extract ModelsGenerator::fromCustom

This commit is contained in:
MihailRis 2024-11-05 15:50:23 +03:00
parent f38f84c779
commit c95c97430a
2 changed files with 69 additions and 49 deletions

View File

@ -48,6 +48,59 @@ static inline UVRegion get_region_for(
return texreg.region;
}
model::Model ModelsGenerator::fromCustom(
const Assets& assets,
const std::vector<BoxModel>& modelBoxes,
const std::vector<std::string>& modelTextures,
const std::vector<glm::vec3>& points,
bool lighting
) {
auto model = model::Model();
for (size_t i = 0; i < modelBoxes.size(); i++) {
auto& mesh = model.addMesh("blocks:" + modelTextures[i * 6]);
mesh.lighting = lighting;
const UVRegion(&boxtexfaces)[6] = {
get_region_for(modelTextures[i * 6], assets),
get_region_for(modelTextures[i * 6 + 1], assets),
get_region_for(modelTextures[i * 6 + 2], assets),
get_region_for(modelTextures[i * 6 + 3], assets),
get_region_for(modelTextures[i * 6 + 4], assets),
get_region_for(modelTextures[i * 6 + 5], assets)};
mesh.addBox(
modelBoxes[i].center(), modelBoxes[i].size() * 0.5f, boxtexfaces
);
}
glm::vec3 poff = glm::vec3(0.0f, 0.0f, 1.0f);
glm::vec3 norm {0, 1, 0};
for (size_t i = 0; i < points.size() / 4; i++) {
auto texture = "blocks:" + modelTextures[modelBoxes.size() * 6 + i];
auto& mesh = model.addMesh(texture);
mesh.lighting = lighting;
auto reg = get_region_for(texture, assets);
mesh.vertices.push_back(
{points[i * 4 + 0] - poff, glm::vec2(reg.u1, reg.v1), norm}
);
mesh.vertices.push_back(
{points[i * 4 + 1] - poff, glm::vec2(reg.u2, reg.v1), norm}
);
mesh.vertices.push_back(
{points[i * 4 + 2] - poff, glm::vec2(reg.u2, reg.v2), norm}
);
mesh.vertices.push_back(
{points[i * 4 + 3] - poff, glm::vec2(reg.u1, reg.v1), norm}
);
mesh.vertices.push_back(
{points[i * 4 + 4] - poff, glm::vec2(reg.u2, reg.v2), norm}
);
mesh.vertices.push_back(
{points[i * 4 + 0] - poff, glm::vec2(reg.u1, reg.v2), norm}
);
}
return model;
}
model::Model ModelsGenerator::generate(
const ItemDef& def, const Content& content, const Assets& assets
) {
@ -59,55 +112,13 @@ model::Model ModelsGenerator::generate(
"blocks:" + blockDef.textureFaces.at(0), assets
);
} else if (blockDef.model == BlockModel::custom) {
model = model::Model();
for (size_t i = 0; i < blockDef.modelBoxes.size(); i++) {
auto& mesh =
model.addMesh("blocks:" + blockDef.modelTextures[i * 6]);
mesh.lighting = !blockDef.shadeless;
const UVRegion (&boxtexfaces)[6] = {
get_region_for(blockDef.modelTextures[i * 6], assets),
get_region_for(blockDef.modelTextures[i * 6 + 1], assets),
get_region_for(blockDef.modelTextures[i * 6 + 2], assets),
get_region_for(blockDef.modelTextures[i * 6 + 3], assets),
get_region_for(blockDef.modelTextures[i * 6 + 4], assets),
get_region_for(blockDef.modelTextures[i * 6 + 5], assets)
};
mesh.addBox(
blockDef.modelBoxes[i].center(),
blockDef.modelBoxes[i].size()*0.5f, boxtexfaces
);
}
const auto& points = blockDef.modelExtraPoints;
glm::vec3 poff = glm::vec3(0.0f, 0.0f, 1.0f);
glm::vec3 norm {0, 1, 0};
for (size_t i = 0; i < blockDef.modelExtraPoints.size() / 4; i++) {
auto texture =
"blocks:" +
blockDef.modelTextures[blockDef.modelBoxes.size() * 6 + i];
auto& mesh = model.addMesh(texture);
mesh.lighting = !blockDef.shadeless;
auto reg = get_region_for(texture, assets);
mesh.vertices.push_back(
{points[i * 4 + 0] - poff, glm::vec2(reg.u1, reg.v1), norm}
);
mesh.vertices.push_back(
{points[i * 4 + 1] - poff, glm::vec2(reg.u2, reg.v1), norm}
);
mesh.vertices.push_back(
{points[i * 4 + 2] - poff, glm::vec2(reg.u2, reg.v2), norm}
);
mesh.vertices.push_back(
{points[i * 4 + 3] - poff, glm::vec2(reg.u1, reg.v1), norm}
);
mesh.vertices.push_back(
{points[i * 4 + 4] - poff, glm::vec2(reg.u2, reg.v2), norm}
);
mesh.vertices.push_back(
{points[i * 4 + 0] - poff, glm::vec2(reg.u1, reg.v2), norm}
);
}
model = fromCustom(
assets,
blockDef.modelBoxes,
blockDef.modelTextures,
blockDef.modelExtraPoints,
!blockDef.shadeless
);
for (auto& mesh : model.meshes) {
mesh.scale(glm::vec3(0.3f));
}

View File

@ -1,6 +1,7 @@
#pragma once
#include "graphics/commons/Model.hpp"
#include "maths/aabb.hpp"
struct ItemDef;
class Assets;
@ -11,4 +12,12 @@ public:
static model::Model generate(
const ItemDef& def, const Content& content, const Assets& assets
);
static model::Model fromCustom(
const Assets& assets,
const std::vector<AABB>& modelBoxes,
const std::vector<std::string>& modelTextures,
const std::vector<glm::vec3>& points,
bool lighting
);
};