diff options
Diffstat (limited to 'src/AssetManager.cpp')
-rw-r--r-- | src/AssetManager.cpp | 155 |
1 files changed, 153 insertions, 2 deletions
diff --git a/src/AssetManager.cpp b/src/AssetManager.cpp index 8403700..bffc246 100644 --- a/src/AssetManager.cpp +++ b/src/AssetManager.cpp @@ -5,6 +5,7 @@ #include <nlohmann/json.hpp> #include <easylogging++.h> +#include <glm/gtc/matrix_transform.hpp> #include "Texture.hpp" @@ -22,6 +23,7 @@ AssetManager::AssetManager() { LoadIds(); LoadTextureResources(); LoadBlockModels(); + ParseBlockModels(); } void AssetManager::LoadIds() { @@ -331,7 +333,7 @@ void AssetManager::LoadBlockModels() { faceData.uv = uv; } - BlockModel::ElementData::FaceDirection cullface = faceDir; + BlockModel::ElementData::FaceDirection cullface = BlockModel::ElementData::FaceDirection::none; if (face.find("cullface") != face.end()) { if (face["cullface"] == "down") cullface = BlockModel::ElementData::FaceDirection::down; @@ -374,7 +376,7 @@ void AssetManager::LoadBlockModels() { std::string modelName = dirEntry.path().stem().generic_string(); parseModel("block/" + modelName); - } + } } std::string AssetManager::GetAssetNameByBlockId(BlockId block) { @@ -385,4 +387,153 @@ std::string AssetManager::GetAssetNameByBlockId(BlockId block) { return it.first; } return "#NF"; +} + +void AssetManager::ParseBlockModels() { + std::string textureName; + + for (auto &modelIt : models) { + const auto &modelName = modelIt.first; + auto &model = modelIt.second; + + for (const auto& element : model.Elements) { + Vector t = element.to - element.from; + VectorF elementSize(VectorF(t.x, t.y, t.z) / 16.0f); + VectorF elementOrigin(VectorF(element.from.x, element.from.y, element.from.z) / 16.0f); + + glm::mat4 elementTransform; + + if (element.rotationAngle != 0) { + static const glm::vec3 xAxis(1.0f, 0.0f, 0.0f); + static const glm::vec3 yAxis(0.0f, 1.0f, 0.0f); + static const glm::vec3 zAxis(0.0f, 0.0f, 1.0f); + + const glm::vec3 *targetAxis = nullptr; + switch (element.rotationAxis) { + case BlockModel::ElementData::Axis::x: + targetAxis = &xAxis; + break; + case BlockModel::ElementData::Axis::y: + targetAxis = &yAxis; + break; + case BlockModel::ElementData::Axis::z: + targetAxis = &zAxis; + break; + } + + VectorF rotateOrigin(VectorF(element.rotationOrigin.x, element.rotationOrigin.y, element.rotationOrigin.z) / 16.0f); + + glm::mat4 rotationMat; + rotationMat = glm::translate(rotationMat, rotateOrigin.glm()); + + rotationMat = glm::rotate(rotationMat, glm::radians((float)element.rotationAngle), *targetAxis); + if (element.rotationRescale) { + glm::vec3 scaleFactor{ 1.0f,1.0f,1.0f }; + double coef = 1.0f / cos(glm::radians((double)element.rotationAngle)); + switch (element.rotationAxis) { + case BlockModel::ElementData::Axis::x: + scaleFactor.y *= coef; + scaleFactor.z *= coef; + break; + case BlockModel::ElementData::Axis::y: + scaleFactor.x *= coef; + scaleFactor.z *= coef; + break; + case BlockModel::ElementData::Axis::z: + scaleFactor.x *= coef; + scaleFactor.y *= coef; + break; + } + rotationMat = glm::scale(rotationMat, scaleFactor); + } + + rotationMat = glm::translate(rotationMat, -rotateOrigin.glm()); + + elementTransform = rotationMat * elementTransform; + } + + elementTransform = glm::translate(elementTransform, elementOrigin.glm()); + elementTransform = glm::scale(elementTransform, elementSize.glm()); + + for (const auto& face : element.faces) { + BlockModel::ParsedFace parsedFace; + parsedFace.visibility = face.second.cullface; + + glm::mat4 faceTransform; + switch (face.first) { + case BlockModel::ElementData::FaceDirection::down: + faceTransform = glm::translate(elementTransform, glm::vec3(0, 0, 0)); + faceTransform = glm::rotate(faceTransform, glm::radians(180.0f), glm::vec3(1.0f, 0, 0)); + faceTransform = glm::translate(faceTransform, glm::vec3(0, 0, -1)); + break; + case BlockModel::ElementData::FaceDirection::up: + faceTransform = glm::translate(elementTransform, glm::vec3(0.0f, 1.0f, 0.0f)); + break; + case BlockModel::ElementData::FaceDirection::north: + faceTransform = glm::translate(elementTransform, glm::vec3(0, 0, 1)); + faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(-1.0f, 0.0f, 0.0f)); + faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(0.0f, -1.0f, 0.0f)); + faceTransform = glm::translate(faceTransform, glm::vec3(0, 0, -1)); + faceTransform = glm::rotate(faceTransform, glm::radians(180.0f), glm::vec3(1, 0, 0.0f)); + faceTransform = glm::translate(faceTransform, glm::vec3(0, 0, -1.0f)); + break; + case BlockModel::ElementData::FaceDirection::south: + faceTransform = glm::translate(elementTransform, glm::vec3(1, 0, 0)); + faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(-1.0f, 0.0f, 0.0f)); + faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(0.0f, -1.0f, 0.0f)); + break; + case BlockModel::ElementData::FaceDirection::west: + faceTransform = glm::translate(elementTransform, glm::vec3(1, 0, 0)); + faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(0, 0.0f, 1.0f)); + faceTransform = glm::rotate(faceTransform, glm::radians(180.0f), glm::vec3(1.0f, 0.0f, 0.0f)); + faceTransform = glm::translate(faceTransform, glm::vec3(0, 0, -1)); + break; + case BlockModel::ElementData::FaceDirection::east: + faceTransform = glm::translate(elementTransform, glm::vec3(0, 0, 0)); + faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(0, 0.0f, 1.0f)); + break; + } + parsedFace.transform = faceTransform; + glm::vec4 texture; + textureName = face.second.texture; + if (model.Textures.empty()) { + texture = GetTextureByAssetName("minecraft/texture/blocks/tnt_side"); + } + else { + while (textureName[0] == '#') { + textureName.erase(0, 1); + auto textureIt = model.Textures.find(textureName); + textureName = textureIt != model.Textures.end() ? textureIt->second : "minecraft/texture/blocks/tnt_side"; + } + textureName.insert(0, "minecraft/textures/"); + texture = GetTextureByAssetName(textureName); + + if (!(face.second.uv == BlockModel::ElementData::FaceData::Uv{ 0,16,0,16 }) && !(face.second.uv == BlockModel::ElementData::FaceData::Uv{ 0,0,0,0 }) + && !(face.second.uv == BlockModel::ElementData::FaceData::Uv{ 0,0,16,16 })) { + double x = face.second.uv.x1; + double y = face.second.uv.x1; + double w = face.second.uv.x2 - face.second.uv.x1; + double h = face.second.uv.y2 - face.second.uv.y1; + x /= 16.0; + y /= 16.0; + w /= 16.0; + h /= 16.0; + double X = texture.x; + double Y = texture.y; + double W = texture.z; + double H = texture.w; + + texture = glm::vec4{ X + x * W, Y + y * H, w * W , h * H }; + } + } + parsedFace.texture = texture; + if (face.second.tintIndex) + parsedFace.color = glm::vec3(0.275, 0.63, 0.1); + else + parsedFace.color = glm::vec3(0, 0, 0); + + model.parsedFaces.push_back(parsedFace); + } + } + } }
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