shooter/engine/Mesh.cpp

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//
// Created by Иван Ильин on 13.01.2021.
//
#include <utility>
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#include "Mesh.h"
#include "ResourceManager.h"
#include "Screen.h"
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using namespace std;
Mesh &Mesh::operator*=(const Matrix4x4 &matrix4X4) {
std::vector<Triangle> newTriangles;
newTriangles.reserve(_tris.size());
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for (auto &t : _tris) {
newTriangles.emplace_back(t * matrix4X4);
}
setTriangles(std::move(newTriangles));
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return *this;
}
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void Mesh::loadObj(const std::string &filename, const Vec3D &scale) {
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_tris.clear();
auto objects = ResourceManager::loadObjects(filename);
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for (auto &obj : objects) {
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for (auto &tri : obj->triangles()) {
_tris.push_back(tri);
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}
}
this->scale(scale);
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}
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Mesh::Mesh(ObjectNameTag nameTag, const std::string &filename, const Vec3D &scale) : Object(std::move(nameTag)) {
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loadObj(filename, scale);
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}
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Mesh::Mesh(ObjectNameTag nameTag, const vector<Triangle> &tries) : Object(std::move(nameTag)), _tris(tries) {
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}
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void Mesh::setColor(const sf::Color &c) {
_color = c;
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for (auto &t : _tris) {
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t.setColor(c);
}
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// because we change the color of mesh we should update geometry with a new color
glFreeFloatArray();
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}
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Mesh
Mesh::LineTo(ObjectNameTag nameTag, const Vec3D &from, const Vec3D &to, double line_width, const sf::Color &color) {
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Mesh line(std::move(nameTag));
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Vec3D v1 = (to - from).normalized();
Vec3D v2 = from.cross(from + Vec3D{1, 0, 0}).normalized();
Vec3D v3 = v1.cross(v2).normalized();
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// from plane
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Vec4D p1 = (- v2 * line_width / 2.0 - v3 * line_width / 2.0).makePoint4D();
Vec4D p2 = (- v2 * line_width / 2.0 + v3 * line_width / 2.0).makePoint4D();
Vec4D p3 = ( v2 * line_width / 2.0 + v3 * line_width / 2.0).makePoint4D();
Vec4D p4 = ( v2 * line_width / 2.0 - v3 * line_width / 2.0).makePoint4D();
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// to plane
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Vec4D p5 = (to - from - v2 * line_width / 2.0 - v3 * line_width / 2.0).makePoint4D();
Vec4D p6 = (to - from - v2 * line_width / 2.0 + v3 * line_width / 2.0).makePoint4D();
Vec4D p7 = (to - from + v2 * line_width / 2.0 + v3 * line_width / 2.0).makePoint4D();
Vec4D p8 = (to - from + v2 * line_width / 2.0 - v3 * line_width / 2.0).makePoint4D();
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line._tris = std::move(std::vector<Triangle>{
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{p2, p4, p1},
{p2, p3, p4},
