Adding model loading and bvh generation
This commit is contained in:
+1
-11
@@ -11,17 +11,6 @@ set(CMAKE_TOOLCHAIN_FILE ${CMAKE_CURRENT_SOURCE_DIR}/external/vcpkg/scripts/buil
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project(RayTracer)
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set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/build)
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/build)
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#Workaround for vs, because it places artifacts into an additional subfolder
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set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG ${CMAKE_CURRENT_SOURCE_DIR}/build)
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set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE ${CMAKE_CURRENT_SOURCE_DIR}/build)
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set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELWITHDEBINFO ${CMAKE_CURRENT_SOURCE_DIR}/build)
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set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_MINSIZEREL ${CMAKE_CURRENT_SOURCE_DIR}/build)
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG ${CMAKE_CURRENT_SOURCE_DIR}/build)
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE ${CMAKE_CURRENT_SOURCE_DIR}/build)
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELWITHDEBINFO ${CMAKE_CURRENT_SOURCE_DIR}/build)
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_MINSIZEREL ${CMAKE_CURRENT_SOURCE_DIR}/build)
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find_package(assimp CONFIG REQUIRED)
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find_package(glfw3 CONFIG REQUIRED)
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@@ -29,6 +18,7 @@ find_package(glm CONFIG REQUIRED)
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find_package(Ktx CONFIG REQUIRED)
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add_executable(RayTracer "")
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target_include_directories(RayTracer PUBLIC src/)
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target_link_libraries(RayTracer PUBLIC assimp::assimp)
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target_link_libraries(RayTracer PUBLIC glfw)
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target_link_libraries(RayTracer PUBLIC glm::glm)
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@@ -4,3 +4,4 @@ target_sources(RayTracer
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add_subdirectory(scene/)
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add_subdirectory(window/)
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add_subdirectory(util/)
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@@ -1,6 +1,11 @@
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#include "window/Window.h"
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#include "util/ModelLoader.h"
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#include "scene/BVH.h"
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int main() {
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BVH bvh;
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bvh.addModels(ModelLoader::loadModel("../../cube.fbx"));
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bvh.generate();
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Window w(1920, 1080);
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while (true) {
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w.update();
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@@ -0,0 +1,38 @@
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#pragma once
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#include <glm/vec3.hpp>
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#include <utility>
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struct AABB
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{
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glm::vec3 min = glm::vec3(std::numeric_limits<float>::max());
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glm::vec3 max = glm::vec3(std::numeric_limits<float>::lowest());
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float surfaceArea() const
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{
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glm::vec3 d = glm::vec3(max.x - min.x, max.y - min.y, max.z - min.z);
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return 2.0f * (d.x * d.y + d.y * d.z + d.z * d.x);
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}
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void adjust(glm::vec3 pos)
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{
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min.x = std::min(min.x, pos.x);
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min.y = std::min(min.y, pos.y);
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min.z = std::min(min.z, pos.z);
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max.x = std::max(max.x, pos.x);
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max.y = std::max(max.y, pos.y);
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max.z = std::max(max.z, pos.z);
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}
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static AABB combine(AABB lhs, AABB rhs)
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{
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AABB result;
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result.min.x = std::min(lhs.min.x, rhs.min.x);
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result.min.y = std::min(lhs.min.y, rhs.min.y);
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result.min.z = std::min(lhs.min.z, rhs.min.z);
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result.max.x = std::max(lhs.max.x, rhs.max.x);
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result.max.y = std::max(lhs.max.y, rhs.max.y);
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result.max.z = std::max(lhs.max.z, rhs.max.z);
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return result;
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}
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};
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@@ -1 +1,51 @@
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#include "BVH.h"
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#include <list>
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void BVH::addModel(PModel model) { models.push_back(std::move(model)); }
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void BVH::addModels(std::vector<PModel> _models)
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{
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for (int i = 0; i < _models.size(); ++i)
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{
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models.push_back(std::move(_models[i]));
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}
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}
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void BVH::generate()
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{
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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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models.pop_back();
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}
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while (pendingNodes.size() > 1)
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{
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int lhs = pendingNodes.size();
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int rhs = pendingNodes.size();
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float minSurface = std::numeric_limits<float>::max();
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for (int i = 0; i < pendingNodes.size(); ++i)
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{
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for (int j = 0; j < pendingNodes.size(); ++j)
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{
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if (i == j)
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continue;
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AABB combined = AABB::combine(pendingNodes[i]->aabb, pendingNodes[j]->aabb);
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float surface = combined.surfaceArea();
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if (minSurface > surface)
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{
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lhs = i;
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rhs = j;
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minSurface = surface;
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}
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}
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}
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PNode newNode = std::make_unique<Node>(AABB::combine(pendingNodes[lhs]->aabb, pendingNodes[rhs]->aabb));
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newNode->left = std::move(pendingNodes[lhs]);
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newNode->right = std::move(pendingNodes[rhs]);
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pendingNodes.erase(pendingNodes.begin() + lhs);
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pendingNodes.erase(pendingNodes.begin() + rhs);
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pendingNodes.push_back(std::move(newNode));
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}
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hierarchy = std::move(pendingNodes[0]);
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}
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+18
-7
@@ -1,15 +1,26 @@
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#pragma once
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#include <glm/glm.hpp>
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#include "AABB.h"
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#include "util/Model.h"
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#include <vector>
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struct AABB {
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glm::vec3 min;
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glm::vec3 max;
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};
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class BVH
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{
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public:
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void addModel(PModel model);
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void addModels(std::vector<PModel> models);
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void generate();
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private:
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std::vector<AABB> boundingBoxes;
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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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Node(AABB aabb) : aabb(aabb) {}
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Node(PModel model) : aabb(model->boundingBox), model(std::move(model)) {}
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};
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PNode hierarchy;
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std::vector<PModel> models;
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};
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@@ -1,4 +1,7 @@
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target_sources(RayTracer
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PRIVATE
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AABB.h
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BVH.h
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BVH.cpp
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Scene.h
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Scene.cpp)
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@@ -4,4 +4,5 @@ target_sources(RayTracer
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Model.cpp
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ModelLoader.h
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ModelLoader.cpp
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Ray.h
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)
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+2
-1
@@ -1,11 +1,12 @@
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#pragma once
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#include "Minimal.h"
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#include "scene/AABB.h"
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#include <vector>
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#include <glm/glm.hpp>
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class Model
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{
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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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};
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@@ -8,22 +8,28 @@
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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(filename, 0);
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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 result = std::make_unique<Model>();
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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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result->positions.add(glm::vec3(aiVert.x, aiVert.y, aiVert.z));
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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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result->indices.add(face.mIndices[0]);
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result->indices.add(face.mIndices[1]);
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result->indices.add(face.mIndices[2]);
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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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}
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return result;
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}
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@@ -1,5 +1,6 @@
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#pragma once
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#include "Model.h"
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#include <string_view>
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class ModelLoader
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{
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