#include <glm/gtx/closest_point.hpp>
#include "util.hpp"
-Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) : ai(*aiMesh) {
+Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) : progId(progId), ai(*aiMesh) {
std::vector<glm::vec3> vertices, normals, tangents, bitangents;
std::vector<glm::vec2> texCoords;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
- GLuint vbos[6];
glGenBuffers(6, vbos);
- GLuint vertexVbo = vbos[0], normalVbo = vbos[1], texCoordVbo = vbos[2], indicesVbo = vbos[3];
+ GLuint posVbo = vbos[0], normalVbo = vbos[1], texCoordVbo = vbos[2], indicesVbo = vbos[3];
GLuint boneVbo = vbos[4];
GLuint posLoc = glGetAttribLocation(progId, "pos");
- glBindBuffer(GL_ARRAY_BUFFER, vertexVbo);
+ glBindBuffer(GL_ARRAY_BUFFER, posVbo);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(posLoc);
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(boneWeightLoc, 4, GL_FLOAT, GL_FALSE, sizeof(VertBones), (const GLvoid *)sizeof(VertBones::ids));
}
+void Model::Mesh::updatePosBuffer() const {
+ GLuint posLoc = glGetAttribLocation(progId, "pos");
+ GLuint posVbo = vbos[0];
+ glBindBuffer(GL_ARRAY_BUFFER, posVbo);
+ glBufferData(GL_ARRAY_BUFFER, ai.mNumVertices * sizeof(aiVector3D), ai.mVertices, GL_STATIC_DRAW);
+ glEnableVertexAttribArray(posLoc);
+ glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
+}
+
Model::Node::Node(aiNode &node, GLuint progId, AnimMap *am, std::set<std::string> allBones, Node *p): ai(node), parent(p), progId(progId), animMap(am), isBone(allBones.count(std::string(node.mName.C_Str())) > 0) {
for (int i = 0; i < node.mNumMeshes; i++) {
meshIndices.push_back(node.mMeshes[i]);
// Returns closest vertex in world space and distance
// a and b define the line in 3d space
-std::pair<glm::vec3, float> Model::closestVertex(Model::Node &n, glm::vec3 a, glm::vec3 b, glm::mat4 parentTrans) const {
- float shortestDist = FLT_MAX;
- glm::vec3 closest;
+Model::VertexLookup Model::closestVertex(Model::Node &n, glm::vec3 a, glm::vec3 b, glm::mat4 parentTrans) const {
+ Model::VertexLookup closest;
+ closest.distance = FLT_MAX;
+
for (int i = 0; i < n.ai.mNumMeshes; i++) {
int meshIdx = n.ai.mMeshes[i];
const aiMesh &mesh = meshes[meshIdx].ai;
for (int j = 0; j < mesh.mNumVertices; j++) {
- glm::vec4 vPos = glm::vec4(aiVector3DToMat4(mesh.mVertices[j]), 1);
+ if (mesh.HasNormals()) {
+ auto n = aiVector3DToVec3(mesh.mNormals[j]);
+ if (glm::dot(n, glm::normalize(b - a)) > 0)
+ continue;
+ }
+ glm::vec4 vPos = glm::vec4(aiVector3DToVec3(mesh.mVertices[j]), 1);
// Move from model space -> world space
vPos = parentTrans * aiMatrixToMat4(n.ai.mTransformation) * vPos;
float dist = glm::distance(glm::vec3(vPos),
glm::closestPointOnLine(glm::vec3(vPos), a, b));
- if (dist < shortestDist) {
- closest = glm::vec3(vPos);
- shortestDist = dist;
+ if (dist < closest.distance) {
+ closest.pos = glm::vec3(vPos);
+ closest.distance = dist;
+ closest.meshIdx = i;
+ closest.vertIdx = j;
}
}
}
for (auto child: n.getChildren()) {
- auto res = closestVertex(*child, a, b, parentTrans * aiMatrixToMat4(n.ai.mTransformation));
- if (res.second < shortestDist) {
- closest = res.first;
- shortestDist = res.second;
- }
+ auto childRes = closestVertex(*child, a, b, parentTrans * aiMatrixToMat4(n.ai.mTransformation));
+ if (childRes.distance < closest.distance)
+ closest = childRes;
}
- return { closest, shortestDist };
+ return closest;
}