// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com) // This file is part of the "Nazara Engine - Core module" // For conditions of distribution and use, see copyright notice in Config.hpp #include #include namespace Nz { /*! * \ingroup core * \class Nz::PrimitiveList * \brief Core class that represents a geometric primitive */ /*! * \brief Makes a box centered * * \param lengths (Width, Height, Depht) * \param subdivision Number of subdivision for the axis * \param transformMatrix Matrix to apply * \param uvCoords Coordinates for texture */ inline void Primitive::MakeBox(const Vector3f& lengths, const Vector3ui& subdivision, const Matrix4f& transformMatrix, const Rectf& uvCoords) { matrix = transformMatrix; textureCoords = uvCoords; type = PrimitiveType::Box; box.lengths = lengths; box.subdivision = subdivision; } /*! * \brief Makes a box centered * * \param lengths (Width, Height, Depht) * \param subdivision Number of subdivision for the axis * \param position Position of the box * \param rotation Rotation of the box * \param uvCoords Coordinates for texture */ inline void Primitive::MakeBox(const Vector3f& lengths, const Vector3ui& subdivision, const Vector3f& position, const Quaternionf& rotation, const Rectf& uvCoords) { MakeBox(lengths, subdivision, Matrix4f::Transform(position, rotation), uvCoords); } /*! * \brief Makes a cone, centered in (0, 0, 0) and circle in (0, -length, 0) * * \param length Height of the cone * \param radius Width of the radius * \param subdivision Number of sides for the circle * \param transformMatrix Matrix to apply * \param uvCoords Coordinates for texture */ inline void Primitive::MakeCone(float length, float radius, unsigned int subdivision, const Matrix4f& transformMatrix, const Rectf& uvCoords) { matrix = transformMatrix; textureCoords = uvCoords; type = PrimitiveType::Cone; cone.length = length; cone.radius = radius; cone.subdivision = subdivision; } /*! * \brief Makes a cone, centered in (0, 0, 0) and circle in (0, -length, 0) * * \param length Height of the cone * \param radius Width of the radius * \param subdivision Number of sides for the circle * \param position Position of the cone * \param rotation Rotation of the cone * \param uvCoords Coordinates for texture */ inline void Primitive::MakeCone(float length, float radius, unsigned int subdivision, const Vector3f& position, const Quaternionf& rotation, const Rectf& uvCoords) { MakeCone(length, radius, subdivision, Matrix4f::Transform(position, rotation), uvCoords); } /*! * \brief Makes a cubic sphere, centered in (0, 0, 0) * * \param size Radius of the cubic sphere * \param subdivision Number of subdivision for the box * \param transformMatrix Matrix to apply * \param uvCoords Coordinates for texture */ inline void Primitive::MakeCubicSphere(float size, unsigned int subdivision, const Matrix4f& transformMatrix, const Rectf& uvCoords) { matrix = transformMatrix; textureCoords = uvCoords; type = PrimitiveType::Sphere; sphere.size = size; sphere.type = SphereType::Cubic; sphere.cubic.subdivision = subdivision; } /*! * \brief Adds a cubic sphere, centered in (0, 0, 0) * * \param size Radius of the cubic sphere * \param subdivision Number of subdivision for the box * \param position Position of the cubic sphere * \param rotation Rotation of the cubic sphere * \param uvCoords Coordinates for texture */ inline void Primitive::MakeCubicSphere(float size, unsigned int subdivision, const Vector3f& position, const Quaternionf& rotation, const Rectf& uvCoords) { MakeCubicSphere(size, subdivision, Matrix4f::Transform(position, rotation), uvCoords); } /*! * \brief Makes a icosphere, centered in (0, 0, 0) * * \param size Radius of the icosphere * \param recursionLevel Number of recursion for the icosphere * \param transformMatrix Matrix to apply * \param uvCoords Coordinates for texture */ inline void Primitive::MakeIcoSphere(float size, unsigned int recursionLevel, const Matrix4f& transformMatrix, const Rectf& uvCoords) { matrix = transformMatrix; textureCoords = uvCoords; type = PrimitiveType::Sphere; sphere.size = size; sphere.type = SphereType::Ico; sphere.ico.recursionLevel = recursionLevel; } /*! * \brief Makes a icosphere, centered in (0, 0, 0) * * \param size Radius of the sphere * \param recursionLevel Number of recursion for the icosphere * \param position Position of the icosphere * \param rotation Rotation of the icosphere * \param uvCoords Coordinates for texture */ inline void Primitive::MakeIcoSphere(float size, unsigned int recursionLevel, const Vector3f& position, const Quaternionf& rotation, const Rectf& uvCoords) { MakeIcoSphere(size, recursionLevel, Matrix4f::Transform(position, rotation), uvCoords); } /*! * \brief Makes a plane, centered in (0, 0, 0) * * \param size (Width, Depth) * \param subdivision Number of subdivision for the axis * \param transformMatrix Matrix to apply * \param uvCoords Coordinates for texture */ inline void