mirror of
https://github.com/Linloir/SceneEditor.git
synced 2025-12-17 07:28:12 +08:00
Change variable names
This commit is contained in:
parent
849da430e9
commit
bef49b7499
@ -76,8 +76,8 @@ Mesh Model::processMesh(aiMesh* mesh, const aiScene* scene) {
|
||||
//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
|
||||
for (int j = 0; j < 3; j++) {
|
||||
vertexPosition[j] = mesh->mVertices[i][j];
|
||||
_left_down_back[j] = _left_down_back[j] < vertexPosition[j] ? _left_down_back[j] : vertexPosition[j];
|
||||
_right_up_front[j] = _right_up_front[j] > vertexPosition[j] ? _right_up_front[j] : vertexPosition[j];
|
||||
_leftBackBottomVex[j] = _leftBackBottomVex[j] < vertexPosition[j] ? _leftBackBottomVex[j] : vertexPosition[j];
|
||||
_rightFrontTopVex[j] = _rightFrontTopVex[j] > vertexPosition[j] ? _rightFrontTopVex[j] : vertexPosition[j];
|
||||
}
|
||||
|
||||
//vertexPosition.x = mesh->mVertices[i].x;
|
||||
@ -198,11 +198,11 @@ void Model::checkBoundary() {
|
||||
for (int j = 0; j < _meshes[i].vertices().size();j++) {
|
||||
// 0,1,2 for x,y,z
|
||||
for (int k = 0; k < 3; k++) {
|
||||
_left_down_back[k] = _left_down_back[k] < _meshes[i].vertices()[j]._position[k] ?
|
||||
_left_down_back[k] : _meshes[i].vertices()[j]._position[k];
|
||||
_leftBackBottomVex[k] = _leftBackBottomVex[k] < _meshes[i].vertices()[j]._position[k] ?
|
||||
_leftBackBottomVex[k] : _meshes[i].vertices()[j]._position[k];
|
||||
|
||||
_right_up_front[k] = _right_up_front[k] > _meshes[i].vertices()[j]._position[k] ?
|
||||
_right_up_front[k] : _meshes[i].vertices()[j]._position[k];
|
||||
_rightFrontTopVex[k] = _rightFrontTopVex[k] > _meshes[i].vertices()[j]._position[k] ?
|
||||
_rightFrontTopVex[k] : _meshes[i].vertices()[j]._position[k];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -20,9 +20,9 @@ private:
|
||||
MODELSTATUS _status = LOADING;
|
||||
|
||||
// smallest point
|
||||
glm::vec3 _left_down_back = glm::vec3(3e36f, 3e36f, 3e36f);
|
||||
glm::vec3 _leftBackBottomVex = glm::vec3(3e36f, 3e36f, 3e36f);
|
||||
// largest point
|
||||
glm::vec3 _right_up_front = -_left_down_back;
|
||||
glm::vec3 _rightFrontTopVex = -_leftBackBottomVex;
|
||||
|
||||
public:
|
||||
Model(std::string path);
|
||||
@ -42,13 +42,13 @@ public:
|
||||
|
||||
// maybe we can check if boundary has not been set yet
|
||||
// Do remember to ensure you have called checkBoundary
|
||||
inline glm::vec3 get_upper_bound() {
|
||||
return _right_up_front;
|
||||
inline glm::vec3 upperBoundVex() {
|
||||
return _rightFrontTopVex;
|
||||
}
|
||||
|
||||
// Do remember to ensure you have called checkBoundary
|
||||
inline glm::vec3 get_lower_bound() {
|
||||
return _left_down_back;
|
||||
inline glm::vec3 lowerBoundVex() {
|
||||
return _leftBackBottomVex;
|
||||
}
|
||||
|
||||
private:
|
||||
@ -56,14 +56,8 @@ private:
|
||||
void processNode(aiNode* node, const aiScene* scene);
|
||||
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 checkBoundary();
|
||||
|
||||
public:
|
||||
void render(const ShaderProgram& shader) const;
|
||||
|
||||
|
||||
|
||||
// maybe we can encapsure a function to get both upper and lower bound?
|
||||
|
||||
};
|
||||
@ -49,10 +49,10 @@ void Renderable::render(ShaderProgram shader) {
|
||||
// check here to get global boundary
|
||||
// must check before get boundary
|
||||
void Renderable::checkBoundary() {
|
||||
std::vector<glm::vec3> temp = {_model->get_upper_bound(),_model->get_lower_bound()};
|
||||
std::vector<glm::vec3> temp = {_model->upperBoundVex(),_model->lowerBoundVex()};
|
||||
|
||||
_lower_bound = glm::vec3(3e36, 3e36, 3e36);
|
||||
_upper_bound = -_lower_bound;
|
||||
_lowerBoundVex = glm::vec3(3e36, 3e36, 3e36);
|
||||
_upperBoundVex = -_lowerBoundVex;
|
||||
|
||||
auto model = this->modelMatrix(); // transform matrix
|
||||
|
||||
@ -61,8 +61,8 @@ void Renderable::checkBoundary() {
|
||||
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++) {
|
||||
_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];
|
||||
_lowerBoundVex[j] = _lowerBoundVex[j] < vex[j] ? _lowerBoundVex[j] : vex[j];
|
||||
_upperBoundVex[j] = _upperBoundVex[j] > vex[j] ? _upperBoundVex[j] : vex[j];
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -20,8 +20,8 @@ private:
|
||||
glm::vec3 _position = glm::vec3(0.0f);
|
||||
glm::mat4 _rotation = glm::mat4(1.0f);
|
||||
glm::vec3 _scale = glm::vec3(1.0f);
|
||||
glm::vec3 _lower_bound;
|
||||
glm::vec3 _upper_bound;
|
||||
glm::vec3 _lowerBoundVex;
|
||||
glm::vec3 _upperBoundVex;
|
||||
|
||||
public:
|
||||
Renderable(Model* model);
|
||||
@ -38,8 +38,8 @@ public:
|
||||
|
||||
inline glm::mat4 modelMatrix() const;
|
||||
|
||||
inline glm::vec3 get_upper_boundary()const;
|
||||
inline glm::vec3 get_lower_boundary()const;
|
||||
inline glm::vec3 upperBoundVex()const;
|
||||
inline glm::vec3 lowerBoundVex()const;
|
||||
|
||||
public:
|
||||
void render(ShaderProgram shader);
|
||||
@ -55,9 +55,9 @@ inline glm::mat4 Renderable::modelMatrix() const {
|
||||
return model;
|
||||
}
|
||||
|
||||
inline glm::vec3 Renderable::get_lower_boundary()const {
|
||||
return _lower_bound;
|
||||
inline glm::vec3 Renderable::lowerBoundVex() const {
|
||||
return _lowerBoundVex;
|
||||
}
|
||||
inline glm::vec3 Renderable::get_upper_boundary()const {
|
||||
return _upper_bound;
|
||||
inline glm::vec3 Renderable::upperBoundVex() const {
|
||||
return _upperBoundVex;
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user