/
RenderableBox.h
259 lines (214 loc) · 7 KB
/
RenderableBox.h
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#pragma once
#include "isurfacerenderer.h"
#include "render/RenderableGeometry.h"
#include "render/RenderableSurface.h"
namespace render
{
namespace detail
{
inline std::vector<MeshVertex> getFillBoxVertices(const Vector3& min, const Vector3& max, const Vector4& colour)
{
// Load the 6 times 4 = 24 corner points, each with the correct face normal
return
{
// Bottom quad
MeshVertex({ min[0], max[1], min[2] }, {0,0,-1}, {0,1}, colour),
MeshVertex({ max[0], max[1], min[2] }, {0,0,-1}, {1,1}, colour),
MeshVertex({ max[0], min[1], min[2] }, {0,0,-1}, {1,0}, colour),
MeshVertex({ min[0], min[1], min[2] }, {0,0,-1}, {0,0}, colour),
// Top quad
MeshVertex({ min[0], min[1], max[2] }, {0,0,+1}, {0,1}, colour),
MeshVertex({ max[0], min[1], max[2] }, {0,0,+1}, {1,1}, colour),
MeshVertex({ max[0], max[1], max[2] }, {0,0,+1}, {1,0}, colour),
MeshVertex({ min[0], max[1], max[2] }, {0,0,+1}, {0,0}, colour),
// Front quad
MeshVertex({ min[0], min[1], min[2] }, {0,-1,0}, {0,1}, colour),
MeshVertex({ max[0], min[1], min[2] }, {0,-1,0}, {1,1}, colour),
MeshVertex({ max[0], min[1], max[2] }, {0,-1,0}, {1,0}, colour),
MeshVertex({ min[0], min[1], max[2] }, {0,-1,0}, {0,0}, colour),
// Back quad
MeshVertex({ min[0], max[1], min[2] }, {0,+1,0}, {1,1}, colour),
MeshVertex({ min[0], max[1], max[2] }, {0,+1,0}, {1,0}, colour),
MeshVertex({ max[0], max[1], max[2] }, {0,+1,0}, {0,0}, colour),
MeshVertex({ max[0], max[1], min[2] }, {0,+1,0}, {0,1}, colour),
// Right quad
MeshVertex({ max[0], max[1], min[2] }, {+1,0,0}, {1,1}, colour),
MeshVertex({ max[0], max[1], max[2] }, {+1,0,0}, {1,0}, colour),
MeshVertex({ max[0], min[1], max[2] }, {+1,0,0}, {0,0}, colour),
MeshVertex({ max[0], min[1], min[2] }, {+1,0,0}, {0,1}, colour),
// Left quad
MeshVertex({ min[0], max[1], min[2] }, {-1,0,0}, {0,1}, colour),
MeshVertex({ min[0], min[1], min[2] }, {-1,0,0}, {1,1}, colour),
MeshVertex({ min[0], min[1], max[2] }, {-1,0,0}, {1,0}, colour),
MeshVertex({ min[0], max[1], max[2] }, {-1,0,0}, {0,0}, colour),
};
}
inline std::vector<MeshVertex> getWireframeBoxVertices(const Vector3& min, const Vector3& max, const Vector4& colour)
{
// Load the 8 corner points
return
{
// Bottom quad
MeshVertex({ min[0], min[1], min[2] }, {0,0,1}, {0,0}, colour),
MeshVertex({ max[0], min[1], min[2] }, {0,0,1}, {0,0}, colour),
MeshVertex({ max[0], max[1], min[2] }, {0,0,1}, {0,0}, colour),
MeshVertex({ min[0], max[1], min[2] }, {0,0,1}, {0,0}, colour),
// Top quad
MeshVertex({ min[0], min[1], max[2] }, {0,0,1}, {0,0}, colour),
MeshVertex({ max[0], min[1], max[2] }, {0,0,1}, {0,0}, colour),
MeshVertex({ max[0], max[1], max[2] }, {0,0,1}, {0,0}, colour),
MeshVertex({ min[0], max[1], max[2] }, {0,0,1}, {0,0}, colour),
};
}
// Indices drawing a hollow box outline, corresponding to the order in getWireframeBoxVertices()
inline std::vector<unsigned int> generateWireframeBoxIndices()
{
return
{
0, 1, // bottom rectangle
