Remove invalid code units

This commit is contained in:
Linloir 2022-12-17 13:09:52 +08:00
parent ef9580af3f
commit 849da430e9
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GPG Key ID: 58EEB209A0F2C366
4 changed files with 13 additions and 16 deletions

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@ -41,7 +41,7 @@ void Model::loadModel(std::string path) {
_status = LOADED;
Logger::info("Model loaded");
// 仅检查一次即可
//check_boundary();
//checkBoundary();
}
void Model::processNode(aiNode* node, const aiScene* scene) {
@ -193,7 +193,7 @@ void Model::render(const ShaderProgram& shader) const {
}
}
void Model::check_boundary() {
void Model::checkBoundary() {
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

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@ -41,12 +41,12 @@ public:
// maybe we can check if boundary has not been set yet
// Do remember to ensure you have called check_boundary
// Do remember to ensure you have called checkBoundary
inline glm::vec3 get_upper_bound() {
return _right_up_front;
}
// Do remember to ensure you have called check_boundary
// Do remember to ensure you have called checkBoundary
inline glm::vec3 get_lower_bound() {
return _left_down_back;
}
@ -57,7 +57,7 @@ private:
Mesh processMesh(aiMesh* mesh, const aiScene* scene);
std::vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, TextureType textureType);
// Since these are loacl position, this function should be called just once.
void check_boundary();
void checkBoundary();
public:
void render(const ShaderProgram& shader) const;

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@ -2,8 +2,6 @@
#include "renderable.h"
// 极值点一定在model包围盒的顶点处取到
Renderable::Renderable(Model* model) : _model(model) {}
Renderable::Renderable(Model* model, glm::vec3 position) : _model(model), _position(position) {}
@ -50,16 +48,18 @@ void Renderable::render(ShaderProgram shader) {
// check here to get global boundary
// must check before get boundary
void Renderable::check_boundary() {
void Renderable::checkBoundary() {
std::vector<glm::vec3> temp = {_model->get_upper_bound(),_model->get_lower_bound()};
_lower_bound = glm::vec3(3e36, 3e36, 3e36);
_upper_bound = -_lower_bound;
auto model = this->modelMatrix();// 变换矩阵
// 位运算 从000到111的每一种组合
auto model = this->modelMatrix(); // transform matrix
// Bit calculation
for (int i = 0; i < 8; i++) {
//遍历每一个顶点
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; // 经过变化之后的点的坐标
auto vex = model * vx; // Transformed vertex position
for (int j = 0; j < 3; j++) {
_lower_bound[j] = _lower_bound[j] < vex[j] ? _lower_bound[j] : vex[j];
_upper_bound[j] = _upper_bound[j] > vex[j] ? _upper_bound[j] : vex[j];

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@ -20,7 +20,6 @@ private:
glm::vec3 _position = glm::vec3(0.0f);
glm::mat4 _rotation = glm::mat4(1.0f);
glm::vec3 _scale = glm::vec3(1.0f);
// 下面是与坐标轴平行的顶点
glm::vec3 _lower_bound;
glm::vec3 _upper_bound;
@ -45,14 +44,12 @@ public:
public:
void render(ShaderProgram shader);
// check here to get global boundary
void check_boundary();
void checkBoundary();
};
inline glm::mat4 Renderable::modelMatrix() const {
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, _position);
// 左乘与右乘应该是不一样的,但是这里的表现相同
//model = model * _rotation;
model = _rotation * model;
model = glm::scale(model, _scale);
return model;