Primitive::MakePlane(const Vector2f& size, const Vector2ui& subdivision, const Matrix4f& transformMatrix, const Rectf& uvCoords) { matrix = transformMatrix; textureCoords = uvCoords; type = PrimitiveType::Plane; plane.size = size; plane.subdivision = subdivision; } /*! * \brief Makes a plane, centered in (0, 0, 0) * * \param size (Width, Depth) * \param subdivision Number of subdivision for the axis * \param planeInfo Information for the plane * \param uvCoords Coordinates for texture */ inline void Primitive::MakePlane(const Vector2f& size, const Vector2ui& subdivision, const Planef& planeInfo, const Rectf& uvCoords) { MakePlane(size, subdivision, Matrix4f::Transform(planeInfo.distance * planeInfo.normal, Quaternionf::RotationBetween(Vector3f::Up(), planeInfo.normal)), uvCoords); } /*! * \brief Makes a plane, centered in (0, 0, 0) * * \param size (Width, Depth) * \param subdivision Number of subdivision for the axis * \param position Position of the plane * \param rotation Rotation of the plane * \param uvCoords Coordinates for texture */ inline void Primitive::MakePlane(const Vector2f& size, const Vector2ui& subdivision, const Vector3f& position, const Quaternionf& rotation, const Rectf& uvCoords) { MakePlane(size, subdivision, Matrix4f::Transform(position, rotation), uvCoords); } /*! * \brief Makes a UV sphere, centered in (0, 0, 0) * * \param size Radius of the sphere * \param sliceCount Number of slices * \param stackCount Number of stacks * \param transformMatrix Matrix to apply * \param uvCoords Coordinates for texture */ inline void Primitive::MakeUVSphere(float size, unsigned int sliceCount, unsigned int stackCount, const Matrix4f& transformMatrix, const Rectf& uvCoords) { matrix = transformMatrix; textureCoords = uvCoords; type = PrimitiveType::Sphere; sphere.size = size; sphere.type = SphereType::UV; sphere.uv.sliceCount = sliceCount; sphere.uv.stackCount = stackCount; } /*! * \brief Makes a UV sphere, centered in (0, 0, 0) * * \param size Radius of the sphere * \param sliceCount Number of slices * \param stackCount Number of stacks * \param position Position of the box * \param rotation Rotation of the box * \param uvCoords Coordinates for texture */ inline void Primitive::MakeUVSphere(float size, unsigned int sliceCount, unsigned int stackCount, const Vector3f& position, const Quaternionf& rotation, const Rectf& uvCoords) { MakeUVSphere(size, sliceCount, stackCount, Matrix4f::Transform(position, rotation), uvCoords); } /*! * \brief Creates a box centered * \return Primitive which is a box * * \param lengths (Width, Height, Depht) * \param subdivision Number of subdivision for the axis * \param transformMatrix Matrix to apply * \param uvCoords Coordinates for texture */ inline Primitive Primitive::Box(const Vector3f& lengths, const Vector3ui& subdivision, const Matrix4f& transformMatrix, const Rectf& uvCoords) { Primitive primitive; primitive.MakeBox(lengths, subdivision, transformMatrix, uvCoords); return primitive; } /*! * \brief Creates a box centered * \return Primitive which is a box * * \param lengths (Width, Height, Depht) * \param subdivision Number of subdivision for the axis * \param position Position of the box * \param rotation Rotation of the box * \param uvCoords Coordinates for texture */ inline Primitive Primitive::Box(const Vector3f& lengths, const Vector3ui& subdivision, const Vector3f& position, const Quaternionf& rotation, const Rectf& uvCoords) { Primitive primitive; primitive.MakeBox(lengths, subdivision, position, rotation, uvCoords); return primitive; } /*! * \brief Creates a cone, centered in (0, 0, 0) and circle in (0, -length, 0) * \return Primitive which is a cone * * \param length Height of the cone * \param radius Width of the radius * \param subdivision Number of sides for the circle * \param transformMatrix Matrix to apply * \param uvCoords Coordinates for texture */ inline Primitive Primitive::Cone(float length, float radius, unsigned int subdivision, const Matrix4f& transformMatrix, const Rectf& uvCoords) { Primitive primitive; primitive.MakeCone(length, radius, subdivision, transformMatrix, uvCoords); return primitive; } /*! * \brief Creates a cone, centered in (0, 0, 0) and circle in (0, -length, 0) * \return Primitive which is a cone * * \param length Height of the cone * \param radius Width of the radius * \param subdivision Number of sides for the circle * \param position Position of the cone * \param rotation Rotation of the cone * \param uvCoords Coordinates for texture */ inline Primitive Primitive::Cone(float length, float radius, unsigned int subdivision, const Vector3f& position, const Quaternionf& rotation, const Rectf& uvCoords) { Primitive primitive; primitive.MakeCone(length, radius, subdivision, position, rotation, uvCoords); return primitive; } /*! * \brief Creates a cubic sphere, centered in (0, 0, 0) * \return Primitive which is a cubic sphere * * \param size Radius of the cubic sphere * \param