-- written by groverbuger for g3d -- february 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 ---------------------------------------------------------------------------------------------------- -- 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 = require(G3D_PATH .. "/shader") -- model class imports functions from the collisions library for key,value in pairs(collisions) do model[key] = value end -- 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) 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) 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() self:setTransform(translation or {0,0,0}, rotation or {0,0,0}, scale or {1,1,1}) self:generateAABB() return self 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 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])) local flippage = isFlipped and -1 or 1 n_1 = n_1 * flippage n_2 = n_2 * flippage n_3 = n_3 * flippage 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 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) love.graphics.draw(self.mesh) love.graphics.setShader() end return newModel