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Clicking on Room Models will now highlight their bounding sphere

Thomas Buck 9 anos atrás
pai
commit
bbeaf45edc

+ 37
- 0
include/BoundingSphere.h Ver arquivo

@@ -0,0 +1,37 @@
1
+/*!
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+ * \file include/BoundingSphere.h
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+ * \brief 3D Bounding Sphere
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+ *
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+ * \author xythobuz
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+ */
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+
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+#ifndef _BOUNDING_SPHERE_H_
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+#define _BOUNDING_SPHERE_H_
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+
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+#include <vector>
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+
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+class BoundingSphere {
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+  public:
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+    BoundingSphere(glm::vec3 p = glm::vec3(0.0f, 0.0f, 0.0f), float r = 100.0f, int res = 10) : pos(p), radius(r), resolution(res) { }
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+
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+    void setPosition(glm::vec3 p) { pos = p; }
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+    glm::vec3 getPosition() { return pos; }
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+
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+    void setRadius(float r) { radius = r; }
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+    float getRadius() { return radius; }
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+
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+    void display(glm::mat4 VP, glm::vec3 color);
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+
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+    static void display();
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+
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+  private:
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+    glm::vec3 pos;
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+    float radius;
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+    int resolution;
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+
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+    static std::vector<glm::vec4> vertices;
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+    static std::vector<glm::vec3> colors;
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+};
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+
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+#endif
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+

+ 3
- 4
include/Mesh.h Ver arquivo

@@ -10,6 +10,7 @@
10 10
 
11 11
 #include <vector>
12 12
 
13
+#include "BoundingSphere.h"
13 14
 #include "system/Shader.h"
14 15
 
15 16
 struct IndexedRectangle {
@@ -42,8 +43,7 @@ class Mesh {
42 43
     void prepare();
43 44
     void display(glm::mat4 MVP, ShaderTexture* shaderTexture = nullptr);
44 45
 
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-    glm::vec3 getCenter() { return center; }
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-    float getRadius() { return radius; }
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+    BoundingSphere& getBoundingSphere() { return sphere; }
47 47
 
48 48
   private:
49 49
     std::vector<unsigned short> indicesBuff;
@@ -56,8 +56,7 @@ class Mesh {
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     std::vector<glm::vec3> colorsBuff;
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     std::vector<unsigned int> colorsIndexBuff;
58 58
 
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-    glm::vec3 center;
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-    float radius;
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+    BoundingSphere sphere;
61 60
 };
62 61
 
63 62
 #endif

+ 1
- 0
include/RoomData.h Ver arquivo

@@ -18,6 +18,7 @@ class StaticModel {
18 18
 
19 19
     glm::vec3 getCenter();
20 20
     float getRadius();
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+    void displayBoundingSphere(glm::mat4 VP, glm::vec3 color);
21 22
 
22 23
   private:
23 24
     void find();

+ 3
- 3
include/StaticMesh.h Ver arquivo

@@ -10,7 +10,8 @@
10 10
 
11 11
 #include <memory>
12 12
 
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-#include "RoomData.h"
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+#include "BoundingBox.h"
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+#include "BoundingSphere.h"
14 15
 
15 16
 class StaticMesh {
16 17
   public:
@@ -19,8 +20,7 @@ class StaticMesh {
19 20
     void display(glm::mat4 MVP);
20 21
     void displayUI();
21 22
 
22
-    glm::vec3 getCenter();
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-    float getRadius();
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+    BoundingSphere& getBoundingSphere();
24 24
 
25 25
     int getID() { return id; }
26 26
 

+ 1
- 1
src/BoundingBox.cpp Ver arquivo

@@ -9,7 +9,7 @@
9 9
 #include "Camera.h"
10 10
 #include "World.h"
11 11
 #include "system/Shader.h"
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-#include "RoomData.h"
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+#include "BoundingBox.h"
13 13
 
