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Change variable names
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@ -76,8 +76,8 @@ Mesh Model::processMesh(aiMesh* mesh, const aiScene* scene) {
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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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//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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for (int j = 0; j < 3; j++) {
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vertexPosition[j] = mesh->mVertices[i][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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_leftBackBottomVex[j] = _leftBackBottomVex[j] < vertexPosition[j] ? _leftBackBottomVex[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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_rightFrontTopVex[j] = _rightFrontTopVex[j] > vertexPosition[j] ? _rightFrontTopVex[j] : vertexPosition[j];
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}
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}
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//vertexPosition.x = mesh->mVertices[i].x;
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//vertexPosition.x = mesh->mVertices[i].x;
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@ -198,11 +198,11 @@ void Model::checkBoundary() {
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for (int j = 0; j < _meshes[i].vertices().size();j++) {
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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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// 0,1,2 for x,y,z
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for (int k = 0; k < 3; k++) {
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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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_leftBackBottomVex[k] = _leftBackBottomVex[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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_leftBackBottomVex[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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_rightFrontTopVex[k] = _rightFrontTopVex[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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_rightFrontTopVex[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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}
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}
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@ -20,9 +20,9 @@ private:
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MODELSTATUS _status = LOADING;
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MODELSTATUS _status = LOADING;
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// smallest point
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// smallest point
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glm::vec3 _left_down_back = glm::vec3(3e36f, 3e36f, 3e36f);
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glm::vec3 _leftBackBottomVex = glm::vec3(3e36f, 3e36f, 3e36f);
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// largest point
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// largest point
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glm::vec3 _right_up_front = -_left_down_back;
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glm::vec3 _rightFrontTopVex = -_leftBackBottomVex;
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public:
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public:
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Model(std::string path);
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Model(std::string path);
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@ -42,13 +42,13 @@ public:
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// maybe we can check if boundary has not been set yet
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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 checkBoundary
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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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inline glm::vec3 upperBoundVex() {
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return _right_up_front;
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return _rightFrontTopVex;
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}
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}
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// Do remember to ensure you have called checkBoundary
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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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inline glm::vec3 lowerBoundVex() {
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return _left_down_back;
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return _leftBackBottomVex;
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}
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}
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private:
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private:
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@ -56,14 +56,8 @@ private:
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void processNode(aiNode* node, const aiScene* scene);
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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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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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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 checkBoundary();
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void checkBoundary();
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public:
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public:
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void render(const ShaderProgram& shader) const;
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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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};
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@ -49,10 +49,10 @@ void Renderable::render(ShaderProgram shader) {
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// check here to get global boundary
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// check here to get global boundary
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// must check before get boundary
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// must check before get boundary
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void Renderable::checkBoundary() {
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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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std::vector<glm::vec3> temp = {_model->upperBoundVex(),_model->lowerBoundVex()};
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_lower_bound = glm::vec3(3e36, 3e36, 3e36);
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_lowerBoundVex = glm::vec3(3e36, 3e36, 3e36);
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_upper_bound = -_lower_bound;
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_upperBoundVex = -_lowerBoundVex;
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auto model = this->modelMatrix(); // transform matrix
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auto model = this->modelMatrix(); // transform matrix
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@ -61,8 +61,8 @@ void Renderable::checkBoundary() {
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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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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; // Transformed vertex position
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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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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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_lowerBoundVex[j] = _lowerBoundVex[j] < vex[j] ? _lowerBoundVex[j] : vex[j];
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_upper_bound[j] = _upper_bound[j] > vex[j] ? _upper_bound[j] : vex[j];
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_upperBoundVex[j] = _upperBoundVex[j] > vex[j] ? _upperBoundVex[j] : vex[j];
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}
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}
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}
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}
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}
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}
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@ -20,8 +20,8 @@ private:
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glm::vec3 _position = glm::vec3(0.0f);
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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::mat4 _rotation = glm::mat4(1.0f);
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glm::vec3 _scale = glm::vec3(1.0f);
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glm::vec3 _scale = glm::vec3(1.0f);
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glm::vec3 _lower_bound;
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glm::vec3 _lowerBoundVex;
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glm::vec3 _upper_bound;
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glm::vec3 _upperBoundVex;
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public:
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public:
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Renderable(Model* model);
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Renderable(Model* model);
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@ -38,8 +38,8 @@ public:
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inline glm::mat4 modelMatrix() const;
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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 upperBoundVex()const;
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inline glm::vec3 get_lower_boundary()const;
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inline glm::vec3 lowerBoundVex()const;
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public:
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public:
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void render(ShaderProgram shader);
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void render(ShaderProgram shader);
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@ -55,9 +55,9 @@ inline glm::mat4 Renderable::modelMatrix() const {
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return model;
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return model;
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}
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}
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inline glm::vec3 Renderable::get_lower_boundary()const {
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inline glm::vec3 Renderable::lowerBoundVex() const {
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return _lower_bound;
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return _lowerBoundVex;
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}
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}
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inline glm::vec3 Renderable::get_upper_boundary()const {
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inline glm::vec3 Renderable::upperBoundVex() const {
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return _upper_bound;
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return _upperBoundVex;
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}
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}
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