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https://github.com/MihailRis/voxelcore.git
synced 2026-10-05 11:01:49 +00:00
add ModelBuilder
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parent
8fc83c08e2
commit
3cb388eef0
3 changed files with 159 additions and 25 deletions
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@ -1,17 +1,19 @@
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#include "vcm.hpp"
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#include <algorithm>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include "xml.hpp"
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#include "util/stringutil.hpp"
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#include "graphics/commons/Model.hpp"
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#include "io/io.hpp"
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#include <vector>
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#include <algorithm>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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using namespace vcm;
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using namespace xml;
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using namespace model;
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static const std::unordered_map<std::string, int> side_indices {
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{"north", 0},
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@ -26,7 +28,87 @@ static bool to_boolean(const xml::Attribute& attr) {
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return attr.getText() != "off";
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}
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static void perform_rect(const xmlelement& root, model::Model& model) {
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class ModelBuilder {
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public:
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ModelBuilder(Model& model) : model(model) {}
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void push(const glm::mat4& matrix) {
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matrices.push_back(matrix);
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calculateMatrix();
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}
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void pop() {
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matrices.pop_back();
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calculateMatrix();
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}
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void addBox(
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const std::string& texture,
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bool shading,
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const glm::vec3& pos,
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const glm::vec3& size,
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const UVRegion (&uvs)[6],
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const bool enabledSides[6]
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) {
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auto& mesh = model.addMesh(texture, shading);
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mesh.addBox(pos, size, uvs, enabledSides, combined);
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}
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void addTriangle(
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const std::string& texture,
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bool shading,
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const glm::vec3& a,
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const glm::vec3& b,
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const glm::vec3& c,
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const glm::vec3& norm,
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const glm::vec2& uvA,
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const glm::vec2& uvB,
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const glm::vec2& uvC
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) {
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auto& mesh = model.addMesh(texture, shading);
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mesh.addTriangle(
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combined * glm::vec4(a, 1.0f),
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combined * glm::vec4(b, 1.0f),
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combined * glm::vec4(c, 1.0f),
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norm,
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uvA,
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uvB,
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uvC
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);
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}
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void addRect(
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const std::string& texture,
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bool shading,
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const glm::vec3& pos,
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const glm::vec3& right,
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const glm::vec3& up,
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const glm::vec3& norm,
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const UVRegion& uv
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) {
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auto& mesh = model.addMesh(texture, shading);
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mesh.addRect(pos, right, up, norm, uv, combined);
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}
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Model& getModel() {
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return model;
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}
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private:
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void calculateMatrix() {
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combined = glm::mat4(1.0f);
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for (const auto& matrix : matrices) {
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combined *= matrix;
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}
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}
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Model& model;
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std::vector<glm::mat4> matrices;
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glm::mat4 combined {1.0f};
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};
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static void perform_element(const xmlelement& root, ModelBuilder& builder);
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static void perform_rect(const xmlelement& root, ModelBuilder& builder) {
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auto from = root.attr("from").asVec3();
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auto right = root.attr("right").asVec3();
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auto up = root.attr("up").asVec3();
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@ -60,10 +142,11 @@ static void perform_rect(const xmlelement& root, model::Model& model) {
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from -= up;
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}
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std::string texture = root.attr("texture", "$0").getText();
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auto& mesh = model.addMesh(texture, shading);
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auto normal = glm::cross(glm::normalize(right), glm::normalize(up));
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mesh.addRect(
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builder.addRect(
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texture,
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shading,
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from + right * 0.5f + up * 0.5f,
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right * 0.5f,
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up * 0.5f,
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@ -72,7 +155,7 @@ static void perform_rect(const xmlelement& root, model::Model& model) {
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);
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}
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static void perform_triangle(const xmlelement& root, model::Model& model) {
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static void perform_triangle(const xmlelement& root, ModelBuilder& builder) {
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auto pointA = root.attr("a").asVec3();
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auto pointB = root.attr("b").asVec3();
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auto pointC = root.attr("c").asVec3();
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@ -104,11 +187,10 @@ static void perform_triangle(const xmlelement& root, model::Model& model) {
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}
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std::string texture = root.attr("texture", "$0").getText();
