#define GLM_ENABLE_EXPERIMENTAL #include "Model.hpp" #include #include #include using namespace model; inline constexpr glm::vec3 X(1, 0, 0); inline constexpr glm::vec3 Y(0, 1, 0); inline constexpr glm::vec3 Z(0, 0, 1); void Mesh::addPlane( const glm::vec3& pos, const glm::vec3& right, const glm::vec3& up, const glm::vec3& norm, const UVRegion& uv ) { vertices.push_back({pos-right-up, {uv.u1, uv.v1}, norm}); vertices.push_back({pos+right-up, {uv.u2, uv.v1}, norm}); vertices.push_back({pos+right+up, {uv.u2, uv.v2}, norm}); vertices.push_back({pos-right-up, {uv.u1, uv.v1}, norm}); vertices.push_back({pos+right+up, {uv.u2, uv.v2}, norm}); vertices.push_back({pos-right+up, {uv.u1, uv.v2}, norm}); } void Mesh::addPlane( const glm::vec3& pos, const glm::vec3& right, const glm::vec3& up, const glm::vec3& norm, const UVRegion& region, const glm::mat4& transform ) { addPlane( glm::vec3(transform * glm::vec4(pos, 1.0f)), glm::vec3(transform * glm::vec4(right, 0.0f)), glm::vec3(transform * glm::vec4(up, 0.0f)), glm::normalize(glm::vec3(transform * glm::vec4(norm, 0.0f))), region ); } void Mesh::addTriangle( 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 ) { vertices.push_back({a, uvA, norm}); vertices.push_back({b, uvB, norm}); vertices.push_back({c, uvC, norm}); } void Mesh::addRect( const glm::vec3& pos, const glm::vec3& right, const glm::vec3& up, const glm::vec3& norm, const UVRegion& uv ) { vertices.push_back({pos-right-up, {uv.u1, uv.v1}, norm}); vertices.push_back({pos+right-up, {uv.u2, uv.v1}, norm}); vertices.push_back({pos+right+up, {uv.u2, uv.v2}, norm}); vertices.push_back({pos-right-up, {uv.u1, uv.v1}, norm}); vertices.push_back({pos+right+up, {uv.u2, uv.v2}, norm}); 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); addPlane(pos-Z*size, -X*size, Y*size, -Z, fullRegion); addPlane(pos+Y*size, X*size, -Z*size, Y, fullRegion); addPlane(pos-Y*size, X*size, Z*size, -Y, fullRegion); addPlane(pos+X*size, -Z*size, Y*size, X, fullRegion); addPlane(pos-X*size, Z*size, Y*size, -X, fullRegion); } void Mesh::addBox( const glm::vec3& pos, const glm::vec3& size, const UVRegion (&uvs)[6], const bool enabledSides[6] ) { addBox(pos, size, uvs, enabledSides, glm::mat4(1.0f)); } void Mesh::addBox( const glm::vec3& pos, const glm::vec3& size, const UVRegion (&uvs)[6], const bool enabledSides[6], const glm::mat4& transform ) { if (enabledSides[0]) // north addPlane(pos+Z*size, X*size, Y*size, Z, uvs[0], transform); if (enabledSides[1]) // south addPlane(pos-Z*size, -X*size, Y*size, -Z, uvs[1], transform); if (enabledSides[2]) // top addPlane(pos+Y*size, X*size, -Z*size, Y, uvs[2] * glm::vec2(-1), transform); if (enabledSides[3]) // bottom addPlane(pos-Y*size, X*size, Z*size, -Y, uvs[3] * glm::vec2(-1, 1), transform); if (enabledSides[4]) // west addPlane(pos+X*size, -Z*size, Y*size, X, uvs[4], transform); if (enabledSides[5]) // east addPlane(pos-X*size, Z*size, Y*size, -X, uvs[5] * glm::vec2(-1, 1), transform); } void Mesh::scale(const glm::vec3& size) { for (auto& vertex : vertices) { vertex.coord *= size; } } void Mesh::transform(const glm::mat4& matrix) { for (auto& vertex : vertices) { vertex.coord = matrix * glm::vec4(vertex.coord, 1.0f); } } void Mesh::translate(const glm::vec3& offset) { for (auto& vertex : vertices) { vertex.coord += offset; } } void Model::clean() { meshes.erase( std::remove_if(meshes.begin(), meshes.end(), [](const Mesh& mesh){ return mesh.vertices.empty(); }), meshes.end() ); } void Model::transform(const glm::mat4& matrix) { for (auto& mesh : meshes) { mesh.transform(matrix); } } void Model::translate(const glm::vec3& offset) { for (auto& mesh : meshes) { mesh.translate(offset); } } void Model::merge(const Model& source) { for (const auto& srcMesh : source.meshes) { auto& dstMesh = addMesh(srcMesh.texture, srcMesh.shading); dstMesh.vertices.insert( dstMesh.vertices.end(), srcMesh.vertices.begin(), srcMesh.vertices.end() ); } } void Model::merge(Model&& source) { for (auto& srcMesh : source.meshes) { auto& dstMesh = addMesh(srcMesh.texture, srcMesh.shading); if (dstMesh.vertices.empty()) { dstMesh = std::move(srcMesh); } else { dstMesh.vertices.insert( dstMesh.vertices.end(), srcMesh.vertices.begin(), srcMesh.vertices.end() ); } } }