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implement check_boundary
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@ -35,7 +35,7 @@ void Model::loadModel(std::string path) {
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_status = LOADED;
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_status = LOADED;
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Logger::info("Model loaded");
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Logger::info("Model loaded");
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// 仅检查一次即可
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// 仅检查一次即可
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check_boundary();
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//check_boundary();
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}
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}
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void Model::processNode(aiNode* node, const aiScene* scene) {
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void Model::processNode(aiNode* node, const aiScene* scene) {
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@ -68,15 +68,15 @@ Mesh Model::processMesh(aiMesh* mesh, const aiScene* scene) {
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// Process vertex positions
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// Process vertex positions
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//使用循环避免代码重复,如果可行的话,可以在此循环中确定法向量等信息
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//使用循环避免代码重复,如果可行的话,可以在此循环中确定法向量等信息
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//for (int j = 0; j < 3; j++) {
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for (int j = 0; j < 3; j++) {
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// vertexPosition[j] = mesh->mVertices[i][j];
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vertexPosition[j] = mesh->mVertices[i][j];
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// _left_down_back[j] = _left_down_back[j] < vertexPosition[j] ? _left_down_back[j] : vertexPosition[j];
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_left_down_back[j] = _left_down_back[j] < vertexPosition[j] ? _left_down_back[j] : vertexPosition[j];
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// _right_up_front[j] = _right_up_front[j] > vertexPosition[j] ? _right_up_front[j] : vertexPosition[j];
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_right_up_front[j] = _right_up_front[j] > vertexPosition[j] ? _right_up_front[j] : vertexPosition[j];
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//}
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}
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vertexPosition.x = mesh->mVertices[i].x;
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//vertexPosition.x = mesh->mVertices[i].x;
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vertexPosition.y = mesh->mVertices[i].y;
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//vertexPosition.y = mesh->mVertices[i].y;
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vertexPosition.z = mesh->mVertices[i].z;
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//vertexPosition.z = mesh->mVertices[i].z;
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// Process vertex normals
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// Process vertex normals
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if (mesh->mNormals) {
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if (mesh->mNormals) {
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@ -4,15 +4,9 @@
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// 极值点一定在model包围盒的顶点出取到
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// 极值点一定在model包围盒的顶点出取到
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Renderable::Renderable(Model* model) : _model(model) {
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Renderable::Renderable(Model* model) : _model(model) {}
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_upper_bound = model->get_upper_bound();
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_lower_bound = model->get_lower_bound();
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}
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Renderable::Renderable(Model* model, glm::vec3 position) : _model(model), _position(position) {
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Renderable::Renderable(Model* model, glm::vec3 position) : _model(model), _position(position) {}
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_upper_bound = model->get_upper_bound();
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_lower_bound = model->get_lower_bound();
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}
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void Renderable::move(glm::vec3 deltaVec) {
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void Renderable::move(glm::vec3 deltaVec) {
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_position += deltaVec;
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_position += deltaVec;
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@ -47,5 +41,18 @@ void Renderable::render(ShaderProgram shader) {
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// check here to get global boundary
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// check here to get global boundary
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void Renderable::check_boundary() {
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void Renderable::check_boundary() {
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std::vector<glm::vec3> temp = { _lower_bound,_upper_bound };
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_lower_bound = glm::vec3(3e36, 3e36, 3e36);
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_upper_bound = -_lower_bound;
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auto model = this->modelMatrix();// 变换矩阵
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// 位运算 从000到111的每一种组合
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for (int i = 0; i < 7; i++) {
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//遍历每一个顶点
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glm::vec4 vex = glm::vec4(temp[i & 4][0], temp[i & 2][1], temp[i & 1][2],1.0f);
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vex = model * vex; // 经过变化之后的点的坐标
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for (int j = 0; j < 3; j++) {
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_lower_bound[j] = _lower_bound[j] < vex[j] ? _lower_bound[j] : vex[j];
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_upper_bound[j] = _upper_bound[j] > vex[j] ? _upper_bound[j] : vex[j];
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}
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}
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}
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}
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