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Kai Westerkamp
GraPa
Commits
8e0716df
Commit
8e0716df
authored
Feb 07, 2016
by
Kai Westerkamp
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more AABB
parent
491d6a74
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3 changed files
with
11 additions
and
13 deletions
+11
-13
.gitignore
.gitignore
+2
-0
mainwidget.cpp
A5/Animation/mainwidget.cpp
+2
-2
mesh.cpp
A5/Animation/mesh.cpp
+7
-11
No files found.
.gitignore
View file @
8e0716df
...
@@ -3,3 +3,5 @@
...
@@ -3,3 +3,5 @@
*.zip
*.zip
/assimp-3.1.1-win-binaries
/assimp-3.1.1-win-binaries
*build-*
*build-*
/A5/ogldev-source
/A5/DisplayModel
A5/Animation/mainwidget.cpp
View file @
8e0716df
...
@@ -120,8 +120,8 @@ void MainWidget::loadNewMesh(){
...
@@ -120,8 +120,8 @@ void MainWidget::loadNewMesh(){
if
(
fn
.
isEmpty
())
if
(
fn
.
isEmpty
())
return
;
return
;
qDebug
()
<<
"Opening File:"
<<
fn
;
qDebug
()
<<
"Opening File:"
<<
fn
;
Mesh
*
temp
=
new
Mesh
(
this
,
fn
);
mesh
=
new
Mesh
(
this
,
fn
)
;
mesh
=
temp
;
mesh
->
setAnimation
(
linear
);
mesh
->
setAnimation
(
linear
);
}
}
...
...
A5/Animation/mesh.cpp
View file @
8e0716df
...
@@ -21,8 +21,9 @@ Mesh::MeshEntry::MeshEntry()
...
@@ -21,8 +21,9 @@ Mesh::MeshEntry::MeshEntry()
numIndex
=
0
;
numIndex
=
0
;
VB
=
0xFFFFFFFF
;
VB
=
0xFFFFFFFF
;
IB
=
0xFFFFFFFF
;
IB
=
0xFFFFFFFF
;
min
=
QVector3D
();
double
amax
=
std
::
numeric_limits
<
float
>::
max
();
max
=
QVector3D
();
min
=
QVector3D
(
amax
,
amax
,
amax
);
max
=
QVector3D
(
-
amax
,
-
amax
,
-
amax
);
}
}
void
Mesh
::
MeshEntry
::
init
(
QOpenGLFunctions_4_3_Core
*
f
,
QVector
<
Vertex
>&
Vertices
,
void
Mesh
::
MeshEntry
::
init
(
QOpenGLFunctions_4_3_Core
*
f
,
QVector
<
Vertex
>&
Vertices
,
...
@@ -38,10 +39,6 @@ void Mesh::MeshEntry::init(QOpenGLFunctions_4_3_Core *f,QVector<Vertex>& Vertice
...
@@ -38,10 +39,6 @@ void Mesh::MeshEntry::init(QOpenGLFunctions_4_3_Core *f,QVector<Vertex>& Vertice
f
->
glBindBuffer
(
GL_ELEMENT_ARRAY_BUFFER
,
IB
);
f
->
glBindBuffer
(
GL_ELEMENT_ARRAY_BUFFER
,
IB
);
f
->
glBufferData
(
GL_ELEMENT_ARRAY_BUFFER
,
sizeof
(
unsigned
int
)
*
numIndex
,
&
Indices
[
0
],
GL_STATIC_DRAW
);
f
->
glBufferData
(
GL_ELEMENT_ARRAY_BUFFER
,
sizeof
(
unsigned
int
)
*
numIndex
,
&
Indices
[
0
],
GL_STATIC_DRAW
);
double
amax
=
std
::
numeric_limits
<
float
>::
max
();
min
=
QVector3D
(
amax
,
amax
,
amax
);
max
=
QVector3D
(
-
amax
,
-
amax
,
-
amax
);
//calc AABB
//calc AABB
for
(
int
i
=
0
;
i
<
Vertices
.
size
();
++
i
)
{
for
(
int
i
=
0
;
i
<
Vertices
.
size
();
++
i
)
{
Vertex
v
=
Vertices
[
i
];
Vertex
v
=
Vertices
[
i
];
...
@@ -81,7 +78,6 @@ Mesh::Node::Node()
...
@@ -81,7 +78,6 @@ Mesh::Node::Node()
Mesh
::
Mesh
(
QOpenGLFunctions_4_3_Core
*
f
,
QString
fileName
)
Mesh
::
Mesh
(
QOpenGLFunctions_4_3_Core
*
f
,
QString
fileName
)
{
{
screenTransform
=
QMatrix4x4
();
loaded
=
false
;
loaded
=
false
;
linear
=
false
;
linear
=
false
;
this
->
f
=
f
;
this
->
f
=
f
;
...
@@ -160,18 +156,18 @@ Mesh::Mesh(QOpenGLFunctions_4_3_Core *f,QString fileName)
...
@@ -160,18 +156,18 @@ Mesh::Mesh(QOpenGLFunctions_4_3_Core *f,QString fileName)
QVector3D
min
=
QVector3D
(
amax
,
amax
,
amax
);
QVector3D
min
=
QVector3D
(
amax
,
amax
,
amax
);
QVector3D
max
=
QVector3D
(
-
amax
,
-
amax
,
-
amax
);
QVector3D
max
=
QVector3D
(
-
amax
,
-
amax
,
-
amax
);
//
findObjectDimension(rootNode,QMatrix4x4(),min,max);
findObjectDimension
(
rootNode
,
QMatrix4x4
(),
min
,
max
);
qDebug
()
<<
"AABB"
<<
min
<<
max
;
qDebug
()
<<
"AABB"
<<
min
<<
max
;
float
dist
=
qMax
(
max
.
x
()
-
min
.
x
(),
qMax
(
max
.
y
()
-
min
.
y
(),
max
.
z
()
-
min
.
z
()));
float
dist
=
qMax
(
max
.
x
()
-
min
.
x
(),
qMax
(
max
.
y
()
-
min
.
y
(),
max
.
z
()
-
min
.
z
()));
float
sc
=
75
.0
/
dist
;
float
sc
=
100
.0
/
dist
;
QVector3D
center
=
(
max
-
min
)
/
2
;
QVector3D
center
=
(
max
-
min
)
/
2
;
QVector3D
trans
=
-
(
max
-
center
);
QVector3D
trans
=
-
(
max
-
center
);
// Apply the scale and translation to a matrix
// Apply the scale and translation to a matrix
screenTransform
.
setToIdentity
();
screenTransform
.
setToIdentity
();
//
screenTransform.scale(sc);
screenTransform
.
scale
(
sc
);
//
screenTransform.translate(trans);
screenTransform
.
translate
(
trans
);
loaded
=
true
;
loaded
=
true
;
}
}
...
...
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