add ModelBuilder

This commit is contained in:
MihailRis 2026-01-08 18:26:19 +03:00
parent 8fc83c08e2
commit 3cb388eef0
3 changed files with 159 additions and 25 deletions

View file

@ -1,17 +1,19 @@
#include "vcm.hpp"
#include <algorithm>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "xml.hpp"
#include "util/stringutil.hpp"
#include "graphics/commons/Model.hpp"
#include "io/io.hpp"
#include <vector>
#include <algorithm>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
using namespace vcm;
using namespace xml;
using namespace model;
static const std::unordered_map<std::string, int> side_indices {
{"north", 0},
@ -26,7 +28,87 @@ static bool to_boolean(const xml::Attribute& attr) {
return attr.getText() != "off";
}
static void perform_rect(const xmlelement& root, model::Model& model) {
class ModelBuilder {
public:
ModelBuilder(Model& model) : model(model) {}
void push(const glm::mat4& matrix) {
matrices.push_back(matrix);
calculateMatrix();
}
void pop() {
matrices.pop_back();
calculateMatrix();
}
void addBox(
const std::string& texture,
bool shading,
const glm::vec3& pos,
const glm::vec3& size,
const UVRegion (&uvs)[6],
const bool enabledSides[6]
) {
auto& mesh = model.addMesh(texture, shading);
mesh.addBox(pos, size, uvs, enabledSides, combined);
}
void addTriangle(
const std::string& texture,
bool shading,
const glm::vec3& a,
const glm::vec3& b,
const glm::vec3& c,
const glm::vec3& norm,
const glm::vec2& uvA,
const glm::vec2& uvB,
const glm::vec2& uvC
) {
auto& mesh = model.addMesh(texture, shading);
mesh.addTriangle(
combined * glm::vec4(a, 1.0f),
combined * glm::vec4(b, 1.0f),
combined * glm::vec4(c, 1.0f),
norm,
uvA,
uvB,
uvC
);
}
void addRect(
const std::string& texture,
bool shading,
const glm::vec3& pos,
const glm::vec3& right,
const glm::vec3& up,
const glm::vec3& norm,
const UVRegion& uv
) {
auto& mesh = model.addMesh(texture, shading);
mesh.addRect(pos, right, up, norm, uv, combined);
}
Model& getModel() {
return model;
}
private:
void calculateMatrix() {
combined = glm::mat4(1.0f);
for (const auto& matrix : matrices) {
combined *= matrix;
}
}
Model& model;
std::vector<glm::mat4> matrices;
glm::mat4 combined {1.0f};
};
static void perform_element(const xmlelement& root, ModelBuilder& builder);
static void perform_rect(const xmlelement& root, ModelBuilder& builder) {
auto from = root.attr("from").asVec3();
auto right = root.attr("right").asVec3();
auto up = root.attr("up").asVec3();
@ -60,10 +142,11 @@ static void perform_rect(const xmlelement& root, model::Model& model) {
from -= up;
}
std::string texture = root.attr("texture", "$0").getText();
auto& mesh = model.addMesh(texture, shading);
auto normal = glm::cross(glm::normalize(right), glm::normalize(up));
mesh.addRect(
builder.addRect(
texture,
shading,
from + right * 0.5f + up * 0.5f,
right * 0.5f,
up * 0.5f,
@ -72,7 +155,7 @@ static void perform_rect(const xmlelement& root, model::Model& model) {
);
}
static void perform_triangle(const xmlelement& root, model::Model& model) {
static void perform_triangle(const xmlelement& root, ModelBuilder& builder) {
auto pointA = root.attr("a").asVec3();
auto pointB = root.attr("b").asVec3();
auto pointC = root.attr("c").asVec3();
@ -104,11 +187,10 @@ static void perform_triangle(const xmlelement& root, model::Model& model) {
}
std::string texture = root.attr("texture", "$0").getText();
auto& mesh = model.addMesh(texture, shading);
mesh.addTriangle(pointA, pointB, pointC, normal, uvs[0], uvs[1], uvs[2]);
builder.addTriangle(texture, shading, pointA, pointB, pointC, normal, uvs[0], uvs[1], uvs[2]);
}
static void perform_box(const xmlelement& root, model::Model& model) {
static void perform_box(const xmlelement& root, ModelBuilder& builder) {
auto from = root.attr("from").asVec3();
auto to = root.attr("to").asVec3();
@ -186,7 +268,7 @@ static void perform_box(const xmlelement& root, model::Model& model) {
bool deleted[6] {};
if (root.has("delete")) {
// todo: replace by expression parsing
// todo: replace with expression parsing
auto names = util::split(root.attr("delete").getText(), ',');
for (auto& name : names) {
util::trim(name);
@ -197,30 +279,37 @@ static void perform_box(const xmlelement& root, model::Model& model) {
}
}
builder.push(tsf);
for (int i = 0; i < 6; i++) {
if (deleted[i]) {
continue;
}
bool enabled[6] {};
enabled[i] = true;
auto& mesh = model.addMesh(texfaces[i], shading);
mesh.addBox(center, halfsize, regions, enabled, tsf);
builder.addBox(texfaces[i], shading, center, halfsize, regions, enabled);
}
builder.pop();
}
static void perform_element(const xmlelement& root, ModelBuilder& builder) {
auto tag = root.getTag();
if (tag == "rect") {
perform_rect(root, builder);
} else if (tag == "box") {
perform_box(root, builder);
} else if (tag == "tri") {
perform_triangle(root, builder);
}
}
static std::unique_ptr<model::Model> load_model(const xmlelement& root) {
model::Model model;
Model model;
ModelBuilder builder(model);
for (const auto& elem : root.getElements()) {
auto tag = elem->getTag();
if (tag == "rect") {
perform_rect(*elem, model);
} else if (tag == "box") {
perform_box(*elem, model);
} else if (tag == "tri") {
perform_triangle(*elem, model);
}
perform_element(*elem, builder);
}
return std::make_unique<model::Model>(std::move(model));

