reorganizing mesh data

This commit is contained in:
Dynamitos
2025-01-25 19:14:22 +01:00
parent a73f43bb31
commit 60e8548c7d
5 changed files with 108 additions and 86 deletions
+3 -54
View File
@@ -9,64 +9,13 @@ void Model::transform(glm::mat4 matrix)
boundingBox.transform(matrix);
for (int i = 0; i < indices.size(); i+=3)
for (int i = 0; i < indices.size(); i++)
{
auto e0 = positions[indices[i + 1]] - positions[indices[i + 0]];
auto e1 = positions[indices[i + 2]] - positions[indices[i + 0]];
auto e0 = positions[indices[i].y] - positions[indices[i].x];
auto e1 = positions[indices[i].z] - positions[indices[i].x];
edges.push_back(e0);
edges.push_back(e1);
faceNormals.push_back(glm::cross(e0, e1));
}
}
std::optional<IntersectionInfo> Model::intersect(const Ray ray) const
{
std::optional<IntersectionInfo> intersection = {};
float distance = 0;
for(size_t posIndex=0, edgeIndex=0, normalIndex=0; posIndex <indices.size(); posIndex+=3, edgeIndex+=2, normalIndex++)
{
const auto p0 = positions[indices[posIndex]];
const auto p1 = positions[indices[posIndex+1]];
const auto p2 = positions[indices[posIndex+2]];
const auto e0 = edges[edgeIndex];
const auto e1 = edges[edgeIndex+1];
const auto n = faceNormals[normalIndex];
const auto s = ray.origin - p0;
const auto s1 = glm::cross(ray.direction, e1);
const auto s2 = glm::cross(s, e0);
const float fraction = 1.0f / glm::dot(s1, e0);
const auto resultVector = glm::vec3(glm::dot(s2, e1), glm::dot(s1, s), glm::dot(s2, ray.direction)) * fraction;
const float b3 = 1.0f - resultVector.y - resultVector.z;
if(b3 < 0 || b3 > 1)
continue;
if(resultVector.y < 0 || resultVector.y > 1)
continue;
if(resultVector.z < 0 || resultVector.z > 1)
continue;
if(resultVector.x < 1e-6)
continue;
if(!intersection.has_value() || resultVector.x < distance)
{
intersection = IntersectionInfo {
.position = ray.origin + ray.direction * resultVector.x,
.normal = n,
.albedo = glm::vec3(0.7f, 0.7f, 0.7f),
.emissive = glm::vec3(0.0f, 0.0f, 0.0f)
};
distance = resultVector.x;
}
}
return intersection;
}
+1 -2
View File
@@ -21,10 +21,9 @@ class Model
public:
AABB boundingBox;
std::vector<glm::vec3> positions;
std::vector<uint32_t> indices;
std::vector<glm::uvec3> indices;
std::vector<glm::vec3> edges;
std::vector<glm::vec3> faceNormals;
void transform(glm::mat4 matrix);
std::optional<IntersectionInfo> intersect(Ray ray) const;
};
DECLARE_REF(Model)
+21 -24
View File
@@ -7,30 +7,27 @@
std::vector<PModel> ModelLoader::loadModel(std::string_view filename)
{
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(std::string(filename), aiProcess_Triangulate);
std::vector<PModel> result;
for (int m = 0; m < scene->mNumMeshes; ++m)
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(std::string(filename), aiProcess_Triangulate);
std::vector<PModel> result;
for (int m = 0; m < scene->mNumMeshes; ++m)
{
PModel model = std::make_unique<Model>();
const aiMesh* mesh = scene->mMeshes[m];
AABB aabb;
for (int v = 0; v < mesh->mNumVertices; ++v)
{
PModel model = std::make_unique<Model>();
const aiMesh* mesh = scene->mMeshes[m];
AABB aabb;
for (int v = 0; v < mesh->mNumVertices; ++v)
{
auto aiVert = mesh->mVertices[v];
model->positions.push_back(glm::vec3(aiVert.x, aiVert.y, aiVert.z));
aabb.adjust(model->positions.back());
}
for (int i = 0; i < mesh->mNumFaces; ++i)
{
auto face = mesh->mFaces[i];
model->indices.push_back(face.mIndices[0]);
model->indices.push_back(face.mIndices[1]);
model->indices.push_back(face.mIndices[2]);
}
model->boundingBox = aabb;
result.push_back(std::move(model));
auto aiVert = mesh->mVertices[v];
model->positions.push_back(glm::vec3(aiVert.x, aiVert.y, aiVert.z));
aabb.adjust(model->positions.back());
}
return result;
for (int i = 0; i < mesh->mNumFaces; ++i)
{
auto face = mesh->mFaces[i];
model->indices.push_back(glm::uvec3(face.mIndices[0], face.mIndices[1], face.mIndices[2]));
}
model->boundingBox = aabb;
result.push_back(std::move(model));
}
return result;
}