COSC-3P93-Project/Step 2/Submission/include/util/models.h

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/*
* Created by Brett Terpstra 6920201 on 17/10/22.
* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
*/
#ifndef STEP_2_MODELS_H
#define STEP_2_MODELS_H
#include <util/std.h>
#include <math/vectors.h>
#include <math/colliders.h>
#include <math/bvh.h>
namespace Raytracing {
struct ModelData {
public:
// storing all this data is memory inefficient
// since normals and vertices are only vec3s
// and uvs are vec2s
// TODO: create lower order vector classes
std::vector<Vec4> vertices;
std::vector<Vec4> uvs;
std::vector<Vec4> normals;
std::vector<face> faces;
AABB aabb;
std::vector<Triangle> toTriangles() {
std::vector<Triangle> triangles;
PRECISION_TYPE minX = infinity, minY = infinity, minZ = infinity, maxX = ninfinity, maxY = ninfinity, maxZ = ninfinity;
for (face f: faces) {
Triangle t {vertices[f.v1], vertices[f.v2], vertices[f.v3],
uvs[f.uv1], uvs[f.uv2], uvs[f.uv3],
normals[f.n1], normals[f.n2], normals[f.n3]};
PRECISION_TYPE tMinX = infinity, tMinY = infinity, tMinZ = infinity, tMaxX = ninfinity, tMaxY = ninfinity, tMaxZ = ninfinity;
// find the min and max of all the triangles
tMinX = std::min(t.vertex1.x(), std::min(t.vertex2.x(), std::min(t.vertex3.x(), tMinX)));
tMinY = std::min(t.vertex1.y(), std::min(t.vertex2.y(), std::min(t.vertex3.y(), tMinY)));
tMinZ = std::min(t.vertex1.z(), std::min(t.vertex2.z(), std::min(t.vertex3.z(), tMinZ)));
tMaxX = std::max(t.vertex1.x(), std::max(t.vertex2.x(), std::max(t.vertex3.x(), tMaxX)));
tMaxY = std::max(t.vertex1.y(), std::max(t.vertex2.y(), std::max(t.vertex3.y(), tMaxY)));
tMaxZ = std::max(t.vertex1.z(), std::max(t.vertex2.z(), std::max(t.vertex3.z(), tMaxZ)));
// create a AABB for model local BVH
t.aabb = {tMinX, tMinY, tMinZ, tMaxX, tMaxY, tMaxZ};
// and of course for a model AABB,
minX = std::min(tMinX, minX);
minY = std::min(tMinY, minY);
minZ = std::min(tMinZ, minZ);
maxX = std::max(tMaxX, maxX);
maxY = std::max(tMaxY, maxY);
maxZ = std::max(tMaxZ, maxZ);
triangles.push_back(t);
}
// to generate a AABB
aabb = {minX, minY, minZ, maxX, maxY, maxZ};
return triangles;
}
// creates a BVH tree and returns the list of objects we created. make sure to delete them.
static std::vector<Object*> createBVHTree(std::vector<Triangle>& triangles, const Vec4& pos) {
std::vector<Object*> objects;
for (auto& tri : triangles){
Object* obj = new EmptyObject(pos, tri.aabb, tri);
objects.push_back(obj);
}
return objects;
}
};
class ModelLoader {
private:
public:
virtual ModelData loadModel(std::string file) = 0;
};
class OBJLoader : public ModelLoader {
private:
public:
virtual ModelData loadModel(std::string file);
};
}
#endif //STEP_2_MODELS_H