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https://github.com/Linloir/SceneEditor.git
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Remove invalid code units
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ef9580af3f
commit
849da430e9
@ -41,7 +41,7 @@ void Model::loadModel(std::string path) {
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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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//checkBoundary();
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}
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void Model::processNode(aiNode* node, const aiScene* scene) {
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@ -193,7 +193,7 @@ void Model::render(const ShaderProgram& shader) const {
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}
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}
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void Model::check_boundary() {
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void Model::checkBoundary() {
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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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@ -41,12 +41,12 @@ public:
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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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// Do remember to ensure you have called checkBoundary
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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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// Do remember to ensure you have called checkBoundary
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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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@ -57,7 +57,7 @@ private:
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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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void checkBoundary();
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public:
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void render(const ShaderProgram& shader) const;
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@ -2,8 +2,6 @@
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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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@ -50,16 +48,18 @@ void Renderable::render(ShaderProgram shader) {
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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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void Renderable::checkBoundary() {
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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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auto model = this->modelMatrix(); // transform matrix
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// Bit calculation
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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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auto vex = model * vx; // Transformed vertex position
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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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@ -20,7 +20,6 @@ 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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@ -45,14 +44,12 @@ public:
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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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void checkBoundary();
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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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// 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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