NazaraEngine/include/Nazara/Core/Primitive.inl

456 lines
15 KiB
C++

// Copyright (C) 2023 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 <Nazara/Core/Debug.hpp>
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 <Nazara/Core/DebugOff.hpp>