mirror of
https://github.com/Linloir/SceneEditor.git
synced 2025-12-17 07:28:12 +08:00
[CORE][CHG] Change boundary APIs
- Add 'updateBoundary' func to update boundary after transformation - Add 'hit' to get the hit record of a ray
This commit is contained in:
parent
4732c0810c
commit
308dd81f06
@ -2,9 +2,13 @@
|
||||
|
||||
#include "renderable.h"
|
||||
|
||||
Renderable::Renderable(Model* model) : _model(model) {}
|
||||
Renderable::Renderable(Model* model) : _model(model) {
|
||||
_boundary = model->boundBox();
|
||||
}
|
||||
|
||||
Renderable::Renderable(Model* model, glm::vec3 position) : _model(model), _position(position) {}
|
||||
Renderable::Renderable(Model* model, glm::vec3 position) : _model(model), _position(position) {
|
||||
_boundary = model->boundBox();
|
||||
}
|
||||
|
||||
Renderable::~Renderable() {
|
||||
if (_light != nullptr) {
|
||||
@ -15,6 +19,7 @@ Renderable::~Renderable() {
|
||||
|
||||
void Renderable::setModel(Model* model) {
|
||||
_model = model;
|
||||
_boundary = model->boundBox();
|
||||
}
|
||||
|
||||
void Renderable::move(glm::vec3 deltaVec) {
|
||||
@ -67,27 +72,24 @@ void Renderable::render(ShaderProgram shader) {
|
||||
_model->render(shader);
|
||||
}
|
||||
|
||||
// check here to get global boundary
|
||||
// must check before get boundary
|
||||
void Renderable::checkBoundary() {
|
||||
if (_model == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
std::vector<glm::vec3> temp = {_model->upperBoundVex(),_model->lowerBoundVex()};
|
||||
|
||||
_lowerBoundVex = glm::vec3(3e36, 3e36, 3e36);
|
||||
_upperBoundVex = -_lowerBoundVex;
|
||||
|
||||
auto model = this->modelMatrix(); // transform matrix
|
||||
|
||||
// Bit calculation
|
||||
for (int i = 0; i < 8; i++) {
|
||||
glm::vec4 vx = glm::vec4(temp[(i & 4) >> 2][0], temp[(i & 2)>>1][1], temp[i & 1][2], 1.0f);
|
||||
auto vex = model * vx; // Transformed vertex position
|
||||
for (int j = 0; j < 3; j++) {
|
||||
_lowerBoundVex[j] = _lowerBoundVex[j] < vex[j] ? _lowerBoundVex[j] : vex[j];
|
||||
_upperBoundVex[j] = _upperBoundVex[j] > vex[j] ? _upperBoundVex[j] : vex[j];
|
||||
void Renderable::updateBoundary() {
|
||||
// Traverse every vertex in the transferred model and update the boundary
|
||||
Boundary newBoundary;
|
||||
for (auto& mesh : _model->meshes()) {
|
||||
for (auto& vertex : mesh.vertices()) {
|
||||
glm::vec4 transformedVertex = modelMatrix() * glm::vec4(vertex._position, 1.0f);
|
||||
newBoundary.updateControlPoints(glm::vec3(transformedVertex));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
HitRecord Renderable::hit(const Ray& ray) const {
|
||||
// First test if the ray hits the boundary box
|
||||
if (!_boundary.hit(ray)) {
|
||||
return HitRecord();
|
||||
}
|
||||
else {
|
||||
// If the ray hits the boundary box
|
||||
return _model->hit(ray.toLocalSpace(modelMatrix()));
|
||||
}
|
||||
}
|
||||
|
||||
@ -6,6 +6,8 @@
|
||||
#include "model.h"
|
||||
#include "illuminer.h"
|
||||
#include "shader.h"
|
||||
#include "boundary.h"
|
||||
#include "hitrecord.h"
|
||||
|
||||
class Renderable {
|
||||
public:
|
||||
@ -22,8 +24,7 @@ private:
|
||||
glm::vec3 _position = glm::vec3(0.0f);
|
||||
glm::mat4 _rotation = glm::mat4(1.0f);
|
||||
glm::vec3 _scale = glm::vec3(1.0f);
|
||||
glm::vec3 _lowerBoundVex;
|
||||
glm::vec3 _upperBoundVex;
|
||||
Boundary _boundary; // the renderable's boudary box, should be updated after a transformation is done
|
||||
|
||||
public:
|
||||
Renderable(Model* model);
|
||||
@ -46,12 +47,10 @@ public:
|
||||
|
||||
inline glm::mat4 modelMatrix() const;
|
||||
|
||||
inline glm::vec3 upperBoundVex()const;
|
||||
inline glm::vec3 lowerBoundVex()const;
|
||||
|
||||
public:
|
||||
void updateBoundary(); // update the boundary of the renderable after a transformation is done
|
||||
HitRecord hit(const Ray& ray) const; // test the hit record of an input array
|
||||
void render(ShaderProgram shader);
|
||||
void checkBoundary();
|
||||
};
|
||||
|
||||
inline glm::mat4 Renderable::modelMatrix() const {
|
||||
@ -60,11 +59,4 @@ inline glm::mat4 Renderable::modelMatrix() const {
|
||||
model = _rotation * model;
|
||||
model = glm::scale(model, _scale);
|
||||
return model;
|
||||
}
|
||||
|
||||
inline glm::vec3 Renderable::lowerBoundVex() const {
|
||||
return _lowerBoundVex;
|
||||
}
|
||||
inline glm::vec3 Renderable::upperBoundVex() const {
|
||||
return _upperBoundVex;
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user