COSC-3P93-Project/Step 2/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>
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#include <math/colliders.h>
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namespace Raytracing {
struct Triangle {
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public:
vec4 vertex1, vertex2, vertex3;
bool hasNormals = false;
vec4 normal1, normal2, normal3;
vec4 uv1, uv2, uv3;
AABB aabb;
Triangle(const vec4& v1, const vec4& v2, const vec4& v3): vertex1(v1), vertex2(v2), vertex3(v3) {}
Triangle(const vec4& v1, const vec4& v2, const vec4& v3,
const vec4& n1, const vec4& n2, const vec4& n3): vertex1(v1), vertex2(v2), vertex3(v3),
hasNormals(true), normal1(n1), normal2(n2), normal3(n3) {}
Triangle(const vec4& v1, const vec4& v2, const vec4& v3,
const vec4& uv1, const vec4& uv2, const vec4& uv3,
const vec4& n1, const vec4& n2, const vec4& n3): vertex1(v1), vertex2(v2), vertex3(v3),
uv1(uv1), uv2(uv2), uv3(uv3),
hasNormals(true), normal1(n1), normal2(n2), normal3(n3) {}
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[[nodiscard]] vec4 findClosestNormal(const vec4& point) const {
// no need to sqrt as exact distance doesn't matter
auto n1Dist = (point - normal1).lengthSquared();
auto n2Dist = (point - normal2).lengthSquared();
auto n3Dist = (point - normal3).lengthSquared();
return (n1Dist < n2Dist && n1Dist < n3Dist) ? normal1 : (n2Dist < n3Dist ? normal2 : normal3);
}
};
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struct face {
int v1, v2, v3;
int uv1, uv2, uv3;
int n1, n2, n3;
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};
struct ModelData {
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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 = -INFINITY, maxY = -INFINITY, maxZ = -INFINITY;
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 = -INFINITY, tMaxY = -INFINITY, tMaxZ = -INFINITY;
// 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;
}
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};
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