subdivision Number of subdivision for the box * \param transformMatrix Matrix to apply * \param uvCoords Coordinates for texture */ inline Primitive Primitive::CubicSphere(float size, unsigned int subdivision, const Matrix4f& transformMatrix, const Rectf& uvCoords) { Primitive primitive; primitive.MakeCubicSphere(size, subdivision, transformMatrix, uvCoords); return primitive; } /*! * \brief Creates a cubic sphere, centered in (0, 0, 0) * \return Primitive which is a cubic sphere * * \param size Radius of the cubic sphere * \param subdivision Number of subdivision for the box * \param position Position of the cubic sphere * \param rotation Rotation of the cubic sphere * \param uvCoords Coordinates for texture */ inline Primitive Primitive::CubicSphere(float size, unsigned int subdivision, const Vector3f& position, const Quaternionf& rotation, const Rectf& uvCoords) { Primitive primitive; primitive.MakeCubicSphere(size, subdivision, position, rotation, uvCoords); return primitive; } /*! * \brief Creates a icosphere, centered in (0, 0, 0) * \return Primitive which is a icosphere * * \param size Radius of the icosphere * \param recursionLevel Number of recursion for the icosphere * \param transformMatrix Matrix to apply * \param uvCoords Coordinates for texture */ inline Primitive Primitive::IcoSphere(float size, unsigned int recursionLevel, const Matrix4f& transformMatrix, const Rectf& uvCoords) { Primitive primitive; primitive.MakeIcoSphere(size, recursionLevel, transformMatrix, uvCoords); return primitive; } /*! * \brief Creates a icosphere, centered in (0, 0, 0) * \return Primitive which is a icosphere * * \param size Radius of the sphere * \param recursionLevel Number of recursion for the icosphere * \param position Position of the icosphere * \param rotation Rotation of the icosphere * \param uvCoords Coordinates for texture */ inline Primitive Primitive::IcoSphere(float size, unsigned int recursionLevel, const Vector3f& position, const Quaternionf& rotation, const Rectf& uvCoords) { Primitive primitive; primitive.MakeIcoSphere(size, recursionLevel, position, rotation, uvCoords); return primitive; } /*! * \brief Creates a plane, centered in (0, 0, 0) * \return Primitive which is a plane * * \param size (Width, Depth) * \param subdivision Number of subdivision for the axis * \param transformMatrix Matrix to apply * \param uvCoords Coordinates for texture */ inline Primitive Primitive::Plane(const Vector2f& size, const Vector2ui& subdivision, const Matrix4f& transformMatrix, const Rectf& uvCoords) { Primitive primitive; primitive.MakePlane(size, subdivision, transformMatrix, uvCoords); return primitive; } /*! * \brief Creates a plane, centered in (0, 0, 0) * \return Primitive which is a plane * * \param size (Width, Depth) * \param subdivision Number of subdivision for the axis * \param plane Information for the plane * \param uvCoords Coordinates for texture */ inline Primitive Primitive::Plane(const Vector2f& size, const Vector2ui& subdivision, const Planef& plane, const Rectf& uvCoords) { Primitive primitive; primitive.MakePlane(size, subdivision, plane, uvCoords); return primitive; } /*! * \brief Creates a plane, centered in (0, 0, 0) * \return Primitive which is a plane * * \param size (Width, Depth) * \param subdivision Number of subdivision for the axis * \param position Position of the plane * \param rotation Rotation of the plane * \param uvCoords Coordinates for texture */ inline Primitive Primitive::Plane(const Vector2f& size, const Vector2ui& subdivision, const Vector3f& position, const Quaternionf& rotation, const Rectf& uvCoords) { Primitive primitive; primitive.MakePlane(size, subdivision, position, rotation, uvCoords); return primitive; } /*! * \brief Creates a UV sphere, centered in (0, 0, 0) * \return Primitive which is a uv sphere * * \param size Radius of the sphere * \param sliceCount Number of slices * \param stackCount Number of stacks * \param transformMatrix Matrix to apply * \param uvCoords Coordinates for texture */ inline Primitive Primitive::UVSphere(float size, unsigned int sliceCount, unsigned int stackCount, const Matrix4f& transformMatrix, const Rectf& uvCoords) { Primitive primitive; primitive.MakeUVSphere(size, sliceCount, stackCount, transformMatrix, uvCoords); return primitive; } /*! * \brief Creates a UV sphere, centered in (0, 0, 0) * \return Primitive which is a uv sphere * * \param size Radius of the sphere * \param sliceCount Number of slices * \param stackCount Number of stacks * \param position Position of the box * \param rotation Rotation of the box * \param uvCoords Coordinates for texture */ inline Primitive Primitive::UVSphere(float size, unsigned int sliceCount, unsigned int stackCount, const Vector3f& position, const Quaternionf& rotation, const Rectf& uvCoords) { Primitive primitive; primitive.MakeUVSphere(size, sliceCount, stackCount, position, rotation, uvCoords); return primitive; } } #include