Files
PCK-Studio/PCK-Studio/Rendering/CubeData.cs
2024-02-27 19:11:05 +01:00

348 lines
13 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.Diagnostics;
using System.Drawing;
using System.Linq;
using OpenTK;
namespace PckStudio.Rendering
{
internal class CubeData
{
internal bool ShouldRender { get; set; } = true;
internal Vector3 Position
{
get => _position;
set
{
if (_position != value)
{
_position = value;
UpdateVertices();
}
}
}
internal Vector3 Size
{
get => _size;
set
{
if (_size != value)
{
_size = value;
UpdateVertices();
}
}
}
internal Vector2 Uv
{
get => _uv;
set
{
if (_uv != value)
{
_uv = value;
UpdateVertices();
}
}
}
internal float Inflate
{
get => _inflate;
set
{
if (_inflate != value)
{
_inflate = value;
UpdateVertices();
}
}
}
internal bool MirrorTexture
{
get => _mirrorTexture;
set
{
if (_mirrorTexture != value)
{
_mirrorTexture = value;
UpdateVertices();
}
}
}
internal bool FlipZMapping
{
get => _flipZMapping;
set
{
if (_flipZMapping != value)
{
_flipZMapping = value;
UpdateVertices();
}
}
}
internal Vector3 Center => Position + Size / 2f;
internal enum CubeFace
{
Back,
Front,
Top,
Bottom,
Left,
Right
}
internal Vector3 GetFaceCenter(CubeFace face)
{
var result = Center;
switch (face)
{
case CubeFace.Top:
result.Y -= Size.Y / 2f;
return result;
case CubeFace.Bottom:
result.Y += Size.Y / 2f;
return result;
case CubeFace.Back:
result.Z -= Size.Z / 2f;
return result;
case CubeFace.Front:
result.Z += Size.Z / 2f;
return result;
case CubeFace.Left:
result.X -= Size.X / 2f;
return result;
case CubeFace.Right:
result.X += Size.X / 2f;
return result;
default:
return result;
}
}
internal OutlineDefinition GetOutline()
{
List<Vector3> verts = new List<Vector3>();
Vector3 bottomRightBack = vertices[0].Position;
Vector3 bottomLeftBack = vertices[1].Position;
Vector3 topLeftBack = vertices[2].Position;
Vector3 topRightBack = vertices[3].Position;
Vector3 bottomRightFront = vertices[4].Position;
Vector3 bottomLeftFront = vertices[5].Position;
Vector3 topLeftFront = vertices[6].Position;
Vector3 topRightFront = vertices[7].Position;
OutlineDefinition outline = new OutlineDefinition();
outline.verticies = [
bottomRightBack,
bottomLeftBack,
topLeftBack,
topRightBack,
bottomRightFront,
bottomLeftFront,
topLeftFront,
topRightFront,
];
outline.indicies = [
0, 1,
1, 2,
2, 3,
3, 0,
4, 5,
5, 6,
6, 7,
7, 4,
0, 4,
1, 5,
2, 6,
3, 7,
];
return outline;
}
private void UpdateVertices()
{
vertices = GetCubeVertexData();
}
private Vector3 _position = Vector3.Zero;
private Vector3 _size = Vector3.One;
private Vector2 _uv = Vector2.Zero;
private float _inflate = 0f;
private bool _mirrorTexture = false;
private bool _flipZMapping = false;
private static int[] indicesData = [
// Face 1 (Back)
0, 1, 2,
2, 3, 0,
// Face 2 (Front)
4, 5, 6,
6, 7, 4,
// Face 3 (Top)
8, 9, 10,
10, 11, 8,
// Face 4 (Bottom)
12, 13, 14,
14, 15, 12,
// Face 5 (Left)
16, 17, 18,
18, 19, 16,
// Face 6 (Right)
20, 21, 22,
22, 23, 20
];
private TextureVertex[] vertices;
/// <summary>
///
/// </summary>
/// <param name="position"></param>
/// <param name="size"></param>
/// <param name="uv"></param>
/// <param name="inflate"></param>
/// <param name="mirrorTexture"></param>
/// <param name="flipZMapping">Flips the bottom face mapping of the uv mapping</param>
public CubeData(bool enabled, Vector3 position, Vector3 size, Vector2 uv, float inflate, bool mirrorTexture, bool flipZMapping)
{
ShouldRender = enabled;
Position = position;
Size = size;
Uv = uv;
Inflate = inflate;
MirrorTexture = mirrorTexture;
FlipZMapping = flipZMapping;
UpdateVertices();
}
/// <summary>
///
/// </summary>
/// <param name="position"></param>
/// <param name="size"></param>
/// <param name="uv"></param>
/// <param name="inflate"></param>
/// <param name="mirrorTexture"></param>
/// <param name="flipZMapping">Flips the bottom face mapping of the uv mapping</param>
public CubeData(Vector3 position, Vector3 size, Vector2 uv, float inflate, bool mirrorTexture, bool flipZMapping)
: this(true, position, size, uv, inflate, mirrorTexture, flipZMapping)
