Understanding Models with multiple meshes










0















So I'm trying to design a model class for my OpenGL project, but I'm trying to figure out how I data should be stored generically to be able to render an entire model.



For example, a car model. The car would consist of three meshes: the body, wheel, and axle. I want the wheels to rotate with the axles and the axles to follow the body around.



My current class setup is as follows:



struct Vertex 
glm::vec3 position;
glm::vec3 normal;
glm::vec2 texCoord;
;

struct Texture
unsigned int id;
std::string type;
;


class Mesh

public:
Mesh();
Mesh(std::vector<Vertex> pVerticies, std::vector<unsigned int> pIndicies, std::vector<Texture> pTextures);
~Mesh();

private:
std::vector<Vertex> verticies;
std::vector<unsigned int> indicies;
std::vector<Texture> textures;
;


And the model class



class Model

public:
Model();
~Model();

private:
std::vector<Mesh> meshes;
unsigned int shaderID;
;


The model class is not fleshed out at all since I don't know how to store the relationship data.










share|improve this question
























  • You need to store also the type of the mesh (body, wheel, axle). Each type may have a different behaviour Then for a given situation use the "angle of rotation for this wheel" or some info alike, proper for each type.

    – Ripi2
    Nov 13 '18 at 19:21











  • Doesn't that then become way more complex when the project gets larger? I can't possibly have a case for every possibility in a generic model class.

    – CoopTang
    Nov 14 '18 at 18:11






  • 1





    One common way to represent such mesh hierarchies is a scene graph.

    – Nico Schertler
    Nov 14 '18 at 19:22















0















So I'm trying to design a model class for my OpenGL project, but I'm trying to figure out how I data should be stored generically to be able to render an entire model.



For example, a car model. The car would consist of three meshes: the body, wheel, and axle. I want the wheels to rotate with the axles and the axles to follow the body around.



My current class setup is as follows:



struct Vertex 
glm::vec3 position;
glm::vec3 normal;
glm::vec2 texCoord;
;

struct Texture
unsigned int id;
std::string type;
;


class Mesh

public:
Mesh();
Mesh(std::vector<Vertex> pVerticies, std::vector<unsigned int> pIndicies, std::vector<Texture> pTextures);
~Mesh();

private:
std::vector<Vertex> verticies;
std::vector<unsigned int> indicies;
std::vector<Texture> textures;
;


And the model class



class Model

public:
Model();
~Model();

private:
std::vector<Mesh> meshes;
unsigned int shaderID;
;


The model class is not fleshed out at all since I don't know how to store the relationship data.










share|improve this question
























  • You need to store also the type of the mesh (body, wheel, axle). Each type may have a different behaviour Then for a given situation use the "angle of rotation for this wheel" or some info alike, proper for each type.

    – Ripi2
    Nov 13 '18 at 19:21











  • Doesn't that then become way more complex when the project gets larger? I can't possibly have a case for every possibility in a generic model class.

    – CoopTang
    Nov 14 '18 at 18:11






  • 1





    One common way to represent such mesh hierarchies is a scene graph.

    – Nico Schertler
    Nov 14 '18 at 19:22













0












0








0








So I'm trying to design a model class for my OpenGL project, but I'm trying to figure out how I data should be stored generically to be able to render an entire model.



For example, a car model. The car would consist of three meshes: the body, wheel, and axle. I want the wheels to rotate with the axles and the axles to follow the body around.



My current class setup is as follows:



struct Vertex 
glm::vec3 position;
glm::vec3 normal;
glm::vec2 texCoord;
;

struct Texture
unsigned int id;
std::string type;
;


class Mesh

public:
Mesh();
Mesh(std::vector<Vertex> pVerticies, std::vector<unsigned int> pIndicies, std::vector<Texture> pTextures);
~Mesh();

private:
std::vector<Vertex> verticies;
std::vector<unsigned int> indicies;
std::vector<Texture> textures;
;


And the model class



class Model

public:
Model();
~Model();

private:
std::vector<Mesh> meshes;
unsigned int shaderID;
;


The model class is not fleshed out at all since I don't know how to store the relationship data.










share|improve this question
















So I'm trying to design a model class for my OpenGL project, but I'm trying to figure out how I data should be stored generically to be able to render an entire model.



For example, a car model. The car would consist of three meshes: the body, wheel, and axle. I want the wheels to rotate with the axles and the axles to follow the body around.



My current class setup is as follows:



struct Vertex 
glm::vec3 position;
glm::vec3 normal;
glm::vec2 texCoord;
;

struct Texture
unsigned int id;
std::string type;
;


class Mesh

public:
Mesh();
Mesh(std::vector<Vertex> pVerticies, std::vector<unsigned int> pIndicies, std::vector<Texture> pTextures);
~Mesh();

private:
std::vector<Vertex> verticies;
std::vector<unsigned int> indicies;
std::vector<Texture> textures;
;


And the model class



class Model

public:
Model();
~Model();

private:
std::vector<Mesh> meshes;
unsigned int shaderID;
;


The model class is not fleshed out at all since I don't know how to store the relationship data.







c++ opengl glm-math






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 13 '18 at 19:45









genpfault

41.9k95398




41.9k95398










asked Nov 13 '18 at 19:13









CoopTangCoopTang

5415




5415












  • You need to store also the type of the mesh (body, wheel, axle). Each type may have a different behaviour Then for a given situation use the "angle of rotation for this wheel" or some info alike, proper for each type.

    – Ripi2
    Nov 13 '18 at 19:21











  • Doesn't that then become way more complex when the project gets larger? I can't possibly have a case for every possibility in a generic model class.

    – CoopTang
    Nov 14 '18 at 18:11






  • 1





    One common way to represent such mesh hierarchies is a scene graph.

    – Nico Schertler
    Nov 14 '18 at 19:22

















  • You need to store also the type of the mesh (body, wheel, axle). Each type may have a different behaviour Then for a given situation use the "angle of rotation for this wheel" or some info alike, proper for each type.

    – Ripi2
    Nov 13 '18 at 19:21











  • Doesn't that then become way more complex when the project gets larger? I can't possibly have a case for every possibility in a generic model class.

    – CoopTang
    Nov 14 '18 at 18:11






  • 1





    One common way to represent such mesh hierarchies is a scene graph.

    – Nico Schertler
    Nov 14 '18 at 19:22
















You need to store also the type of the mesh (body, wheel, axle). Each type may have a different behaviour Then for a given situation use the "angle of rotation for this wheel" or some info alike, proper for each type.

– Ripi2
Nov 13 '18 at 19:21





You need to store also the type of the mesh (body, wheel, axle). Each type may have a different behaviour Then for a given situation use the "angle of rotation for this wheel" or some info alike, proper for each type.

– Ripi2
Nov 13 '18 at 19:21













Doesn't that then become way more complex when the project gets larger? I can't possibly have a case for every possibility in a generic model class.

– CoopTang
Nov 14 '18 at 18:11





Doesn't that then become way more complex when the project gets larger? I can't possibly have a case for every possibility in a generic model class.

– CoopTang
Nov 14 '18 at 18:11




1




1





One common way to represent such mesh hierarchies is a scene graph.

– Nico Schertler
Nov 14 '18 at 19:22





One common way to represent such mesh hierarchies is a scene graph.

– Nico Schertler
Nov 14 '18 at 19:22












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