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auto& mesh = model.addMesh(texture, shading);
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mesh.addTriangle(pointA, pointB, pointC, normal, uvs[0], uvs[1], uvs[2]);
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builder.addTriangle(texture, shading, pointA, pointB, pointC, normal, uvs[0], uvs[1], uvs[2]);
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}
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static void perform_box(const xmlelement& root, model::Model& model) {
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static void perform_box(const xmlelement& root, ModelBuilder& builder) {
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auto from = root.attr("from").asVec3();
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auto to = root.attr("to").asVec3();
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@ -186,7 +268,7 @@ static void perform_box(const xmlelement& root, model::Model& model) {
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bool deleted[6] {};
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if (root.has("delete")) {
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// todo: replace by expression parsing
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// todo: replace with expression parsing
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auto names = util::split(root.attr("delete").getText(), ',');
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for (auto& name : names) {
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util::trim(name);
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@ -197,30 +279,37 @@ static void perform_box(const xmlelement& root, model::Model& model) {
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}
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}
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builder.push(tsf);
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for (int i = 0; i < 6; i++) {
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if (deleted[i]) {
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continue;
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}
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bool enabled[6] {};
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enabled[i] = true;
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auto& mesh = model.addMesh(texfaces[i], shading);
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mesh.addBox(center, halfsize, regions, enabled, tsf);
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builder.addBox(texfaces[i], shading, center, halfsize, regions, enabled);
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}
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builder.pop();
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}
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static void perform_element(const xmlelement& root, ModelBuilder& builder) {
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auto tag = root.getTag();
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if (tag == "rect") {
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perform_rect(root, builder);
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} else if (tag == "box") {
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perform_box(root, builder);
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} else if (tag == "tri") {
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perform_triangle(root, builder);
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}
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}
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static std::unique_ptr<model::Model> load_model(const xmlelement& root) {
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model::Model model;
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Model model;
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ModelBuilder builder(model);
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for (const auto& elem : root.getElements()) {
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auto tag = elem->getTag();
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if (tag == "rect") {
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perform_rect(*elem, model);
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} else if (tag == "box") {
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perform_box(*elem, model);
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} else if (tag == "tri") {
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perform_triangle(*elem, model);
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}
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perform_element(*elem, builder);
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}
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return std::make_unique<model::Model>(std::move(model));
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@ -1,6 +1,10 @@
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#define GLM_ENABLE_EXPERIMENTAL
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#include "Model.hpp"
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#include <algorithm>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtx/matrix_decompose.hpp>
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using namespace model;
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@ -71,6 +75,39 @@ void Mesh::addRect(
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vertices.push_back({pos-right+up, {uv.u1, uv.v2}, norm});
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}
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static glm::mat4 extract_rotation(const glm::mat4& matrix) {
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glm::vec3 scale;
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glm::quat rotation;
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glm::vec3 translation;
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glm::vec3 skew;
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glm::vec4 perspective;
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glm::decompose(matrix, scale, rotation, translation, skew, perspective);
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return glm::mat4_cast(rotation);
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}
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void Mesh::addRect(
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const glm::vec3& pos,
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const glm::vec3& right,
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const glm::vec3& up,
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const glm::vec3& norm,
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const UVRegion& uv,
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const glm::mat4& transform
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) {
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auto a = transform * glm::vec4(pos - right - up, 1.0f);
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auto b = transform * glm::vec4(pos + right - up, 1.0f);
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auto c = transform * glm::vec4(pos + right + up, 1.0f);
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auto d = transform * glm::vec4(pos - right + up, 1.0f);
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auto tsfnorm = extract_rotation(transform) * glm::vec4(norm, 1.0f);
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vertices.push_back({a, {uv.u1, uv.v1}, tsfnorm});
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vertices.push_back({b, {uv.u2, uv.v1}, tsfnorm});
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vertices.push_back({c, {uv.u2, uv.v2}, tsfnorm});
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vertices.push_back({a, {uv.u1, uv.v1}, tsfnorm});
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vertices.push_back({c, {uv.u2, uv.v2}, tsfnorm});
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vertices.push_back({d, {uv.u1, uv.v2}, tsfnorm});
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}
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void Mesh::addBox(const glm::vec3& pos, const glm::vec3& size) {
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UVRegion fullRegion (0, 0, 1, 1);
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addPlane(pos+Z*size, X*size, Y*size, Z, fullRegion);
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@ -40,6 +40,14 @@ namespace model {
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const glm::vec3& norm,
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const UVRegion& region
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);
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void addRect(
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const glm::vec3& pos,
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const glm::vec3& right,
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const glm::vec3& up,
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const glm::vec3& norm,
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const UVRegion& uv,
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const glm::mat4& transform
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);
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void addTriangle(
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const glm::vec3& a,
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const glm::vec3& b,
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