14 14
 #include <glbinding/gl/gl.h>
15 15
 

+ 61
- 0
src/BoundingSphere.cpp Ver arquivo

@@ -0,0 +1,61 @@
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+/*!
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+ * \file src/BoundingSphere.cpp
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+ * \brief 3D Axis Aligned Bounding Sphere
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+ *
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+ * \author xythobuz
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+ */
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+
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+#include "global.h"
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+#include "Camera.h"
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+#include "World.h"
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+#include "system/Shader.h"
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+#include "BoundingSphere.h"
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+
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+#include <glbinding/gl/gl.h>
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+
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+std::vector<glm::vec4> BoundingSphere::vertices;
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+std::vector<glm::vec3> BoundingSphere::colors;
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+
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+void BoundingSphere::display(glm::mat4 VP, glm::vec3 color) {
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+    for (int w = 0; w < resolution; w++) {
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+        for (int h = (-resolution / 2); h < (resolution / 2); h++){
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+            float inc1 = (w / float(resolution)) * 2.0f * glm::pi<float>();
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+            float inc2 = ((w + 1) / float(resolution)) * 2.0f * glm::pi<float>();
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+            float inc3 = (h / float(resolution)) * glm::pi<float>();
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+            float inc4 = ((h + 1) / float(resolution)) * glm::pi<float>();
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+
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+            float x1 = glm::sin(inc1);
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+            float y1 = glm::cos(inc1);
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+            float x2 = glm::sin(inc2);
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+            float y2 = glm::cos(inc2);
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+
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+            float radius1 = radius * glm::cos(inc3);
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+            float radius2 = radius * glm::cos(inc4);
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+
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+            float z1 = radius * glm::sin(inc3);
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+            float z2 = radius * glm::sin(inc4);
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+
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+            vertices.emplace_back(VP * (glm::vec4(radius1 * x1, z1, radius1 * y1, 1.0f) + glm::vec4(pos, 0.0f)));
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+            vertices.emplace_back(VP * (glm::vec4(radius1 * x2, z1, radius1 * y2, 1.0f) + glm::vec4(pos, 0.0f)));
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+            vertices.emplace_back(VP * (glm::vec4(radius2 * x2, z2, radius2 * y2, 1.0f) + glm::vec4(pos, 0.0f)));
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+
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+            vertices.emplace_back(VP * (glm::vec4(radius1 * x1, z1, radius1 * y1, 1.0f) + glm::vec4(pos, 0.0f)));
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+            vertices.emplace_back(VP * (glm::vec4(radius2 * x2, z2, radius2 * y2, 1.0f) + glm::vec4(pos, 0.0f)));
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+            vertices.emplace_back(VP * (glm::vec4(radius2 * x1, z2, radius2 * y1, 1.0f) + glm::vec4(pos, 0.0f)));
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+
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+            for (int i = 0; i < 6; i++) {
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+                colors.emplace_back(color);
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+            }
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+        }
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+
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+    }
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+}
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+
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+void BoundingSphere::display() {
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+    if (vertices.size() > 0) {
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+        Shader::drawGL(vertices, colors, gl::GL_POINTS);
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+    }
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+
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+    vertices.clear();
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+    colors.clear();
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+}

+ 1
- 0
src/CMakeLists.txt Ver arquivo

@@ -47,6 +47,7 @@ endif (OPENAL_FOUND)
47 47
 
48 48
 # Set Source files
49 49
 set (SRCS ${SRCS} "BoundingBox.cpp" "../include/BoundingBox.h")
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+set (SRCS ${SRCS} "BoundingSphere.cpp" "../include/BoundingSphere.h")
50 51
 set (SRCS ${SRCS} "Camera.cpp" "../include/Camera.h")
51 52
 set (SRCS ${SRCS} "Console.cpp" "../include/Console.h")
52 53
 set (SRCS ${SRCS} "Entity.cpp" "../include/Entity.h")

+ 5
- 2
src/Mesh.cpp Ver arquivo

@@ -133,8 +133,8 @@ void Mesh::prepare() {
133 133
     verticesColorBuff = std::move(vertCol);
134 134
     colorsBuff = std::move(cols);
135 135
 
136
-    center = average / float(averageCount);
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-    radius = 0.0f;
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+    glm::vec3 center = average / float(averageCount);
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+    float radius = 0.0f;
138 138
     for (auto& vert : verticesBuff) {
139 139
         float dist = glm::distance(center, vert);
140 140
         if (dist > radius) radius = dist;
@@ -143,6 +143,9 @@ void Mesh::prepare() {
143 143
         float dist = glm::distance(center, vert);
144 144
         if (dist > radius) radius = dist;
145 145
     }
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+
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+    sphere.setPosition(center);
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+    sphere.setRadius(radius);
146 149
 }
147 150
 
