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- Change placing calculation logic (without sticking) - Sticking still not working
224 lines
7.7 KiB
C++
224 lines
7.7 KiB
C++
#pragma once
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#include "logger.h"
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#include "model.h"
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Model::Model(std::string path) {
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// Load model meta info from path
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// TODO: Implement as async task
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loadModel(path);
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}
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Model::~Model() {
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// TODO: Maybe delete all meshes?
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}
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Model::Model(std::vector<Mesh>&& meshes, std::vector<Texture>&& textures, std::string directory, Boundary boundBox) {
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_meshes = std::move(meshes);
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_texturesLoaded = std::move(textures);
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_directory = directory;
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_status = LOADED;
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_boundBox = boundBox;
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}
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void Model::loadModel(std::string path) {
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Logger::info("Loading model from path: " + path);
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(
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path, aiProcess_Triangulate | aiProcess_FlipUVs);
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if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) {
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Logger::error("Failed to load model: " + std::string(importer.GetErrorString()));
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_status = ERR;
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return;
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}
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// Convert all '\' to '/'
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std::replace(path.begin(), path.end(), '\\', '/');
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_directory = path.substr(0, path.find_last_of('/'));
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Logger::info("Model read successfully");
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Logger::info("Processing model nodes");
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processNode(scene->mRootNode, scene);
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_status = LOADED;
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Logger::info("Model loaded");
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}
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void Model::processNode(aiNode* node, const aiScene* scene) {
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// Process all meshes in node
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for (unsigned int i = 0; i < node->mNumMeshes; i++) {
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aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
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_meshes.push_back(processMesh(mesh, scene));
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}
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// Recursively process child nodes
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for (unsigned int i = 0; i < node->mNumChildren; i++) {
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processNode(node->mChildren[i], scene);
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}
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}
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Mesh Model::processMesh(aiMesh* mesh, const aiScene* scene) {
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std::vector<Vertex> vertices;
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std::vector<unsigned int> indices;
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std::vector<Texture> textures;
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Logger::debug("Processing mesh with " + std::to_string(mesh->mNumVertices) + " vertices");
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// Process vertices
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for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
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// Create placeholder vectors
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glm::vec3 vertexPosition = glm::vec3(0.0f);
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glm::vec3 vertexNormal = glm::vec3(0.0f);
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glm::vec2 vertexTextureCoordinate = glm::vec2(0.0f);
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glm::vec3 vertexTangent = glm::vec3(0.0f);
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glm::vec3 vertexBitangent = glm::vec3(0.0f);
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// Process vertex position
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vertexPosition.x = mesh->mVertices[i].x;
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vertexPosition.y = mesh->mVertices[i].y;
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vertexPosition.z = mesh->mVertices[i].z;
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// Update boundary box
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_boundBox.updateControlPoints(vertexPosition);
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// Process vertex normals
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if (mesh->mNormals) {
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vertexNormal.x = mesh->mNormals[i].x;
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vertexNormal.y = mesh->mNormals[i].y;
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vertexNormal.z = mesh->mNormals[i].z;
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}
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// Process vertex texture coordinates
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if (mesh->mTextureCoords[0]) {
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// Process texture coordinates
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vertexTextureCoordinate.x = mesh->mTextureCoords[0][i].x;
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vertexTextureCoordinate.y = mesh->mTextureCoords[0][i].y;
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//// Process vertex tangents
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//if (mesh->mTangents) {
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// vertexTangent.x = mesh->mTangents[i].x;
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// vertexTangent.y = mesh->mTangents[i].y;
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// vertexTangent.z = mesh->mTangents[i].z;
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//}
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//
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//// Process vertex bitangents
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//if (mesh->mBitangents) {
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// vertexBitangent.x = mesh->mBitangents[i].x;
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// vertexBitangent.y = mesh->mBitangents[i].y;
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// vertexBitangent.z = mesh->mBitangents[i].z;
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//}
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}
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else {
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vertexTextureCoordinate = glm::vec2(0.0f, 0.0f);
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}
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// Create new vertex
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Vertex newVertex = {
