2025-10-16 22:57:45 +03:00

79 lines
2.1 KiB
C++

#pragma once
#include <string>
#include <vector>
#include <glm/glm.hpp>
#include "maths/UVRegion.hpp"
namespace model {
struct Vertex {
glm::vec3 coord;
glm::vec2 uv;
glm::vec3 normal;
};
struct Mesh {
std::string texture;
std::vector<Vertex> vertices;
bool shading = true;
void addPlane(
const glm::vec3& pos,
const glm::vec3& right,
const glm::vec3& up,
const glm::vec3& norm,
const UVRegion& region
);
void addPlane(
const glm::vec3& pos,
const glm::vec3& right,
const glm::vec3& up,
const glm::vec3& norm,
const UVRegion& region,
const glm::mat4& transform
);
void addRect(
const glm::vec3& pos,
const glm::vec3& right,
const glm::vec3& up,
const glm::vec3& norm,
const UVRegion& region
);
void addBox(const glm::vec3& pos, const glm::vec3& size);
void addBox(
const glm::vec3& pos,
const glm::vec3& size,
const UVRegion (&texfaces)[6],
const bool enabledSides[6]
);
void addBox(
const glm::vec3& pos,
const glm::vec3& size,
const UVRegion (&texfaces)[6],
const bool enabledSides[6],
const glm::mat4& transform
);
void scale(const glm::vec3& size);
};
struct Model {
std::vector<Mesh> meshes;
/// @brief Add mesh to the model
/// @param texture texture name
/// @return writeable Mesh
Mesh& addMesh(const std::string& texture, bool shading = true) {
for (auto& mesh : meshes) {
if (mesh.texture == texture && mesh.shading == shading) {
return mesh;
}
}
meshes.push_back({texture, {}, shading});
return meshes[meshes.size() - 1];
}
/// @brief Remove all empty meshes
void clean();
};
}