148 151
 void Mesh::display(glm::mat4 MVP, ShaderTexture* shaderTexture) {

+ 2
- 0
src/Render.cpp Ver arquivo

@@ -11,6 +11,7 @@
11 11
 
12 12
 #include "global.h"
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 #include "BoundingBox.h"
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+#include "BoundingSphere.h"
14 15
 #include "Camera.h"
15 16
 #include "Log.h"
16 17
 #include "Menu.h"
@@ -91,6 +92,7 @@ void Render::display() {
91 92
         Camera::displayFrustum(VP);
92 93
 
93 94
     BoundingBox::display();
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+    BoundingSphere::display();
94 96
 
95 97
     if (mode == RenderMode::Wireframe) {
96 98
         gl::glPolygonMode(gl::GL_FRONT_AND_BACK, gl::GL_FILL);

+ 7
- 2
src/RoomData.cpp Ver arquivo

@@ -34,14 +34,19 @@ void StaticModel::find() {
34 34
 
35 35
 glm::vec3 StaticModel::getCenter() {
36 36
     find();
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-    glm::vec3 center = World::getStaticMesh(cache).getCenter();
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+    glm::vec3 center = World::getStaticMesh(cache).getBoundingSphere().getPosition();
38 38
     glm::vec4 tmp = model * glm::vec4(center, 1.0f);
39 39
     return glm::vec3(tmp) / tmp.w;
40 40
 }
41 41
 
42 42
 float StaticModel::getRadius() {
43 43
     find();
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-    return World::getStaticMesh(cache).getRadius();
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+    return World::getStaticMesh(cache).getBoundingSphere().getRadius();
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+}
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+
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+void StaticModel::displayBoundingSphere(glm::mat4 VP, glm::vec3 color) {
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+    find();
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+    World::getStaticMesh(cache).getBoundingSphere().display(VP * model, color);
45 50
 }
46 51
 
47 52
 void StaticModel::display(glm::mat4 VP) {

+ 2
- 2
src/Selector.cpp Ver arquivo

@@ -22,7 +22,6 @@ bool Selector::visible = false;
22 22
 
23 23
 static int lastX = -1, lastY = -1;
24 24
 static bool workToDo = false;
25
-static float grabSphere = 102.4f;
26 25
 static bool clickOnGeometry = false, clickOnRoomModels = true, clickOnRoomSprites = true;
27 26
 static bool clickOnSprites = true, clickOnMeshes = false, clickOnModels = false;
28 27
 
@@ -105,7 +104,6 @@ void Selector::display() {
105 104
         }
106 105
     }
107 106
 
108
-    ImGui::SliderFloat("Grab Sphere", &grabSphere, 0.1f, 10240.0f);
109 107
     ImGui::Checkbox("Geometry", &clickOnGeometry);
110 108
     ImGui::SameLine();
111 109
     ImGui::Checkbox("RoomModels", &clickOnRoomModels);
@@ -140,6 +138,8 @@ void Selector::display() {
140 138
         ImGui::Text("Intersect Norm: (%.2f %.2f %.2f)", lastIntersectNorm.x, lastIntersectNorm.y, lastIntersectNorm.z);
141 139
         ImGui::Text("Last Room: %lu", lastRoom);
142 140
         ImGui::Text("Last RoomModel: %lu", lastModel);
141
+
142
+        World::getRoom(lastRoom).getModel(lastModel).displayBoundingSphere(Camera::getProjectionMatrix() * Camera::getViewMatrix(), glm::vec3(1.0f, 0.0f, 0.0f));
143 143
     }
144 144
 
145 145
     ImGui::End();

+ 2
- 6
src/StaticMesh.cpp Ver arquivo

@@ -13,12 +13,8 @@
13 13
 
14 14
 bool StaticMesh::showBoundingBox = false;
15 15
 
16
-glm::vec3 StaticMesh::getCenter() {
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-    return World::getMesh(mesh).getCenter();
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-}
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-
20
-float StaticMesh::getRadius() {
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-    return World::getMesh(mesh).getRadius();
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+BoundingSphere& StaticMesh::getBoundingSphere() {
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+    return World::getMesh(mesh).getBoundingSphere();
22 18
 }
23 19
 
24 20
 void StaticMesh::display(glm::mat4 MVP) {

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