{p1, p6, p2},
{p1, p5, p6},
{p2, p6, p7},
{p2, p7, p3},
{p6, p5, p8},
{p6, p8, p7},
{p4, p3, p7},
{p4, p7, p8},
{p1, p8, p5},
{p1, p4, p8}
});
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line.setColor(color);
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line.translateToPoint(from);
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return line;
}
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Mesh Mesh::ArrowTo(ObjectNameTag nameTag, const Vec3D &from, const Vec3D &to, double line_width, sf::Color color) {
Mesh arrow(std::move(nameTag));
Vec3D v1 = (to - from).normalized();
Vec3D v2 = from.cross(from + Vec3D{1, 0, 0}).normalized();
Vec3D v3 = v1.cross(v2).normalized();
Vec3D to_line = to - v1*0.4;
// from plane
Vec4D p1 = (- v2 * line_width / 2.0 - v3 * line_width / 2.0).makePoint4D();
Vec4D p2 = (- v2 * line_width / 2.0 + v3 * line_width / 2.0).makePoint4D();
Vec4D p3 = ( v2 * line_width / 2.0 + v3 * line_width / 2.0).makePoint4D();
Vec4D p4 = ( v2 * line_width / 2.0 - v3 * line_width / 2.0).makePoint4D();
// to plane
Vec4D p5 = (to_line - from - v2 * line_width / 2.0 - v3 * line_width / 2.0).makePoint4D();
Vec4D p6 = (to_line - from - v2 * line_width / 2.0 + v3 * line_width / 2.0).makePoint4D();
Vec4D p7 = (to_line - from + v2 * line_width / 2.0 + v3 * line_width / 2.0).makePoint4D();
Vec4D p8 = (to_line - from + v2 * line_width / 2.0 - v3 * line_width / 2.0).makePoint4D();
// arrow
Vec4D p9 = (to_line - from - v2 * line_width*2 - v3 * line_width*2).makePoint4D();
Vec4D p10 = (to_line - from - v2 * line_width*2 + v3 * line_width*2).makePoint4D();
Vec4D p11 = (to_line - from + v2 * line_width*2 + v3 * line_width*2).makePoint4D();
Vec4D p12 = (to_line - from + v2 * line_width*2 - v3 * line_width*2).makePoint4D();
Vec4D p13 = (to - from).makePoint4D();
arrow._tris = std::move(std::vector<Triangle>{
{p2, p4, p1},
{p2, p3, p4},
{p1, p6, p2},
{p1, p5, p6},
{p2, p6, p7},
{p2, p7, p3},
{p6, p5, p8},
{p6, p8, p7},
{p4, p3, p7},
{p4, p7, p8},
{p1, p8, p5},
{p1, p4, p8},
{ p9, p10, p13 },
{ p10, p11, p13 },
{ p11, p12, p13 },
{ p12, p9, p13 },
});
arrow.setColor(color);
arrow.translateToPoint(from);
return arrow;
}
void Mesh::setOpacity(double t) {
setColor(sf::Color(_color.r, _color.g, _color.b, t*255));
}
void Mesh::setTriangles(vector<Triangle>&& t) {
_tris = std::move(t);
}
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Mesh::~Mesh() {
delete[] _geometry;
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_geometry = nullptr;
}
void Mesh::glFreeFloatArray() {
delete[] _geometry;
_geometry = nullptr;
}
GLfloat *Mesh::glFloatArray() const {
if(_geometry != nullptr) {
return _geometry;
}
_geometry = new GLfloat[7 * 3 * _tris.size()];
for (size_t i = 0; i < _tris.size(); i++) {
unsigned stride = 21 * i;
Triangle triangle = _tris[i];
Vec3D norm = (model()*triangle.norm()).normalized();
float dot = static_cast<float>(norm.dot(Vec3D(0, 1, 2).normalized()));
for (int k = 0; k < 3; k++) {
sf::Color color = triangle.color();
GLfloat ambientColor[4] = {
static_cast<float>(color.r) * (0.3f * std::fabs(dot) + 0.7f) / 255.0f,
static_cast<float>(color.g) * (0.3f * std::fabs(dot) + 0.7f) / 255.0f,
static_cast<float>(color.b) * (0.3f * std::fabs(dot) + 0.7f) / 255.0f,
static_cast<float>(color.a) / 255.0f
};
_geometry[stride + 7 * k + 0] = static_cast<GLfloat>(triangle[k].x());
_geometry[stride + 7 * k + 1] = static_cast<GLfloat>(triangle[k].y());
_geometry[stride + 7 * k + 2] = static_cast<GLfloat>(triangle[k].z());
_geometry[stride + 7 * k + 3] = ambientColor[0];
_geometry[stride + 7 * k + 4] = ambientColor[1];
_geometry[stride + 7 * k + 5] = ambientColor[2];
_geometry[stride + 7 * k + 6] = ambientColor[3];
}
}
return _geometry;
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}