reorganizing mesh data
This commit is contained in:
+67
-3
@@ -22,7 +22,23 @@ void BVH::generate()
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std::vector<PNode> pendingNodes;
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while (!models.empty())
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{
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pendingNodes.push_back(std::make_unique<Node>(std::move(models.back())));
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auto& model = models.back();
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ModelReference ref = {
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.positionOffset = (uint32_t)positionPool.size(),
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.indicesOffset = (uint32_t)indicesPool.size(),
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.numIndices = (uint32_t)model->indices.size(),
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};
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for (uint32_t i = 0; i < model->positions.size(); ++i)
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{
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positionPool.push_back(model->positions[i]);
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}
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for (uint32_t i = 0; i < model->indices.size(); ++i)
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{
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indicesPool.push_back(model->indices[i]);
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edgesPool.push_back(model->edges[i]);
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faceNormalsPool.push_back(model->faceNormals[i]);
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}
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pendingNodes.push_back(std::make_unique<Node>(model->boundingBox, ref));
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models.pop_back();
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}
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while (pendingNodes.size() > 1)
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@@ -82,9 +98,9 @@ std::vector<IntersectionInfo> BVH::generateIntersections(const PNode& currentNod
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{
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return {};
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}
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if (currentNode->model != nullptr)
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if (currentNode->model.numIndices > 0)
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{
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auto result = currentNode->model->intersect(ray);
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auto result = intersectModel(currentNode->model, ray);
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if (result.has_value())
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{
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return {*result};
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@@ -103,3 +119,51 @@ std::vector<IntersectionInfo> BVH::generateIntersections(const PNode& currentNod
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}
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return leftResults;
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}
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std::optional<IntersectionInfo> BVH::intersectModel(ModelReference reference, const Ray ray) const
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{
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std::optional<IntersectionInfo> intersection = {};
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float distance = 0;
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for (size_t posIndex = 0, edgeIndex = 0, normalIndex = 0; posIndex < reference.numIndices; posIndex++, edgeIndex += 2, normalIndex++)
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{
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const auto p0 = positionPool[reference.positionOffset + indicesPool[reference.indicesOffset + posIndex].x];
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const auto p1 = positionPool[reference.positionOffset + indicesPool[reference.indicesOffset + posIndex].y];
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const auto p2 = positionPool[reference.positionOffset + indicesPool[reference.indicesOffset + posIndex].z];
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const auto e0 = edgesPool[reference.indicesOffset + edgeIndex];
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const auto e1 = edgesPool[reference.indicesOffset + edgeIndex + 1];
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const auto n = faceNormalsPool[reference.indicesOffset + normalIndex];
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const auto s = ray.origin - p0;
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const auto s1 = glm::cross(ray.direction, e1);
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const auto s2 = glm::cross(s, e0);
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const float fraction = 1.0f / glm::dot(s1, e0);
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const auto resultVector = glm::vec3(glm::dot(s2, e1), glm::dot(s1, s), glm::dot(s2, ray.direction)) * fraction;
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const float b3 = 1.0f - resultVector.y - resultVector.z;
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if (b3 < 0 || b3 > 1)
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continue;
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if (resultVector.y < 0 || resultVector.y > 1)
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continue;
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if (resultVector.z < 0 || resultVector.z > 1)
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continue;
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if (resultVector.x < 1e-6)
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continue;
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if (!intersection.has_value() || resultVector.x < distance)
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{
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intersection = IntersectionInfo{.position = ray.origin + ray.direction * resultVector.x,
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.normal = n,
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.albedo = glm::vec3(0.7f, 0.7f, 0.7f),
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.emissive = glm::vec3(0.0f, 0.0f, 0.0f)};
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distance = resultVector.x;
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}
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}
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return intersection;
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}
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+15
-2
@@ -6,6 +6,13 @@
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#include <optional>
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#include <vector>
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struct ModelReference
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{
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uint32_t positionOffset;
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uint32_t indicesOffset;
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uint32_t numIndices;
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};
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class BVH
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{
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public:
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@@ -16,18 +23,24 @@ public:
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std::optional<IntersectionInfo> traceRay(Ray ray) const;
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private:
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std::vector<glm::vec3> positionPool;
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std::vector<glm::uvec3> indicesPool;
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std::vector<glm::vec3> edgesPool;
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std::vector<glm::vec3> faceNormalsPool;
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DECLARE_REF(Node)
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struct Node
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{
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PNode left;
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PNode right;
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AABB aabb;
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PModel model;
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ModelReference model;
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Node(AABB aabb) : aabb(aabb) {}
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Node(PModel model) : aabb(model->boundingBox), model(std::move(model)) {}
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Node(AABB aabb, ModelReference model) : aabb(aabb), model(model) {}
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};
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PNode hierarchy;
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std::vector<PModel> models;
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std::vector<IntersectionInfo> generateIntersections(const PNode& currentNode, Ray ray) const;
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std::optional<IntersectionInfo> intersectModel(ModelReference reference, Ray ray) const;
