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fix bug and add test code
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@ -2,7 +2,7 @@
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#include "renderable.h"
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#include "renderable.h"
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// 极值点一定在model包围盒的顶点出取到
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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) : _model(model) {}
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@ -40,16 +40,17 @@ void Renderable::render(ShaderProgram shader) {
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}
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}
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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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void Renderable::check_boundary() {
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void Renderable::check_boundary() {
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std::vector<glm::vec3> temp = { _lower_bound,_upper_bound };
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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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_lower_bound = glm::vec3(3e36, 3e36, 3e36);
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_upper_bound = -_lower_bound;
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_upper_bound = -_lower_bound;
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auto model = this->modelMatrix();// 变换矩阵
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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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// 位运算 从000到111的每一种组合
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for (int i = 0; i < 7; i++) {
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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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//遍历每一个顶点
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glm::vec4 vex = glm::vec4(temp[i & 4][0], temp[i & 2][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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vex = model * vex; // 经过变化之后的点的坐标
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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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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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_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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_upper_bound[j] = _upper_bound[j] > vex[j] ? _upper_bound[j] : vex[j];
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@ -30,6 +30,9 @@ 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 get_lower_boundary()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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// check here to get global boundary
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// check here to get global boundary
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@ -39,7 +42,18 @@ public:
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inline glm::mat4 Renderable::modelMatrix() const {
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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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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, _position);
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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 = model * _rotation;
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//model = _rotation * model;
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model = glm::scale(model, _scale);
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model = glm::scale(model, _scale);
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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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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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@ -86,6 +86,12 @@ void SceneViewer::initializeGL() {
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Renderable renderable(backpackModel);
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Renderable renderable(backpackModel);
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_objects.push_back(backpackModel);
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_objects.push_back(backpackModel);
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//renderable.scale(1);
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//renderable.rotate(glm::vec3(1, 0, 0), 2);
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//renderable.check_boundary();
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//auto t1 = renderable.get_lower_boundary();
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//auto t2 = renderable.get_upper_boundary();
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_camera.setPosition(glm::vec3(0.0f, 15.0f, 8.0f));
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_camera.setPosition(glm::vec3(0.0f, 15.0f, 8.0f));
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_camera.setYaw(-90.0f);
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_camera.setYaw(-90.0f);
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_camera.setPitch(-30.0f);
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_camera.setPitch(-30.0f);
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