mirror of
https://github.com/MihailRis/voxelcore.git
synced 2026-10-04 18:41:51 +00:00
190 lines
5.5 KiB
C++
190 lines
5.5 KiB
C++
#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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inline constexpr glm::vec3 X(1, 0, 0);
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inline constexpr glm::vec3 Y(0, 1, 0);
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inline constexpr glm::vec3 Z(0, 0, 1);
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void Mesh::addPlane(
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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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vertices.push_back({pos-right-up, {uv.u1, uv.v1}, norm});
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vertices.push_back({pos+right-up, {uv.u2, uv.v1}, norm});
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vertices.push_back({pos+right+up, {uv.u2, uv.v2}, norm});
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vertices.push_back({pos-right-up, {uv.u1, uv.v1}, norm});
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vertices.push_back({pos+right+up, {uv.u2, uv.v2}, norm});
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vertices.push_back({pos-right+up, {uv.u1, uv.v2}, norm});
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}
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void Mesh::addPlane(
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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& region,
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const glm::mat4& transform
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) {
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addPlane(
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glm::vec3(transform * glm::vec4(pos, 1.0f)),
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glm::vec3(transform * glm::vec4(right, 0.0f)),
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glm::vec3(transform * glm::vec4(up, 0.0f)),
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glm::normalize(glm::vec3(transform * glm::vec4(norm, 0.0f))),
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region
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);
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}
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void Mesh::addTriangle(
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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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vertices.push_back({a, uvA, norm});
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vertices.push_back({b, uvB, norm});
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vertices.push_back({c, uvC, norm});
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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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) {
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vertices.push_back({pos-right-up, {uv.u1, uv.v1}, norm});
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vertices.push_back({pos+right-up, {uv.u2, uv.v1}, norm});
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vertices.push_back({pos+right+up, {uv.u2, uv.v2}, norm});
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vertices.push_back({pos-right-up, {uv.u1, uv.v1}, norm});
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vertices.push_back({pos+right+up, {uv.u2, uv.v2}, norm});
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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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addPlane(pos-Z*size, -X*size, Y*size, -Z, fullRegion);
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addPlane(pos+Y*size, X*size, -Z*size, Y, fullRegion);
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addPlane(pos-Y*size, X*size, Z*size, -Y, fullRegion);
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addPlane(pos+X*size, -Z*size, Y*size, X, fullRegion);
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addPlane(pos-X*size, Z*size, Y*size, -X, fullRegion);
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}
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void Mesh::addBox(
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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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addBox(pos, size, uvs, enabledSides, glm::mat4(1.0f));
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}
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void Mesh::addBox(
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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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const glm::mat4& transform
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) {
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if (enabledSides[0]) // north
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addPlane(pos+Z*size, X*size, Y*size, Z, uvs[0], transform);
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if (enabledSides[1]) // south
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addPlane(pos-Z*size, -X*size, Y*size, -Z, uvs[1], transform);
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if (enabledSides[2]) // top
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addPlane(pos+Y*size, X*size, -Z*size, Y, uvs[2] * glm::vec2(-1), transform);
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if (enabledSides[3]) // bottom
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addPlane(pos-Y*size, X*size, Z*size, -Y, uvs[3] * glm::vec2(-1, 1), transform);
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if (enabledSides[4]) // west
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addPlane(pos+X*size, -Z*size, Y*size, X, uvs[4], transform);
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if (enabledSides[5]) // east
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addPlane(pos-X*size, Z*size, Y*size, -X, uvs[5] * glm::vec2(-1, 1), transform);
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}
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void Mesh::scale(const glm::vec3& size) {
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for (auto& vertex : vertices) {
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vertex.coord *= size;
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}
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}
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void Mesh::transform(const glm::mat4& matrix) {
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for (auto& vertex : vertices) {
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vertex.coord = matrix * glm::vec4(vertex.coord, 1.0f);
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}
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}
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void Model::clean() {
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meshes.erase(
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std::remove_if(meshes.begin(), meshes.end(),
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[](const Mesh& mesh){
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return mesh.vertices.empty();
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}),
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meshes.end()
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);
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}
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void Model::transform(const glm::mat4& matrix) {
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for (auto& mesh : meshes) {
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mesh.transform(matrix);
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}
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}
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void Model::merge(const Model& source) {
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for (const auto& srcMesh : source.meshes) {
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auto& dstMesh = addMesh(srcMesh.texture, srcMesh.shading);
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dstMesh.vertices.insert(
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dstMesh.vertices.end(),
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srcMesh.vertices.begin(),
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srcMesh.vertices.end()
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);
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}
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}
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