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vertexPosition,
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vertexNormal,
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vertexTextureCoordinate,
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//vertexTangent,
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//vertexBitangent
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};
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// Add vertex to vertices
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vertices.push_back(newVertex);
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}
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Logger::debug("Vertices vector memory usage: " + std::to_string(vertices.size() * sizeof(Vertex) / 1024) + " KB");
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Logger::debug("Processing mesh with " + std::to_string(mesh->mNumFaces) + " faces");
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// Process indices
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for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
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aiFace face = mesh->mFaces[i];
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for (unsigned int j = 0; j < face.mNumIndices; j++) {
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indices.push_back(face.mIndices[j]);
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}
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}
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Logger::debug("Indices vector memory usage: " + std::to_string(indices.size() * sizeof(unsigned int) / 1024) + " KB");
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Logger::debug("Processing mesh materials");
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// Process material
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if (mesh->mMaterialIndex >= 0) {
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aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
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// Diffuse maps
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std::vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, TextureType::DIFFUSE);
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textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
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// Specular maps
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std::vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, TextureType::SPECULAR);
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textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
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}
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Logger::debug("Textures vector memory usage: " + std::to_string(textures.size() * sizeof(Texture) / 1024) + " KB");
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Logger::debug("Mesh processed");
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return Mesh(vertices, indices, textures);
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}
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std::vector<Texture> Model::loadMaterialTextures(aiMaterial* mat, aiTextureType type, TextureType textureType) {
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std::vector<Texture> textures;
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for (unsigned int i = 0; i < mat->GetTextureCount(type); i++) {
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aiString str;
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mat->GetTexture(type, i, &str);
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bool skip = false;
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for (unsigned int j = 0; j < _texturesLoaded.size(); j++) {
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if (std::strcmp(_texturesLoaded[j].path().data(), str.C_Str()) == 0) {
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textures.push_back(_texturesLoaded[j]);
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skip = true;
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Logger::debug("Texture already loaded, skipped");
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break;
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}
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}
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if (!skip) {
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Texture newTexture(textureType, _directory + '/' + str.C_Str());
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textures.push_back(newTexture);
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_texturesLoaded.push_back(newTexture);
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}
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}
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return textures;
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}
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void Model::render(const ShaderProgram& shader) const {
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// Test for model status
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if (_status != LOADED) {
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Logger::error("Trying to render unloaded model");
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return;
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}
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// Render the model
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for (unsigned int i = 0; i < _meshes.size(); i++) {
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_meshes[i].render(shader);
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}
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}
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HitRecord Model::hit(const Ray& ray, const glm::mat4& modelMatrix) const {
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HitRecord record = HitRecord();
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for (unsigned int i = 0; i < _meshes.size(); i++) {
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HitRecord hitRecord = _meshes[i].hit(ray, modelMatrix);
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if (hitRecord.hitted() && hitRecord.t() < record.t()) {
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record = hitRecord;
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}
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}
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return record;
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}
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Model* Model::copyToCurrentContext() const {
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// Reload all textures
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std::vector<Texture> newTextures;
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for (unsigned int i = 0; i < _texturesLoaded.size(); i++) {
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// Load texture
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Texture newTexture = Texture(_texturesLoaded[i].type(), _directory + '/' + _texturesLoaded[i].path());
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newTextures.push_back(newTexture);
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}
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// Copy all meshes
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std::vector<Mesh> newMeshes;
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for (unsigned int i = 0; i < _meshes.size(); i++) {
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// Copy mesh
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Mesh newMesh = Mesh(_meshes[i].vertices(), _meshes[i].indices(), newTextures);
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newMeshes.push_back(newMesh);
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}
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// Create new model
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Model* newModel = new Model(std::move(newMeshes), std::move(newTextures), _directory, _boundBox);
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return newModel;
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}
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