Shining-in-the-Darkness-Lua.../g3d/model.lua

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2024-06-05 14:16:51 +03:00
-- written by groverbuger for g3d
-- september 2021
-- MIT license
local newMatrix = require(g3d.path .. "/matrices")
local loadObjFile = require(g3d.path .. "/objloader")
local collisions = require(g3d.path .. "/collisions")
local vectors = require(g3d.path .. "/vectors")
local vectorCrossProduct = vectors.crossProduct
local vectorNormalize = vectors.normalize
local inspect = require "../inspect"
----------------------------------------------------------------------------------------------------
-- define a model class
----------------------------------------------------------------------------------------------------
local model = {}
model.__index = model
-- define some default properties that every model should inherit
-- that being the standard vertexFormat and basic 3D shader
model.vertexFormat = {
{"VertexPosition", "float", 3},
{"VertexTexCoord", "float", 2},
{"VertexNormal", "float", 3},
{"VertexColor", "byte", 4},
}
model.shader = g3d.shader
-- this returns a new instance of the model class
-- a model must be given a .obj file or equivalent lua table, and a texture
-- translation, rotation, and scale are all 3d vectors and are all optional
local function newModel(verts, texture, translation, rotation, scale, flipU, flipV)
local self = setmetatable({}, model)
-- if verts is a string, use it as a path to a .obj file
-- otherwise verts is a table, use it as a model defintion
if type(verts) == "string" then
verts = loadObjFile(verts, flipU, flipV)
end
assert(verts and type(verts) == "table", "Invalid vertices given to newModel")
-- if texture is a string, use it as a path to an image file
-- otherwise texture is already an image, so don't bother
if type(texture) == "string" then
texture = love.graphics.newImage(texture)
end
-- initialize my variables
self.verts = verts
self.texture = texture
self.mesh = love.graphics.newMesh(self.vertexFormat, self.verts, "triangles")
self.mesh:setTexture(self.texture)
self.matrix = newMatrix()
if type(scale) == "number" then scale = {scale, scale, scale} end
self:setTransform(translation or {0,0,0}, rotation or {0,0,0}, scale or {1,1,1})
return self
end
function model:merge(other_one)
for k,v in pairs(other_one.verts) do self.verts[#self.verts+1] = v end
self.mesh = love.graphics.newMesh(self.vertexFormat, self.verts, "triangles")
self.mesh:setTexture(self.texture)
self.matrix = newMatrix()
end
-- populate model's normals in model's mesh automatically
-- if true is passed in, then the normals are all flipped
function model:makeNormals(isFlipped)
for i=1, #self.verts, 3 do
if isFlipped then
self.verts[i+1], self.verts[i+2] = self.verts[i+2], self.verts[i+1]
end
local vp = self.verts[i]
local v = self.verts[i+1]
local vn = self.verts[i+2]
local n_1, n_2, n_3 = vectorNormalize(vectorCrossProduct(v[1]-vp[1], v[2]-vp[2], v[3]-vp[3], vn[1]-v[1], vn[2]-v[2], vn[3]-v[3]))
vp[6], v[6], vn[6] = n_1, n_1, n_1
vp[7], v[7], vn[7] = n_2, n_2, n_2
vp[8], v[8], vn[8] = n_3, n_3, n_3
end
self.mesh = love.graphics.newMesh(self.vertexFormat, self.verts, "triangles")
self.mesh:setTexture(self.texture)
end
-- move and rotate given two 3d vectors
function model:setTransform(translation, rotation, scale)
self.translation = translation or self.translation
self.rotation = rotation or self.rotation
self.scale = scale or self.scale
self:updateMatrix()
end
-- move given one 3d vector
function model:setTranslation(tx,ty,tz)
self.translation[1] = tx
self.translation[2] = ty
self.translation[3] = tz
self:updateMatrix()
end
-- rotate given one 3d vector
-- using euler angles
function model:setRotation(rx,ry,rz)
self.rotation[1] = rx
self.rotation[2] = ry
self.rotation[3] = rz
self.rotation[4] = nil
self:updateMatrix()
end
-- create a quaternion from an axis and an angle
function model:setAxisAngleRotation(x,y,z,angle)
x,y,z = vectorNormalize(x,y,z)
angle = angle / 2
self.rotation[1] = x * math.sin(angle)
self.rotation[2] = y * math.sin(angle)
self.rotation[3] = z * math.sin(angle)
self.rotation[4] = math.cos(angle)
self:updateMatrix()
end
-- rotate given one quaternion
function model:setQuaternionRotation(x,y,z,w)
self.rotation[1] = x
self.rotation[2] = y
self.rotation[3] = z
self.rotation[4] = w
self:updateMatrix()
end
-- resize model's matrix based on a given 3d vector
function model:setScale(sx,sy,sz)
self.scale[1] = sx
self.scale[2] = sy or sx
self.scale[3] = sz or sx
self:updateMatrix()
end
-- update the model's transformation matrix
function model:updateMatrix()
self.matrix:setTransformationMatrix(self.translation, self.rotation, self.scale)
end
-- draw the model
function model:draw(shader)
local shader = shader or self.shader
love.graphics.setShader(shader)
shader:send("modelMatrix", self.matrix)
if shader:hasUniform "isCanvasEnabled" then
shader:send("isCanvasEnabled", love.graphics.getCanvas() ~= nil)
end
love.graphics.draw(self.mesh)
love.graphics.setShader()
end
-- the fallback function if ffi was not loaded
function model:compress()
print("[g3d warning] Compression requires FFI!\n" .. debug.traceback())
end
-- makes models use less memory when loaded in ram
-- by storing the vertex data in an array of vertix structs instead of lua tables
-- requires ffi
-- note: throws away the model's verts table
local success, ffi = pcall(require, "ffi")
if success then
ffi.cdef([[
struct vertex {
float x, y, z;
float u, v;
float nx, ny, nz;
uint8_t r, g, b, a;
}
]])
function model:compress()
local data = love.data.newByteData(ffi.sizeof("struct vertex") * #self.verts)
local datapointer = ffi.cast("struct vertex *", data:getFFIPointer())
for i, vert in ipairs(self.verts) do
local dataindex = i - 1
datapointer[dataindex].x = vert[1]
datapointer[dataindex].y = vert[2]
datapointer[dataindex].z = vert[3]
datapointer[dataindex].u = vert[4] or 0
datapointer[dataindex].v = vert[5] or 0
datapointer[dataindex].nx = vert[6] or 0
datapointer[dataindex].ny = vert[7] or 0
datapointer[dataindex].nz = vert[8] or 0
datapointer[dataindex].r = (vert[9] or 1)*255
datapointer[dataindex].g = (vert[10] or 1)*255
datapointer[dataindex].b = (vert[11] or 1)*255
datapointer[dataindex].a = (vert[12] or 1)*255
end
self.mesh:release()
self.mesh = love.graphics.newMesh(self.vertexFormat, #self.verts, "triangles")
self.mesh:setVertices(data)
self.mesh:setTexture(self.texture)
self.verts = nil
end
end
function model:rayIntersection(...)
return collisions.rayIntersection(self.verts, self, ...)
end
function model:isPointInside(...)
return collisions.isPointInside(self.verts, self, ...)
end
function model:sphereIntersection(...)
return collisions.sphereIntersection(self.verts, self, ...)
end
function model:closestPoint(...)
return collisions.closestPoint(self.verts, self, ...)
end
function model:capsuleIntersection(...)
return collisions.capsuleIntersection(self.verts, self, ...)
end
return newModel