{
}
private TextureVertex[] GetCubeVertexData()
{
int mirror = MirrorTexture ? 1 : 0;
List<TextureVertex> vertices = new List<TextureVertex>();
Vector2 uv = Uv;
Vector3 halfSize = Size / 2f;
Vector3 halfSizeInflated = halfSize + new Vector3(Inflate);
Vector3 from = Center - halfSizeInflated;
Vector3 to = Center + halfSizeInflated;
var back = new TextureVertex[]
{
// Back
new TextureVertex(new Vector3(from.X, to.Y, to.Z), new Vector2(uv.X + Size.Z * 2 + Size.X + Size.X * (1 - mirror), uv.Y + Size.Z + Size.Y)),
new TextureVertex(new Vector3( to.X, to.Y, to.Z), new Vector2(uv.X + Size.Z * 2 + Size.X + Size.X * mirror, uv.Y + Size.Z + Size.Y)),
new TextureVertex(new Vector3( to.X, from.Y, to.Z), new Vector2(uv.X + Size.Z * 2 + Size.X + Size.X * mirror, uv.Y + Size.Z)),
new TextureVertex(new Vector3(from.X, from.Y, to.Z), new Vector2(uv.X + Size.Z * 2 + Size.X + Size.X * (1 - mirror), uv.Y + Size.Z))
};
var front = new TextureVertex[]
{
// Front
new TextureVertex(new Vector3(from.X, to.Y, from.Z), new Vector2(uv.X + Size.Z + Size.X * mirror, uv.Y + Size.Z + Size.Y)),
new TextureVertex(new Vector3( to.X, to.Y, from.Z), new Vector2(uv.X + Size.Z + Size.X * (1 - mirror), uv.Y + Size.Z + Size.Y)),
new TextureVertex(new Vector3( to.X, from.Y, from.Z), new Vector2(uv.X + Size.Z + Size.X * (1 - mirror), uv.Y + Size.Z)),
new TextureVertex(new Vector3(from.X, from.Y, from.Z), new Vector2(uv.X + Size.Z + Size.X * mirror, uv.Y + Size.Z)),
};
var top = new TextureVertex[]
{
// Top
new TextureVertex(new Vector3(from.X, from.Y, from.Z), new Vector2(uv.X + Size.Z + Size.X * mirror, uv.Y + Size.Z)),
new TextureVertex(new Vector3(from.X, from.Y, to.Z), new Vector2(uv.X + Size.Z + Size.X * mirror, uv.Y)),
new TextureVertex(new Vector3( to.X, from.Y, to.Z), new Vector2(uv.X + Size.Z + Size.X * (1 - mirror), uv.Y)),
new TextureVertex(new Vector3( to.X, from.Y, from.Z), new Vector2(uv.X + Size.Z + Size.X * (1 - mirror), uv.Y + Size.Z)),
};
var bottom = new TextureVertex[]
{
// Bottom
new TextureVertex(new Vector3( to.X, to.Y, from.Z), new Vector2(uv.X + Size.Z + Size.X + Size.X * (1 - mirror), uv.Y + (FlipZMapping ? Size.Z : 0))),
new TextureVertex(new Vector3( to.X, to.Y, to.Z), new Vector2(uv.X + Size.Z + Size.X + Size.X * (1 - mirror), uv.Y + (!FlipZMapping ? Size.Z : 0))),
new TextureVertex(new Vector3(from.X, to.Y, to.Z), new Vector2(uv.X + Size.Z + Size.X + Size.X * mirror, uv.Y + (!FlipZMapping ? Size.Z : 0))),
new TextureVertex(new Vector3(from.X, to.Y, from.Z), new Vector2(uv.X + Size.Z + Size.X + Size.X * mirror, uv.Y + (FlipZMapping ? Size.Z : 0))),
};
var left = new TextureVertex[]
{
// Left
new TextureVertex(new Vector3(MirrorTexture ? from.X : to.X, from.Y, from.Z), new Vector2(uv.X + Size.X + Size.Z, uv.Y + Size.Z)),
new TextureVertex(new Vector3(MirrorTexture ? from.X : to.X, to.Y , from.Z), new Vector2(uv.X + Size.X + Size.Z, uv.Y + Size.Z + Size.Y)),
new TextureVertex(new Vector3(MirrorTexture ? from.X : to.X, to.Y , to.Z), new Vector2(uv.X + Size.X + Size.Z * 2, uv.Y + Size.Z + Size.Y)),
new TextureVertex(new Vector3(MirrorTexture ? from.X : to.X, from.Y, to.Z), new Vector2(uv.X + Size.X + Size.Z * 2, uv.Y + Size.Z)),
};
var right = new TextureVertex[]
{
// Right
new TextureVertex(new Vector3(MirrorTexture ? to.X : from.X, from.Y, from.Z), new Vector2(uv.X + Size.Z, uv.Y + Size.Z)),
new TextureVertex(new Vector3(MirrorTexture ? to.X : from.X, to.Y, from.Z), new Vector2(uv.X + Size.Z, uv.Y + Size.Z + Size.Y)),
new TextureVertex(new Vector3(MirrorTexture ? to.X : from.X, to.Y, to.Z), new Vector2(uv.X, uv.Y + Size.Z + Size.Y)),
new TextureVertex(new Vector3(MirrorTexture ? to.X : from.X, from.Y, to.Z), new Vector2(uv.X, uv.Y + Size.Z)),
};
vertices.AddRange(back);
vertices.AddRange(front);
vertices.AddRange(top);
vertices.AddRange(bottom);
vertices.AddRange(left);
vertices.AddRange(right);
return vertices.ToArray();
}
internal TextureVertex[] GetVertices()
{
return vertices;
}
internal int[] GetIndices()
{
return indicesData;
}
}
}