SetTexture( + const BlockMesh::TexCoords &tex_coords); + void SetOutline( + const OutlineMesh::Positions &pos, + const OutlineMesh::Indices &idx); + +private: + EntityMesh::Positions vtx_pos; + EntityMesh::Normals vtx_nrm; + EntityMesh::Indices vtx_idx; + + BlockMesh::TexCoords vtx_tex_coords; + + OutlineMesh::Positions out_pos; + OutlineMesh::Indices out_idx; + +}; + +} + +#endif diff --git a/src/model/Shape.hpp b/src/model/Shape.hpp deleted file mode 100644 index d2e0695..0000000 --- a/src/model/Shape.hpp +++ /dev/null @@ -1,103 +0,0 @@ -#ifndef BLANK_MODEL_SHAPE_HPP_ -#define BLANK_MODEL_SHAPE_HPP_ - -#include "../graphics/BlockMesh.hpp" -#include "../graphics/EntityMesh.hpp" -#include "../graphics/OutlineMesh.hpp" - -#include - - -namespace blank { - -class AABB; -class Ray; - -struct Shape { - - /// the number of vertices (and normals) this shape has - size_t VertexCount() const noexcept { return vtx_pos.size(); } - /// the number of vertex indices this shape has - size_t VertexIndexCount() const noexcept { return vtx_idx.size(); } - - const EntityMesh::Normal &VertexNormal(size_t idx) const noexcept { return vtx_nrm[idx]; } - EntityMesh::Normal VertexNormal( - size_t idx, const glm::mat4 &transform - ) const noexcept { - return EntityMesh::Normal(transform * glm::vec4(vtx_nrm[idx], 0.0f)); - } - - /// fill given buffers with this shape's elements with an - /// optional transform and offset - void Vertices( - EntityMesh::Buffer &out, - float tex_offset = 0.0f - ) const; - void Vertices( - EntityMesh::Buffer &out, - const glm::mat4 &transform, - float tex_offset = 0.0f, - EntityMesh::Index idx_offset = 0 - ) const; - void Vertices( - BlockMesh::Buffer &out, - const glm::mat4 &transform, - float tex_offset = 0.0f, - BlockMesh::Index idx_offset = 0 - ) const; - - /// the number of vertices this shape's outline has - size_t OutlineCount() const { return out_pos.size(); } - /// the number of vertex indices this shape's outline has - size_t OutlineIndexCount() const { return out_idx.size(); } - - /// fill given buffers with this shape's outline's elements - void Outline(OutlineMesh::Buffer &out) const; - - /// Check if given ray would pass though this shape if it were - /// transformed with given matrix. - /// If true, dist and normal hold the intersection distance and - /// normal, otherwise their content is undefined. - virtual bool Intersects( - const Ray &, - const glm::mat4 &, - float &dist, - glm::vec3 &normal - ) const noexcept = 0; - - /// Check for intersection with given OBB. - /// The OBB is defined by box and box_M, M is applied to the shape. - virtual bool Intersects( - const glm::mat4 &M, - const AABB &box, - const glm::mat4 &box_M, - float &depth, - glm::vec3 &normal - ) const noexcept = 0; - -protected: - void SetShape( - const EntityMesh::Positions &pos, - const EntityMesh::Normals &nrm, - const EntityMesh::Indices &idx); - void SetTexture( - const BlockMesh::TexCoords &tex_coords); - void SetOutline( - const OutlineMesh::Positions &pos, - const OutlineMesh::Indices &idx); - -private: - EntityMesh::Positions vtx_pos; - EntityMesh::Normals vtx_nrm; - EntityMesh::Indices vtx_idx; - - BlockMesh::TexCoords vtx_tex_coords; - - OutlineMesh::Positions out_pos; - OutlineMesh::Indices out_idx; - -}; - -} - -#endif