add check_boundary

This commit is contained in:
ayachi3 2022-12-13 16:42:44 +08:00
parent 30fe45b773
commit 14a3a08bf6
3 changed files with 28 additions and 51 deletions

View File

@ -66,15 +66,15 @@ Mesh Model::processMesh(aiMesh* mesh, const aiScene* scene) {
// Process vertex positions
// 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
for (int j = 0; j < 3; j++) {
vertexPosition[j] = mesh->mVertices[i][j];
_left_down_back[j] = _left_down_back[j] < vertexPosition[j] ? _left_down_back[j] : vertexPosition[j];
_right_up_front[j] = _right_up_front[j] > vertexPosition[j] ? _right_up_front[j] : vertexPosition[j];
}
//for (int j = 0; j < 3; j++) {
// vertexPosition[j] = mesh->mVertices[i][j];
// _left_down_back[j] = _left_down_back[j] < vertexPosition[j] ? _left_down_back[j] : vertexPosition[j];
// _right_up_front[j] = _right_up_front[j] > vertexPosition[j] ? _right_up_front[j] : vertexPosition[j];
//}
//vertexPosition.x = mesh->mVertices[i].x;
//vertexPosition.y = mesh->mVertices[i].y;
//vertexPosition.z = mesh->mVertices[i].z;
vertexPosition.x = mesh->mVertices[i].x;
vertexPosition.y = mesh->mVertices[i].y;
vertexPosition.z = mesh->mVertices[i].z;
// Process vertex normals
if (mesh->mNormals) {
@ -184,3 +184,19 @@ void Model::render(const ShaderProgram& shader) const {
_meshes[i].render(shader);
}
}
void Model::check_boundary() {
for (int i = 0; i < _meshes.size(); i++) {
for (int j = 0; j < _meshes[i].vertices().size();j++) {
// 0,1,2 for x,y,z
for (int k = 0; k < 3; k++) {
_left_down_back[k] = _left_down_back[k] < _meshes[i].vertices()[j]._position[k] ?
_left_down_back[k] : _meshes[i].vertices()[j]._position[k];
_right_up_front[k] = _right_up_front[k] > _meshes[i].vertices()[j]._position[k] ?
_right_up_front[k] : _meshes[i].vertices()[j]._position[k];
}
}
}
}

View File

@ -20,7 +20,7 @@ private:
MODELSTATUS _status = LOADING;
// smallest point
glm::vec3 _left_down_back = glm::vec3(3e37f, 3e37f, 3e37f);
glm::vec3 _left_down_back = glm::vec3(3e36f, 3e36f, 3e36f);
// largest point
glm::vec3 _right_up_front = -_left_down_back;
@ -31,6 +31,8 @@ public:
public:
inline MODELSTATUS status() const { return _status; }
// maybe we can check if boundary has not been set yet
inline glm::vec3 get_upper_bound() {
return _right_up_front;
}
@ -46,4 +48,5 @@ private:
public:
void render(const ShaderProgram& shader) const;
void check_boundary();
};

View File

@ -1,42 +0,0 @@
#pragma once
#include <vector>
#include <string>
#include <Assimp/Importer.hpp>
#include <Assimp/scene.h>
#include <Assimp/postprocess.h>
#include "mesh.h"
#include "shader.h"
#include <limits>
class Model {
public:
enum MODELSTATUS { LOADING, LOADED, ERR };
private:
std::vector<Mesh> _meshes;
std::vector<Texture> _texturesLoaded;
std::string _directory;
MODELSTATUS _status = LOADING;
// smallest point
glm::vec3 left_down_back = glm::vec3(3e37f, 3e37f, 3e37f);
// largest point
glm::vec3 right_up_front = -left_down_back;
public:
Model(std::string path);
~Model();
public:
inline MODELSTATUS status() const { return _status; }
private:
void loadModel(std::string path);
void processNode(aiNode* node, const aiScene* scene);
Mesh processMesh(aiMesh* mesh, const aiScene* scene);
std::vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, TextureType textureType);
public:
void render(const ShaderProgram& shader) const;
};