vectozavr-shooter/engine/Mesh.cpp

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//
// Created by Иван Ильин on 13.01.2021.
//
#include <utility>
#include "Mesh.h"
#include "ResourceManager.h"
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using namespace std;
Mesh &Mesh::operator*=(const Matrix4x4 &matrix4X4) {
std::vector<Triangle> newTriangles;
for(auto &t : _tris) {
newTriangles.emplace_back(t * matrix4X4);
}
setTriangles(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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auto objects = ResourceManager::loadObjects(filename);
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for(auto& obj : objects) {
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(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(nameTag), _tris(tries) {
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}
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Mesh Mesh::Obj(ObjectNameTag nameTag, const std::string& filename) {
return Mesh(std::move(nameTag), filename);
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}
void Mesh::rotate(const Vec3D &r) {
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Object::rotate(r);
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*this *= Matrix4x4::Rotation(r);
}
void Mesh::rotate(const Vec3D &v, double r) {
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Object::rotate(v, r);
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*this *= Matrix4x4::Rotation(v, r);
}
void Mesh::scale(const Vec3D &s) {
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Object::scale(s);
*this *= Matrix4x4::Scale(s);
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}
void Mesh::rotateRelativePoint(const Vec3D &s, const Vec3D &r) {
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Object::rotateRelativePoint(s, r);
*this *= Matrix4x4::Rotation(r);
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}
void Mesh::rotateRelativePoint(const Vec3D &s, const Vec3D &v, double r) {
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Object::rotateRelativePoint(s, v, r);
*this *= Matrix4x4::Rotation(v, r);
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}
void Mesh::setColor(const sf::Color& c) {
_color = c;
// change color of all mesh triangles:
std::vector<Triangle> newTriangles;
for(auto &t : _tris) {
newTriangles.emplace_back(Triangle(t[0], t[1], t[2], c));
}
setTriangles(newTriangles);
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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(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 = (from - v2 * line_width / 2.0 - v3 * line_width / 2.0).makePoint4D();
Vec4D p2 = (from - v2 * line_width / 2.0 + v3 * line_width / 2.0).makePoint4D();
Vec4D p3 = (from + v2 * line_width / 2.0 + v3 * line_width / 2.0).makePoint4D();
Vec4D p4 = (from + v2 * line_width / 2.0 - v3 * line_width / 2.0).makePoint4D();
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// to plane
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Vec4D p5 = (to - v2 * line_width / 2.0 - v3 * line_width / 2.0).makePoint4D();
Vec4D p6 = (to - v2 * line_width / 2.0 + v3 * line_width / 2.0).makePoint4D();
Vec4D p7 = (to + v2 * line_width / 2.0 + v3 * line_width / 2.0).makePoint4D();
Vec4D p8 = (to + 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);
return line;
}
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Mesh::Mesh(const Mesh &mesh) : Object(mesh.name()), _tris(mesh._tris), _color(mesh._color), _visible(mesh._visible) {
}
void Mesh::setTriangles(const vector<Triangle> &t) {
_tris.clear();
for (auto & tri : t) {
_tris.push_back(tri);
}
}
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Mesh::~Mesh() {
_tris.clear();
}