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// This file is part of the 64k demo project.
// It defines the base 3D Object structure.
// Handles transforms and bounding volumes for hybrid rendering.
#pragma once
#include "util/mini_math.h"
enum class ObjectType {
CUBE,
SPHERE,
PLANE,
TORUS
// Add more SDF types here
};
struct BoundingVolume {
vec3 min;
vec3 max;
};
class Object3D {
public:
vec3 position;
quat rotation;
vec3 scale;
ObjectType type;
// Material parameters could go here (color, roughness, etc.)
vec4 color;
Object3D(ObjectType t = ObjectType::CUBE)
: position(0, 0, 0), rotation(0, 0, 0, 1), scale(1, 1, 1), type(t),
color(1, 1, 1, 1) {
}
mat4 get_model_matrix() const {
mat4 T = mat4::translate(position);
mat4 R = rotation.to_mat();
mat4 S = mat4::scale(scale);
// M = T * R * S
return T * (R * S);
}
// Returns the local-space AABB of the primitive (before transform)
// Used to generate the proxy geometry for rasterization.
BoundingVolume get_local_bounds() const {
// Simple defaults for unit primitives
return {{-1, -1, -1}, {1, 1, 1}};
}
};
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