// Copyright 2016 The G3N Authors. All rights reserved. // Use of this source code is governed by a BSD-style // license that can be found in the LICENSE file. package graphic import ( "github.com/g3n/engine/core" "github.com/g3n/engine/geometry" "github.com/g3n/engine/gls" "github.com/g3n/engine/material" "github.com/g3n/engine/math32" ) // Mesh is a Graphic with uniforms for the model, view, projection, and normal matrices. type Mesh struct { Graphic // Embedded graphic uniMVm gls.Uniform // Model view matrix uniform location cache uniMVPm gls.Uniform // Model view projection matrix uniform cache uniNm gls.Uniform // Normal matrix uniform cache } // NewMesh creates and returns a pointer to a mesh with the specified geometry and material. // If the mesh has multi materials, the material specified here must be nil and the // individual materials must be add using "AddMaterial" or AddGroupMaterial". func NewMesh(igeom geometry.IGeometry, imat material.IMaterial) *Mesh { m := new(Mesh) m.Init(igeom, imat) return m } // Init initializes the Mesh and its uniforms. func (m *Mesh) Init(igeom geometry.IGeometry, imat material.IMaterial) { m.Graphic.Init(igeom, gls.TRIANGLES) // Initialize uniforms m.uniMVm.Init("ModelViewMatrix") m.uniMVPm.Init("MVP") m.uniNm.Init("NormalMatrix") // Adds single material if not nil if imat != nil { m.AddMaterial(imat, 0, 0) } } // AddMaterial adds a material for the specified subset of vertices. func (m *Mesh) AddMaterial(imat material.IMaterial, start, count int) { m.Graphic.AddMaterial(m, imat, start, count) } // AddGroupMaterial adds a material for the specified geometry group. func (m *Mesh) AddGroupMaterial(imat material.IMaterial, gindex int) { m.Graphic.AddGroupMaterial(m, imat, gindex) } // RenderSetup is called by the engine before drawing the mesh geometry // It is responsible to updating the current shader uniforms with // the model matrices. func (m *Mesh) RenderSetup(gs *gls.GLS, rinfo *core.RenderInfo) { // Transfer uniform for model view matrix mvm := m.ModelViewMatrix() location := m.uniMVm.Location(gs) gs.UniformMatrix4fv(location, 1, false, &mvm[0]) // Transfer uniform for model view projection matrix mvpm := m.ModelViewProjectionMatrix() location = m.uniMVPm.Location(gs) gs.UniformMatrix4fv(location, 1, false, &mvpm[0]) // Calculates normal matrix and transfer uniform var nm math32.Matrix3 nm.GetNormalMatrix(mvm) location = m.uniNm.Location(gs) gs.UniformMatrix3fv(location, 1, false, &nm[0]) } // Raycast checks intersections between this geometry and the specified raycaster // and if any found appends it to the specified intersects array. func (m *Mesh) Raycast(rc *core.Raycaster, intersects *[]core.Intersect) { // Transform this mesh geometry bounding sphere from model // to world coordinates and checks intersection with raycaster geom := m.GetGeometry() sphere := geom.BoundingSphere() matrixWorld := m.MatrixWorld() sphere.ApplyMatrix4(&matrixWorld) if !rc.IsIntersectionSphere(&sphere) { return } // Copy ray and transform to model coordinates // This ray will will also be used to check intersects with // the geometry, as is much less expensive to transform the // ray to model coordinates than the geometry to world coordinates. var inverseMatrix math32.Matrix4 inverseMatrix.GetInverse(&matrixWorld) var ray math32.Ray ray.Copy(&rc.Ray).ApplyMatrix4(&inverseMatrix) bbox := geom.BoundingBox() if !ray.IsIntersectionBox(&bbox) { return } // Local function to check the intersection of the ray from the raycaster with // the specified face defined by three poins. checkIntersection := func(mat *material.Material, pA, pB, pC, point *math32.Vector3) *core.Intersect { var intersect bool switch mat.Side() { case material.SideBack: intersect = ray.IntersectTriangle(pC, pB, pA, true, point) case material.SideFront: intersect = ray.IntersectTriangle(pA, pB, pC, true, point) case material.SideDouble: intersect = ray.IntersectTriangle(pA, pB, pC, false, point) } if !intersect { return nil } // Transform intersection point from model to world coordinates var intersectionPointWorld = *point intersectionPointWorld.ApplyMatrix4(&matrixWorld) // Calculates the distance from the ray origin to intersection point origin := rc.Ray.Origin() distance := origin.DistanceTo(&intersectionPointWorld) // Checks if distance is between the bounds of the raycaster if distance < rc.Near || distance > rc.Far { return nil } return &core.Intersect{ Distance: distance, Point: intersectionPointWorld, Object: m, } } i := 0 geom.ReadFaces(func(vA, vB, vC math32.Vector3) bool { // Checks intersection of the ray with this face mat := m.GetMaterial(i).GetMaterial() var point math32.Vector3 intersect := checkIntersection(mat, &vA, &vB, &vC, &point) if intersect != nil { intersect.Index = uint32(i) *intersects = append(*intersects, *intersect) } i++ return false }) }