voxelcore/src/graphics/commons/Model.cpp
2026-01-13 21:50:20 +03:00

190 lines
5.5 KiB
C++

#define GLM_ENABLE_EXPERIMENTAL
#include "Model.hpp"
#include <algorithm>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/matrix_decompose.hpp>
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 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::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()
);
}
}