Understanding Models with multiple meshes
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
add a comment |
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
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
add a comment |
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
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
c++ opengl glm-math
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
add a comment |
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
add a comment |
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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