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https://github.com/Linloir/SceneEditor.git
synced 2025-12-17 07:28:12 +08:00
commit
7aba45cdfe
@ -34,6 +34,8 @@ void Model::loadModel(std::string path) {
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processNode(scene->mRootNode, scene);
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_status = LOADED;
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Logger::info("Model loaded");
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// 仅检查一次即可
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//check_boundary();
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}
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void Model::processNode(aiNode* node, const aiScene* scene) {
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@ -65,9 +67,16 @@ Mesh Model::processMesh(aiMesh* mesh, const aiScene* scene) {
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glm::vec3 vertexBitangent = glm::vec3(0.0f);
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// Process vertex positions
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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.z = mesh->mVertices[i].z;
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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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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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_right_up_front[j] = _right_up_front[j] > vertexPosition[j] ? _right_up_front[j] : vertexPosition[j];
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}
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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.z = mesh->mVertices[i].z;
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// Process vertex normals
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if (mesh->mNormals) {
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@ -177,3 +186,19 @@ void Model::render(const ShaderProgram& shader) const {
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_meshes[i].render(shader);
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}
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}
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void Model::check_boundary() {
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for (int i = 0; i < _meshes.size(); i++) {
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for (int j = 0; j < _meshes[i].vertices().size();j++) {
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// 0,1,2 for x,y,z
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for (int k = 0; k < 3; k++) {
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_left_down_back[k] = _left_down_back[k] < _meshes[i].vertices()[j]._position[k] ?
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_left_down_back[k] : _meshes[i].vertices()[j]._position[k];
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_right_up_front[k] = _right_up_front[k] > _meshes[i].vertices()[j]._position[k] ?
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_right_up_front[k] : _meshes[i].vertices()[j]._position[k];
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}
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}
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}
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}
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@ -8,7 +8,7 @@
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#include "mesh.h"
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#include "shader.h"
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#include <limits>
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class Model {
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public:
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enum MODELSTATUS { LOADING, LOADED, ERR };
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@ -19,6 +19,11 @@ private:
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std::string _directory;
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MODELSTATUS _status = LOADING;
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// smallest point
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glm::vec3 _left_down_back = glm::vec3(3e36f, 3e36f, 3e36f);
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// largest point
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glm::vec3 _right_up_front = -_left_down_back;
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public:
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Model(std::string path);
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~Model();
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@ -26,12 +31,31 @@ public:
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public:
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inline MODELSTATUS status() const { return _status; }
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// maybe we can check if boundary has not been set yet
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// Do remember to ensure you have called check_boundary
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inline glm::vec3 get_upper_bound() {
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return _right_up_front;
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}
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// Do remember to ensure you have called check_boundary
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inline glm::vec3 get_lower_bound() {
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return _left_down_back;
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}
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private:
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void loadModel(std::string path);
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void processNode(aiNode* node, const aiScene* scene);
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Mesh processMesh(aiMesh* mesh, const aiScene* scene);
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std::vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, TextureType textureType);
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// Since these are loacl position, this function should be called just once.
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void check_boundary();
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public:
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void render(const ShaderProgram& shader) const;
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// maybe we can encapsure a function to get both upper and lower bound?
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};
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@ -2,6 +2,8 @@
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#include "renderable.h"
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// 极值点一定在model包围盒的顶点处取到
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Renderable::Renderable(Model* model) : _model(model) {}
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Renderable::Renderable(Model* model, glm::vec3 position) : _model(model), _position(position) {}
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@ -36,3 +38,22 @@ void Renderable::render(ShaderProgram shader) {
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// Render
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_model->render(shader);
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}
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// check here to get global boundary
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// must check before get boundary
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void Renderable::check_boundary() {
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std::vector<glm::vec3> temp = {_model->get_upper_bound(),_model->get_lower_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 < 8; i++) {
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//遍历每一个顶点
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glm::vec4 vx = glm::vec4(temp[(i & 4) >> 2][0], temp[(i & 2)>>1][1], temp[i & 1][2], 1.0f);
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auto vex = model * vx; // 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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@ -12,6 +12,9 @@ private:
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glm::vec3 _position = glm::vec3(0.0f);
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glm::mat4 _rotation = glm::mat4(1.0f);
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glm::vec3 _scale = glm::vec3(1.0f);
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// 下面是与坐标轴平行的顶点
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glm::vec3 _lower_bound;
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glm::vec3 _upper_bound;
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public:
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Renderable(Model* model);
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@ -27,14 +30,28 @@ public:
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inline glm::mat4 modelMatrix() const;
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inline glm::vec3 get_upper_boundary()const;
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inline glm::vec3 get_lower_boundary()const;
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public:
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void render(ShaderProgram shader);
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// check here to get global boundary
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void check_boundary();
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};
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inline glm::mat4 Renderable::modelMatrix() const {
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, _position);
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model = model * _rotation;
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// 左乘与右乘应该是不一样的,但是这里的表现相同
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//model = model * _rotation;
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model = _rotation * model;
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model = glm::scale(model, _scale);
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return model;
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}
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inline glm::vec3 Renderable::get_lower_boundary()const {
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return _lower_bound;
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}
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inline glm::vec3 Renderable::get_upper_boundary()const {
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return _upper_bound;
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}
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@ -65,12 +65,14 @@ void SceneViewer::initializeGL() {
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vertexShader.dispose();
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fragmentShader.dispose();
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Model* backpackModel = new Model("E:\\Repositories\\CollegeProjects\\CGAssignments\\FinalProject\\Models\\backpack\\backpack.obj");
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Model* backpackModel = new Model("D:/code/ComputerGraphic/SceneEditor/obj/nanosuit/nanosuit.obj");
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Logger::info("Model loaded");
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Renderable backpack(backpackModel);
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_objects.push_back(backpack);
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_camera.setPosition(glm::vec3(0.0f, 0.0f, 5.0f));
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}
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void SceneViewer::resizeGL(int w, int h) {
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