156 lines
4.7 KiB
Lua
156 lines
4.7 KiB
Lua
-- written by groverbuger for g3d
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-- february 2021
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-- MIT license
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local newMatrix = require(G3D_PATH .. "/matrices")
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local loadObjFile = require(G3D_PATH .. "/objloader")
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local collisions = require(G3D_PATH .. "/collisions")
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local vectors = require(G3D_PATH .. "/vectors")
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local vectorCrossProduct = vectors.crossProduct
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local vectorNormalize = vectors.normalize
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----------------------------------------------------------------------------------------------------
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-- define a model class
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----------------------------------------------------------------------------------------------------
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local model = {}
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model.__index = model
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-- define some default properties that every model should inherit
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-- that being the standard vertexFormat and basic 3D shader
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model.vertexFormat = {
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{"VertexPosition", "float", 3},
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{"VertexTexCoord", "float", 2},
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{"VertexNormal", "float", 3},
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{"VertexColor", "byte", 4},
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}
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model.shader = require(G3D_PATH .. "/shader")
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-- model class imports functions from the collisions library
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for key,value in pairs(collisions) do
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model[key] = value
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end
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-- this returns a new instance of the model class
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-- a model must be given a .obj file or equivalent lua table, and a texture
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-- translation, rotation, and scale are all 3d vectors and are all optional
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local function newModel(verts, texture, translation, rotation, scale)
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local self = setmetatable({}, model)
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-- if verts is a string, use it as a path to a .obj file
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-- otherwise verts is a table, use it as a model defintion
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if type(verts) == "string" then
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verts = loadObjFile(verts)
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end
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assert(verts and type(verts) == "table", "Invalid vertices given to newModel")
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-- if texture is a string, use it as a path to an image file
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-- otherwise texture is already an image, so don't bother
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if type(texture) == "string" then
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texture = love.graphics.newImage(texture)
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end
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-- initialize my variables
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self.verts = verts
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self.texture = texture
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self.mesh = love.graphics.newMesh(self.vertexFormat, self.verts, "triangles")
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self.mesh:setTexture(self.texture)
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self.matrix = newMatrix()
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self:setTransform(translation or {0,0,0}, rotation or {0,0,0}, scale or {1,1,1})
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self:generateAABB()
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return self
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end
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-- populate model's normals in model's mesh automatically
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-- if true is passed in, then the normals are all flipped
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function model:makeNormals(isFlipped)
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for i=1, #self.verts, 3 do
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local vp = self.verts[i]
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local v = self.verts[i+1]
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local vn = self.verts[i+2]
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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]))
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local flippage = isFlipped and -1 or 1
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n_1 = n_1 * flippage
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n_2 = n_2 * flippage
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n_3 = n_3 * flippage
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vp[6], v[6], vn[6] = n_1, n_1, n_1
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vp[7], v[7], vn[7] = n_2, n_2, n_2
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vp[8], v[8], vn[8] = n_3, n_3, n_3
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end
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end
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-- move and rotate given two 3d vectors
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function model:setTransform(translation, rotation, scale)
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self.translation = translation or self.translation
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self.rotation = rotation or self.rotation
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self.scale = scale or self.scale
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self:updateMatrix()
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end
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-- move given one 3d vector
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function model:setTranslation(tx,ty,tz)
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self.translation[1] = tx
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self.translation[2] = ty
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self.translation[3] = tz
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self:updateMatrix()
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end
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-- rotate given one 3d vector
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-- using euler angles
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function model:setRotation(rx,ry,rz)
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self.rotation[1] = rx
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self.rotation[2] = ry
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self.rotation[3] = rz
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self.rotation[4] = nil
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self:updateMatrix()
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end
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-- create a quaternion from an axis and an angle
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function model:setAxisAngleRotation(x,y,z,angle)
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x,y,z = vectorNormalize(x,y,z)
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angle = angle / 2
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self.rotation[1] = x * math.sin(angle)
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self.rotation[2] = y * math.sin(angle)
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self.rotation[3] = z * math.sin(angle)
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self.rotation[4] = math.cos(angle)
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self:updateMatrix()
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end
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-- rotate given one quaternion
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function model:setQuaternionRotation(x,y,z,w)
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self.rotation[1] = x
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self.rotation[2] = y
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self.rotation[3] = z
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self.rotation[4] = w
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self:updateMatrix()
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end
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-- resize model's matrix based on a given 3d vector
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function model:setScale(sx,sy,sz)
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self.scale[1] = sx
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self.scale[2] = sy or sx
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self.scale[3] = sz or sx
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self:updateMatrix()
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end
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-- update the model's transformation matrix
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function model:updateMatrix()
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self.matrix:setTransformationMatrix(self.translation, self.rotation, self.scale)
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end
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-- draw the model
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function model:draw(shader)
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local shader = shader or self.shader
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love.graphics.setShader(shader)
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shader:send("modelMatrix", self.matrix)
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love.graphics.draw(self.mesh)
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love.graphics.setShader()
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end
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return newModel
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