diff --git a/src/model/bounds.cpp b/src/model/bounds.cpp new file mode 100644 index 0000000..c1c04e1 --- /dev/null +++ b/src/model/bounds.cpp @@ -0,0 +1,471 @@ +#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; + } +} + +} diff --git a/src/model/bounds.hpp b/src/model/bounds.hpp new file mode 100644 index 0000000..05f8df1 --- /dev/null +++ b/src/model/bounds.hpp @@ -0,0 +1,56 @@ +#ifndef BLANK_MODEL_BOUNDS_HPP_ +#define BLANK_MODEL_BOUNDS_HPP_ + +#include "CollisionBounds.hpp" +#include "geometry.hpp" + +#include +#include + + +namespace blank { + +class NullBounds +: public CollisionBounds { + +public: + NullBounds(); + + bool Intersects(const Ray &, const glm::mat4 &, float &, glm::vec3 &) const noexcept override; + bool Intersects(const glm::mat4 &, const AABB &, const glm::mat4 &, float &, glm::vec3 &) const noexcept override; + +}; + + +class CuboidBounds +: public CollisionBounds { + +public: + CuboidBounds(const AABB &bounds); + + bool Intersects(const Ray &, const glm::mat4 &, float &, glm::vec3 &) const noexcept override; + bool Intersects(const glm::mat4 &, const AABB &, const glm::mat4 &, float &, glm::vec3 &) const noexcept override; + +private: + AABB bb; + +}; + + +class StairBounds +: public CollisionBounds { + +public: + StairBounds(const AABB &bounds, const glm::vec2 &clip); + + bool Intersects(const Ray &, const glm::mat4 &, float &, glm::vec3 &) const noexcept override; + bool Intersects(const glm::mat4 &, const AABB &, const glm::mat4 &, float &, glm::vec3 &) const noexcept override; + +private: + AABB top, bot; + +}; + +} + +#endif diff --git a/src/model/model.cpp b/src/model/model.cpp index 987d86c..22d2bed 100644 --- a/src/model/model.cpp +++ b/src/model/model.cpp @@ -2,7 +2,7 @@ #include "Instance.hpp" #include "Skeletons.hpp" -#include "shapes.hpp" +#include "bounds.hpp" #include "../graphics/DirectionalLighting.hpp" #include "../graphics/EntityMesh.hpp" @@ -149,7 +149,7 @@ void Skeletons::Load() { meshes.resize(4); EntityMesh::Buffer buf; { - CuboidShape shape(skeletons[0]->Bounds()); + CuboidBounds shape(skeletons[0]->Bounds()); shape.Vertices(buf, 3.0f); buf.hsl_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f }); buf.rgb_mods.resize(shape.VertexCount(), { 1.0f, 1.0f, 0.0f }); @@ -157,7 +157,7 @@ void Skeletons::Load() { skeletons[0]->SetNodeMesh(&meshes[0]); } { - CuboidShape shape(skeletons[1]->Bounds()); + CuboidBounds shape(skeletons[1]->Bounds()); buf.Clear(); shape.Vertices(buf, 0.0f); buf.hsl_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f }); @@ -166,7 +166,7 @@ void Skeletons::Load() { skeletons[1]->SetNodeMesh(&meshes[1]); } { - StairShape shape(skeletons[2]->Bounds(), { 0.4f, 0.4f }); + StairBounds shape(skeletons[2]->Bounds(), { 0.4f, 0.4f }); buf.Clear(); shape.Vertices(buf, 1.0f); buf.hsl_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f }); @@ -175,7 +175,7 @@ void Skeletons::Load() { skeletons[2]->SetNodeMesh(&meshes[2]); } { - CuboidShape shape(skeletons[3]->Bounds()); + CuboidBounds shape(skeletons[3]->Bounds()); buf.Clear(); shape.Vertices(buf, 2.0f); buf.hsl_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f }); 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; - } -} - -} diff --git a/src/model/shapes.hpp b/src/model/shapes.hpp