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};
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+3
-54
@@ -9,64 +9,13 @@ void Model::transform(glm::mat4 matrix)
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boundingBox.transform(matrix);
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for (int i = 0; i < indices.size(); i+=3)
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for (int i = 0; i < indices.size(); i++)
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{
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auto e0 = positions[indices[i + 1]] - positions[indices[i + 0]];
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auto e1 = positions[indices[i + 2]] - positions[indices[i + 0]];
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auto e0 = positions[indices[i].y] - positions[indices[i].x];
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auto e1 = positions[indices[i].z] - positions[indices[i].x];
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edges.push_back(e0);
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edges.push_back(e1);
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faceNormals.push_back(glm::cross(e0, e1));
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}
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}
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std::optional<IntersectionInfo> Model::intersect(const Ray ray) const
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{
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std::optional<IntersectionInfo> intersection = {};
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float distance = 0;
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for(size_t posIndex=0, edgeIndex=0, normalIndex=0; posIndex <indices.size(); posIndex+=3, edgeIndex+=2, normalIndex++)
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{
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const auto p0 = positions[indices[posIndex]];
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const auto p1 = positions[indices[posIndex+1]];
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const auto p2 = positions[indices[posIndex+2]];
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const auto e0 = edges[edgeIndex];
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const auto e1 = edges[edgeIndex+1];
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const auto n = faceNormals[normalIndex];
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const auto s = ray.origin - p0;
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const auto s1 = glm::cross(ray.direction, e1);
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const auto s2 = glm::cross(s, e0);
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const float fraction = 1.0f / glm::dot(s1, e0);
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const auto resultVector = glm::vec3(glm::dot(s2, e1), glm::dot(s1, s), glm::dot(s2, ray.direction)) * fraction;
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const float b3 = 1.0f - resultVector.y - resultVector.z;
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if(b3 < 0 || b3 > 1)
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continue;
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if(resultVector.y < 0 || resultVector.y > 1)
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continue;
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if(resultVector.z < 0 || resultVector.z > 1)
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continue;
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if(resultVector.x < 1e-6)
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continue;
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if(!intersection.has_value() || resultVector.x < distance)
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{
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intersection = IntersectionInfo {
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.position = ray.origin + ray.direction * resultVector.x,
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.normal = n,
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.albedo = glm::vec3(0.7f, 0.7f, 0.7f),
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.emissive = glm::vec3(0.0f, 0.0f, 0.0f)
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};
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distance = resultVector.x;
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}
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}
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return intersection;
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}
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+1
-2
@@ -21,10 +21,9 @@ class Model
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public:
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AABB boundingBox;
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std::vector<glm::vec3> positions;
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std::vector<uint32_t> indices;
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std::vector<glm::uvec3> indices;
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std::vector<glm::vec3> edges;
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std::vector<glm::vec3> faceNormals;
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void transform(glm::mat4 matrix);
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std::optional<IntersectionInfo> intersect(Ray ray) const;
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};
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DECLARE_REF(Model)
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+21
-24
@@ -7,30 +7,27 @@
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std::vector<PModel> ModelLoader::loadModel(std::string_view filename)
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{
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(std::string(filename), aiProcess_Triangulate);
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std::vector<PModel> result;
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for (int m = 0; m < scene->mNumMeshes; ++m)
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(std::string(filename), aiProcess_Triangulate);
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std::vector<PModel> result;
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for (int m = 0; m < scene->mNumMeshes; ++m)
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{
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PModel model = std::make_unique<Model>();
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const aiMesh* mesh = scene->mMeshes[m];
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AABB aabb;
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for (int v = 0; v < mesh->mNumVertices; ++v)
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{
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PModel model = std::make_unique<Model>();
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const aiMesh* mesh = scene->mMeshes[m];
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AABB aabb;
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for (int v = 0; v < mesh->mNumVertices; ++v)
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{
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auto aiVert = mesh->mVertices[v];
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model->positions.push_back(glm::vec3(aiVert.x, aiVert.y, aiVert.z));
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aabb.adjust(model->positions.back());
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}
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for (int i = 0; i < mesh->mNumFaces; ++i)
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{
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auto face = mesh->mFaces[i];
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model->indices.push_back(face.mIndices[0]);
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model->indices.push_back(face.mIndices[1]);
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model->indices.push_back(face.mIndices[2]);
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}
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model->boundingBox = aabb;
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result.push_back(std::move(model));
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auto aiVert = mesh->mVertices[v];
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model->positions.push_back(glm::vec3(aiVert.x, aiVert.y, aiVert.z));
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aabb.adjust(model->positions.back());
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}
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return result;
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for (int i = 0; i < mesh->mNumFaces; ++i)
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{
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auto face = mesh->mFaces[i];
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model->indices.push_back(glm::uvec3(face.mIndices[0], face.mIndices[1], face.mIndices[2]));
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}
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model->boundingBox = aabb;
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result.push_back(std::move(model));
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}
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return result;
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}
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