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74 lines
2.3 KiB
74 lines
2.3 KiB
/*
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* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2014-2022 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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#pragma once
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#include <vector>
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#include <cstdint>
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#include "nvmath/nvmath.h"
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// PrimitiveMesh:
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// - Common primitive type, made of vertices: position, normal and texture coordinates.
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// - All primitives are triangles, and each 3 indices is forming a triangle.
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//
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// Node:
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// - Structure to hold a reference to a mesh, with a material and transformation.
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namespace nvh {
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struct PrimitiveVertex
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{
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nvmath::vec3f p; // Position
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nvmath::vec3f n; // Normal
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nvmath::vec2f t; // Texture Coordinates
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};
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struct PrimitiveMesh
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{
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std::vector<PrimitiveVertex> vertices; // Array of all vertex
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std::vector<uint32_t> indices; // Indices forming triangles
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};
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struct Node
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{
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nvmath::vec3f translation{};
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nvmath::quaternion<float> rotation{};
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nvmath::vec3f scale{1.0F};
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nvmath::mat4f matrix{1};
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int32_t material{0};
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int32_t mesh{-1};
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nvmath::mat4f localMatrix() const
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{
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nvmath::mat4f mrot, mscale, mtrans;
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rotation.to_matrix(mrot);
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mscale.as_scale(scale);
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mtrans.as_translation(translation);
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return mtrans * mrot * mscale * matrix;
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}
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};
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PrimitiveMesh tetrahedron();
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PrimitiveMesh icosahedron();
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PrimitiveMesh octahedron();
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PrimitiveMesh plane(uint32_t steps = 1, float width = 1.0F, float depth = 1.0F);
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PrimitiveMesh cube(float width = 1.0F, float height = 1.0F, float depth = 1.0F);
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PrimitiveMesh sphere(float radius = 0.5F, int sectors = 20, int stacks = 20);
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PrimitiveMesh cone(float radius = 0.5F, int sectors = 20);
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} // namespace nvh
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