deleted file mode 100644 index 4820530..0000000 --- a/src/model/shapes.hpp +++ /dev/null @@ -1,56 +0,0 @@ -#ifndef BLANK_MODEL_SHAPES_HPP_ -#define BLANK_MODEL_SHAPES_HPP_ - -#include "geometry.hpp" -#include "Shape.hpp" - -#include -#include - - -namespace blank { - -class NullShape -: public Shape { - -public: - NullShape(); - - bool Intersects(const Ray &, const glm::mat4 &, float &, glm::vec3 &) const noexcept override; - bool Intersects(const glm::mat4 &, const AABB &, const glm::mat4 &, float &, glm::vec3 &) const noexcept override; - -}; - - -class CuboidShape -: public Shape { - -public: - CuboidShape(const AABB &bounds); - - bool Intersects(const Ray &, const glm::mat4 &, float &, glm::vec3 &) const noexcept override; - bool Intersects(const glm::mat4 &, const AABB &, const glm::mat4 &, float &, glm::vec3 &) const noexcept override; - -private: - AABB bb; - -}; - - -class StairShape -: public Shape { - -public: - StairShape(const AABB &bounds, const glm::vec2 &clip); - - bool Intersects(const Ray &, const glm::mat4 &, float &, glm::vec3 &) const noexcept override; - bool Intersects(const glm::mat4 &, const AABB &, const glm::mat4 &, float &, glm::vec3 &) const noexcept override; - -private: - AABB top, bot; - -}; - -} - -#endif diff --git a/src/ui/ui.cpp b/src/ui/ui.cpp index c249ed4..c7d8b24 100644 --- a/src/ui/ui.cpp +++ b/src/ui/ui.cpp @@ -15,7 +15,7 @@ #include "../graphics/Font.hpp" #include "../graphics/Viewport.hpp" #include "../io/TokenStreamReader.hpp" -#include "../model/shapes.hpp" +#include "../model/bounds.hpp" #include "../world/BlockLookup.hpp" #include "../world/World.hpp" #include "../world/WorldManipulator.hpp" diff --git a/src/world/BlockType.hpp b/src/world/BlockType.hpp index 5fab931..4208d94 100644 --- a/src/world/BlockType.hpp +++ b/src/world/BlockType.hpp @@ -5,7 +5,7 @@ #include "../graphics/BlockMesh.hpp" #include "../graphics/EntityMesh.hpp" #include "../graphics/OutlineMesh.hpp" -#include "../model/shapes.hpp" +#include "../model/bounds.hpp" #include @@ -16,7 +16,7 @@ namespace blank { /// attributes of a type of block struct BlockType { - const Shape *shape; + const CollisionBounds *shape; float texture; glm::vec3 hsl_mod; glm::vec3 rgb_mod; @@ -75,7 +75,7 @@ struct BlockType { BlockType() noexcept; - static const NullShape DEFAULT_SHAPE; + static const NullBounds DEFAULT_SHAPE; bool FaceFilled(const Block &block, Block::Face face) const noexcept { return fill[block.OrientedFace(face)]; diff --git a/src/world/block.cpp b/src/world/block.cpp index d2453cf..727fcad 100644 --- a/src/world/block.cpp +++ b/src/world/block.cpp @@ -11,7 +11,7 @@ namespace blank { -const NullShape BlockType::DEFAULT_SHAPE; +const NullBounds BlockType::DEFAULT_SHAPE; std::ostream &operator <<(std::ostream &out, const Block &block) { diff --git a/src/world/chunk.cpp b/src/world/chunk.cpp index 14c3af5..bd2d426 100644 --- a/src/world/chunk.cpp +++ b/src/world/chunk.cpp @@ -435,7 +435,7 @@ BlockMesh::Buffer buf; void Chunk::Update(BlockMesh &model) noexcept { int vtx_count = 0, idx_count = 0; for (const auto &block : blocks) { - const Shape *shape = Type(block).shape; + const CollisionBounds *shape = Type(block).shape; vtx_count += shape->VertexCount(); idx_count += shape->VertexIndexCount(); }