Files
PCK-Studio/PCK-Studio/Rendering/CubeGroupMesh.cs
2024-05-19 12:56:56 +02:00

180 lines
5.8 KiB
C#

/* Copyright (c) 2024-present miku-666
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1.The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
using System;
using System.Collections.Generic;
using System.Linq;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using PckStudio.Extensions;
using PckStudio.Internal;
namespace PckStudio.Rendering
{
internal class CubeGroupMesh : GenericMesh<TextureVertex>
{
private List<CubeMesh> cubes;
public bool FlipZMapping
{
get => _flipZMapping;
set
{
_flipZMapping = value;
UpdateCollection();
}
}
public Vector3 Translation { get; }
public Vector3 Pivot { get; }
public Vector3 Offset { get; set; } = Vector3.Zero;
private bool _flipZMapping = false;
internal CubeGroupMesh(string name) : base(name, PrimitiveType.Triangles)
{
cubes = new List<CubeMesh>(5);
}
internal CubeGroupMesh(string name, Vector3 translation, Vector3 pivot)
: this(name)
{
Translation = translation;
Pivot = pivot;
}
public static VertexBufferLayout GetLayout()
{
var layout = new VertexBufferLayout();
layout.Add(ShaderDataType.Float3);
layout.Add(ShaderDataType.Float2);
return layout;
}
internal void AddSkinBox(SkinBOX skinBox, float inflate = 0f)
{
var cube = CubeMesh.Create(skinBox);
cube.FlipZMapping = FlipZMapping;
cube.Inflate += inflate;
cubes.Add(cube);
}
internal void ClearData()
{
cubes.Clear();
ResetBuffers();
}
/// <summary>
/// Uploads MeshData
/// </summary>
// TODO: rename function
internal void UploadData()
{
ResetBuffers();
foreach (var cube in cubes)
{
if (!cube.ShouldRender)
continue;
TextureVertex[] cubeVertices = cube.GetVertices();
vertices.AddRange(cubeVertices);
var indexStorage = cube.GetIndices();
indices.AddRange(indexStorage.Select(n => n + indicesOffset));
indicesOffset += cubeVertices.Length;
}
Submit();
}
internal void AddCube(Vector3 position, Vector3 size, Vector2 uv, float inflate = 0f, bool mirrorTexture = false)
{
var cube = new CubeMesh(position, size, uv, inflate, mirrorTexture, FlipZMapping);
cubes.Add(cube);
}
internal void RemoveCube(int index)
{
if (!cubes.IndexInRange(index))
throw new IndexOutOfRangeException();
cubes.RemoveAt(index);
UploadData();
}
internal void ReplaceCube(int index, Vector3 position, Vector3 size, Vector2 uv, float inflate = 0f, bool mirrorTexture = false)
{
if (!cubes.IndexInRange(index))
throw new IndexOutOfRangeException();
var cube = cubes[index];
cube.Position = position;
cube.Size = size;
cube.Uv = uv;
cube.Inflate = inflate;
cube.MirrorTexture = mirrorTexture;
}
private void UpdateCollection()
{
foreach (var cube in cubes)
{
cube.FlipZMapping = FlipZMapping;
}
}
internal Matrix4 Transform
{
get => Matrix4.Identity.Pivoted(Translation - Offset, Pivot + Offset);
}
internal Vector3 GetWorldPosition(Vector3 localPosition) => (Matrix4.CreateTranslation(localPosition) * Transform).Inverted().ExtractTranslation();
internal Vector3 GetCenter(int index)
{
if (!cubes.IndexInRange(index))
throw new IndexOutOfRangeException();
return GetWorldPosition(cubes[index].Center) + Offset;
}
internal BoundingBox GetCubeBoundingBox(int index)
{
if (!cubes.IndexInRange(index))
throw new IndexOutOfRangeException();
CubeMesh cube = cubes[index];
var bb = cube.GetBoundingBox();
return new BoundingBox(GetWorldPosition(bb.Start.ToOpenTKVector() * new Vector3(1, -1, -1)).ToNumericsVector(), GetWorldPosition(bb.End.ToOpenTKVector() * new Vector3(1, -1, -1)).ToNumericsVector());
}
internal Vector3 GetFaceCenter(int index, Cube.Face face)
{
if (!cubes.IndexInRange(index))
throw new IndexOutOfRangeException();
return GetWorldPosition(cubes[index].GetFaceCenter(face) * new Vector3(1,-1,-1));
}
internal void SetEnabled(int index, bool enable)
{
if (!cubes.IndexInRange(index))
throw new IndexOutOfRangeException();
cubes[index].ShouldRender = enable;
}
}
}