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/*
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* Created by Brett Terpstra 6920201 on 17/10/22.
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* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
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*/
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#ifndef STEP_2_MODELS_H
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#define STEP_2_MODELS_H
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#include <util/std.h>
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#include <math/vectors.h>
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#include <math/colliders.h>
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namespace Raytracing {
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struct Triangle {
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public:
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vec4 vertex1, vertex2, vertex3;
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bool hasNormals = false;
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vec4 normal1, normal2, normal3;
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vec4 uv1, uv2, uv3;
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AABB aabb;
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Triangle(const vec4& v1, const vec4& v2, const vec4& v3): vertex1(v1), vertex2(v2), vertex3(v3) {}
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Triangle(const vec4& v1, const vec4& v2, const vec4& v3,
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const vec4& n1, const vec4& n2, const vec4& n3): vertex1(v1), vertex2(v2), vertex3(v3),
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hasNormals(true), normal1(n1), normal2(n2), normal3(n3) {}
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Triangle(const vec4& v1, const vec4& v2, const vec4& v3,
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const vec4& uv1, const vec4& uv2, const vec4& uv3,
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const vec4& n1, const vec4& n2, const vec4& n3): vertex1(v1), vertex2(v2), vertex3(v3),
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uv1(uv1), uv2(uv2), uv3(uv3),
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hasNormals(true), normal1(n1), normal2(n2), normal3(n3) {}
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[[nodiscard]] vec4 findClosestNormal(const vec4& point) const {
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// no need to sqrt as exact distance doesn't matter
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auto n1Dist = (point - normal1).lengthSquared();
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auto n2Dist = (point - normal2).lengthSquared();
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auto n3Dist = (point - normal3).lengthSquared();
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return (n1Dist < n2Dist && n1Dist < n3Dist) ? normal1 : (n2Dist < n3Dist ? normal2 : normal3);
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}
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};
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struct face {
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int v1, v2, v3;
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int uv1, uv2, uv3;
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int n1, n2, n3;
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};
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struct ModelData {
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public:
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// storing all this data is memory inefficient
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// since normals and vertices are only vec3s
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// and uvs are vec2s
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// TODO: create lower order vector classes
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std::vector<vec4> vertices;
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std::vector<vec4> uvs;
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std::vector<vec4> normals;
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std::vector<face> faces;
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AABB aabb;
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std::vector<Triangle> toTriangles() {
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std::vector<Triangle> triangles;
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PRECISION_TYPE minX = INFINITY, minY = INFINITY, minZ = INFINITY, maxX = -INFINITY, maxY = -INFINITY, maxZ = -INFINITY;
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for (face f: faces) {
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Triangle t {vertices[f.v1], vertices[f.v2], vertices[f.v3],
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uvs[f.uv1], uvs[f.uv2], uvs[f.uv3],
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normals[f.n1], normals[f.n2], normals[f.n3]};
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PRECISION_TYPE tMinX = INFINITY, tMinY = INFINITY, tMinZ = INFINITY, tMaxX = -INFINITY, tMaxY = -INFINITY, tMaxZ = -INFINITY;
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// find the min and max of all the triangles
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tMinX = std::min(t.vertex1.x(), std::min(t.vertex2.x(), std::min(t.vertex3.x(), tMinX)));
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tMinY = std::min(t.vertex1.y(), std::min(t.vertex2.y(), std::min(t.vertex3.y(), tMinY)));
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tMinZ = std::min(t.vertex1.z(), std::min(t.vertex2.z(), std::min(t.vertex3.z(), tMinZ)));
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tMaxX = std::max(t.vertex1.x(), std::max(t.vertex2.x(), std::max(t.vertex3.x(), tMaxX)));
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tMaxY = std::max(t.vertex1.y(), std::max(t.vertex2.y(), std::max(t.vertex3.y(), tMaxY)));
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tMaxZ = std::max(t.vertex1.z(), std::max(t.vertex2.z(), std::max(t.vertex3.z(), tMaxZ)));
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// create a AABB for model local BVH
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t.aabb = {tMinX, tMinY, tMinZ, tMaxX, tMaxY, tMaxZ};
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// and of course for a model AABB,
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minX = std::min(tMinX, minX);
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minY = std::min(tMinY, minY);
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minZ = std::min(tMinZ, minZ);
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maxX = std::max(tMaxX, maxX);
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maxY = std::max(tMaxY, maxY);
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maxZ = std::max(tMaxZ, maxZ);
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triangles.push_back(t);
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}
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// to generate a AABB
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aabb = {minX, minY, minZ, maxX, maxY, maxZ};
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return triangles;
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}
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};
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class ModelLoader {
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private:
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public:
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virtual ModelData loadModel(std::string file) = 0;
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};
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class OBJLoader : public ModelLoader {
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private:
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public:
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virtual ModelData loadModel(std::string file);
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};
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}
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#endif //STEP_2_MODELS_H
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