X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=model.cpp;h=4192645c9c003d2de7d490897ff0ca02a1897b46;hp=345309a211e30232e2bd0c50a3945ccf74b43542;hb=b472351f3c80cec8c7e9ec30cb4c113c947c0ff7;hpb=d26c67a51e58c3f70d1689e265e9bebe578b50ad diff --git a/model.cpp b/model.cpp index 345309a..4192645 100644 --- a/model.cpp +++ b/model.cpp @@ -2,11 +2,10 @@ #include #include #include +#include #include "util.hpp" - -Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) { - +Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) : ai(*aiMesh) { std::vector vertices, normals, tangents, bitangents; std::vector texCoords; @@ -224,6 +223,14 @@ glm::mat4 Model::Node::totalTrans(const glm::mat4 parentTrans, const float tick) return m; } +const Model::Node &Model::Node::getRoot() const { + const Model::Node *rootPtr = this; + while (rootPtr->parent != nullptr) + rootPtr = rootPtr->parent; + const Model::Node &root = *rootPtr; + return root; +} + void Model::Node::draw( const std::vector &meshes, const std::vector &materials, const Skybox skybox, @@ -341,8 +348,6 @@ Model::Model(const aiScene *scene, Program p): program(p) { } } - printHierarchy(scene->mRootNode); - root = new Node(*(scene->mRootNode), p.progId, &animMap, allBones, nullptr); } @@ -398,3 +403,36 @@ Model::Node* Model::Node::findNode(const aiNode &aiNode) { bool Model::Node::operator==(const Model::Node &rhs) const { return &ai == &rhs.ai; } + +// Returns closest vertex in world space and distance +// a and b define the line in 3d space +std::pair Model::closestVertex(Model::Node &n, glm::vec3 a, glm::vec3 b, glm::mat4 parentTrans) const { + float shortestDist = FLT_MAX; + glm::vec3 closest; + 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); + // 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; + } + } + } + + 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; + } + } + + return { closest, shortestDist }; +}