View file

@ -1,6 +1,10 @@
#define GLM_ENABLE_EXPERIMENTAL
#include "Model.hpp"
#include <algorithm>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/matrix_decompose.hpp>
using namespace model;
@ -71,6 +75,39 @@ void Mesh::addRect(
vertices.push_back({pos-right+up, {uv.u1, uv.v2}, norm});
}
static glm::mat4 extract_rotation(const glm::mat4& matrix) {
glm::vec3 scale;
glm::quat rotation;
glm::vec3 translation;
glm::vec3 skew;
glm::vec4 perspective;
glm::decompose(matrix, scale, rotation, translation, skew, perspective);
return glm::mat4_cast(rotation);
}
void Mesh::addRect(
const glm::vec3& pos,
const glm::vec3& right,
const glm::vec3& up,
const glm::vec3& norm,
const UVRegion& uv,
const glm::mat4& transform
) {
auto a = transform * glm::vec4(pos - right - up, 1.0f);
auto b = transform * glm::vec4(pos + right - up, 1.0f);
auto c = transform * glm::vec4(pos + right + up, 1.0f);
auto d = transform * glm::vec4(pos - right + up, 1.0f);
auto tsfnorm = extract_rotation(transform) * glm::vec4(norm, 1.0f);
vertices.push_back({a, {uv.u1, uv.v1}, tsfnorm});
vertices.push_back({b, {uv.u2, uv.v1}, tsfnorm});
vertices.push_back({c, {uv.u2, uv.v2}, tsfnorm});
vertices.push_back({a, {uv.u1, uv.v1}, tsfnorm});
vertices.push_back({c, {uv.u2, uv.v2}, tsfnorm});
vertices.push_back({d, {uv.u1, uv.v2}, tsfnorm});
}
void Mesh::addBox(const glm::vec3& pos, const glm::vec3& size) {
UVRegion fullRegion (0, 0, 1, 1);
addPlane(pos+Z*size, X*size, Y*size, Z, fullRegion);

View file

@ -40,6 +40,14 @@ namespace model {
const glm::vec3& norm,
const UVRegion& region
);
void addRect(
const glm::vec3& pos,
const glm::vec3& right,
const glm::vec3& up,
const glm::vec3& norm,
const UVRegion& uv,
const glm::mat4& transform
);
void addTriangle(
const glm::vec3& a,
const glm::vec3& b,