1, 2, //
2, 3, //
3, 0, //
4, 5, // top rectangle
5, 6, //
6, 7, //
7, 4, //
0, 4, // vertical edges
1, 5, //
2, 6, //
3, 7, //
};
};
// Indices drawing a hollow box outline, corresponding to the order in getFillBoxVertices()
inline std::vector<unsigned int> generateFillBoxIndices()
{
return
{
3, 2, 1, 0, // bottom rectangle
7, 6, 5, 4, // top rectangle
11, 10, 9, 8, // sides
15, 14, 13, 12,
19, 18, 17, 16,
23, 22, 21, 20,
};
};
inline std::vector<unsigned int> generateTriangleBoxIndices()
{
return
{
3, 2, 1, 3, 1, 0, // bottom rectangle
7, 6, 5, 7, 5, 4, // top rectangle
11, 10, 9, 11, 9, 8, // sides
15, 14, 13, 15, 13, 12,
19, 18, 17, 19, 17, 16,
23, 22, 21, 23, 21, 20,
};
};
}
class RenderableBox :
public RenderableGeometry
{
private:
const AABB& _bounds;
const Vector3& _worldPos;
bool _needsUpdate;
bool _filledBox;
public:
RenderableBox(const AABB& bounds, const Vector3& worldPos) :
_bounds(bounds),
_worldPos(worldPos),
_needsUpdate(true),
_filledBox(true)
{}
void queueUpdate()
{
_needsUpdate = true;
}
void setFillMode(bool fill)
{
if (_filledBox != fill)
{
_filledBox = fill;
clear();
queueUpdate();
}
}
virtual Vector4 getVertexColour()
{
return Vector4(1, 1, 1, 1);
}
virtual void updateGeometry() override
{
if (!_needsUpdate) return;
_needsUpdate = false;
static Vector3 Origin(0, 0, 0);
// Calculate the corner vertices of this bounding box
Vector3 max(Origin + _bounds.extents);
Vector3 min(Origin - _bounds.extents);
auto colour = getVertexColour();
auto vertices = _filledBox ?
detail::getFillBoxVertices(min, max, colour) :
detail::getWireframeBoxVertices(min, max, colour);
// Move the points to their world position
for (auto& vertex : vertices)
{
vertex.vertex += _worldPos;
}
static auto FillBoxIndices = detail::generateFillBoxIndices();
static auto WireframeBoxIndices = detail::generateWireframeBoxIndices();
if (_filledBox)
{
updateGeometryWithData(render::GeometryType::Quads, vertices, FillBoxIndices);
}
else
{
updateGeometryWithData(render::GeometryType::Lines, vertices, WireframeBoxIndices);
}
}
};
class RenderableBoxSurface final :
public RenderableSurface
{
private:
const AABB& _bounds;
const Matrix4& _orientation;
std::vector<MeshVertex> _vertices;
std::vector<unsigned int> _indices;
public:
RenderableBoxSurface(const AABB& bounds, const Matrix4& orientation) :
_bounds(bounds),
_orientation(orientation)
{
static Vector3 Origin(0, 0, 0);
// Calculate the corner vertices of this bounding box
Vector3 max(Origin + _bounds.extents);
Vector3 min(Origin - _bounds.extents);
_vertices = detail::getFillBoxVertices(min, max, { 1, 1, 1, 1 });
_indices = detail::generateTriangleBoxIndices();
}
bool isVisible() override
{
return !_indices.empty();
}
const std::vector<MeshVertex>& getVertices() override
{
return _vertices;
}
const std::vector<unsigned int>& getIndices() override
{
return _indices;
}
bool isOriented() override
{
return true;
}
const Matrix4& getObjectTransform() override
{
return _orientation;
}
const AABB& getObjectBounds() override
{
return _bounds;
}
};
}