/* * 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 #include #include #include 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 vertices; std::vector uvs; std::vector normals; std::vector faces; AABB aabb; std::vector toTriangles() { std::vector 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 createBVHTree(std::vector& triangles, const Vec4& pos) { std::vector 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