extract ModelsGenerator::fromCustom
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@ -48,6 +48,59 @@ static inline UVRegion get_region_for(
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return texreg.region;
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}
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model::Model ModelsGenerator::fromCustom(
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const Assets& assets,
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const std::vector<BoxModel>& modelBoxes,
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const std::vector<std::string>& modelTextures,
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const std::vector<glm::vec3>& points,
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bool lighting
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) {
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auto model = model::Model();
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for (size_t i = 0; i < modelBoxes.size(); i++) {
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auto& mesh = model.addMesh("blocks:" + modelTextures[i * 6]);
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mesh.lighting = lighting;
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const UVRegion(&boxtexfaces)[6] = {
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get_region_for(modelTextures[i * 6], assets),
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get_region_for(modelTextures[i * 6 + 1], assets),
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get_region_for(modelTextures[i * 6 + 2], assets),
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get_region_for(modelTextures[i * 6 + 3], assets),
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get_region_for(modelTextures[i * 6 + 4], assets),
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get_region_for(modelTextures[i * 6 + 5], assets)};
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mesh.addBox(
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modelBoxes[i].center(), modelBoxes[i].size() * 0.5f, boxtexfaces
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);
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}
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glm::vec3 poff = glm::vec3(0.0f, 0.0f, 1.0f);
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glm::vec3 norm {0, 1, 0};
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for (size_t i = 0; i < points.size() / 4; i++) {
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auto texture = "blocks:" + modelTextures[modelBoxes.size() * 6 + i];
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auto& mesh = model.addMesh(texture);
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mesh.lighting = lighting;
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auto reg = get_region_for(texture, assets);
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mesh.vertices.push_back(
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{points[i * 4 + 0] - poff, glm::vec2(reg.u1, reg.v1), norm}
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);
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mesh.vertices.push_back(
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{points[i * 4 + 1] - poff, glm::vec2(reg.u2, reg.v1), norm}
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);
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mesh.vertices.push_back(
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{points[i * 4 + 2] - poff, glm::vec2(reg.u2, reg.v2), norm}
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);
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mesh.vertices.push_back(
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{points[i * 4 + 3] - poff, glm::vec2(reg.u1, reg.v1), norm}
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);
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mesh.vertices.push_back(
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{points[i * 4 + 4] - poff, glm::vec2(reg.u2, reg.v2), norm}
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);
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mesh.vertices.push_back(
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{points[i * 4 + 0] - poff, glm::vec2(reg.u1, reg.v2), norm}
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);
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}
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return model;
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}
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model::Model ModelsGenerator::generate(
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const ItemDef& def, const Content& content, const Assets& assets
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) {
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@ -59,55 +112,13 @@ model::Model ModelsGenerator::generate(
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"blocks:" + blockDef.textureFaces.at(0), assets
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);
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} else if (blockDef.model == BlockModel::custom) {
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model = model::Model();
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for (size_t i = 0; i < blockDef.modelBoxes.size(); i++) {
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auto& mesh =
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model.addMesh("blocks:" + blockDef.modelTextures[i * 6]);
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mesh.lighting = !blockDef.shadeless;
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const UVRegion (&boxtexfaces)[6] = {
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get_region_for(blockDef.modelTextures[i * 6], assets),
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get_region_for(blockDef.modelTextures[i * 6 + 1], assets),
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get_region_for(blockDef.modelTextures[i * 6 + 2], assets),
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get_region_for(blockDef.modelTextures[i * 6 + 3], assets),
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get_region_for(blockDef.modelTextures[i * 6 + 4], assets),
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get_region_for(blockDef.modelTextures[i * 6 + 5], assets)
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};
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mesh.addBox(
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blockDef.modelBoxes[i].center(),
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blockDef.modelBoxes[i].size()*0.5f, boxtexfaces
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);
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}
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const auto& points = blockDef.modelExtraPoints;
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glm::vec3 poff = glm::vec3(0.0f, 0.0f, 1.0f);
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glm::vec3 norm {0, 1, 0};
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for (size_t i = 0; i < blockDef.modelExtraPoints.size() / 4; i++) {
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auto texture =
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"blocks:" +
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blockDef.modelTextures[blockDef.modelBoxes.size() * 6 + i];
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auto& mesh = model.addMesh(texture);
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mesh.lighting = !blockDef.shadeless;
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auto reg = get_region_for(texture, assets);
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mesh.vertices.push_back(
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{points[i * 4 + 0] - poff, glm::vec2(reg.u1, reg.v1), norm}
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);
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mesh.vertices.push_back(
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{points[i * 4 + 1] - poff, glm::vec2(reg.u2, reg.v1), norm}
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);
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mesh.vertices.push_back(
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{points[i * 4 + 2] - poff, glm::vec2(reg.u2, reg.v2), norm}
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);
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mesh.vertices.push_back(
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{points[i * 4 + 3] - poff, glm::vec2(reg.u1, reg.v1), norm}
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);
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mesh.vertices.push_back(
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{points[i * 4 + 4] - poff, glm::vec2(reg.u2, reg.v2), norm}
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);
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mesh.vertices.push_back(
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{points[i * 4 + 0] - poff, glm::vec2(reg.u1, reg.v2), norm}
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);
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}
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model = fromCustom(
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assets,
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blockDef.modelBoxes,
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blockDef.modelTextures,
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blockDef.modelExtraPoints,
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!blockDef.shadeless
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);
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for (auto& mesh : model.meshes) {
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mesh.scale(glm::vec3(0.3f));
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}
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@ -1,6 +1,7 @@
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#pragma once
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#include "graphics/commons/Model.hpp"
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#include "maths/aabb.hpp"
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struct ItemDef;
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class Assets;
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@ -11,4 +12,12 @@ public:
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static model::Model generate(
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const ItemDef& def, const Content& content, const Assets& assets
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);
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static model::Model fromCustom(
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const Assets& assets,
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const std::vector<AABB>& modelBoxes,
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const std::vector<std::string>& modelTextures,
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const std::vector<glm::vec3>& points,
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bool lighting
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);
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};
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