I'm trying to create AABB on 3D models in OpenGL. When I use a 3D box.obj where the vertices are all 1.0 I have no issues detecting collision between models. The trouble arises, however, when I use more complex 3D models with different values for the vertices. The complex models are smaller than the box.obj and have vertex values like .18 and .06 so the bounding boxes on them are so large, my engine detects a collisions between the objects when they aren't touching. A solution to this problem is to keep track of the max/min for each x, y, and z axes when reading the model into my game, but I'm having trouble doing so.
Below is my code for reading in models:
bool Model::buffer(string objFile)
{
vector<vec3> locs;
vector<vec2> uvs;
vector<vec3> norms;
vector<VertInd> vertInds;
// Open file for reading
ifstream inFile;
inFile.open(objFile);
string line;
if (inFile.is_open())
{
// Enter a loop that reads every line iteration from file until file is empty
while (getline(inFile, line))
{
istringstream ss(line);
string lineLabel;
// Read a string (the line label) from the line
ss >> lineLabel;
if (lineLabel == "v") // Vertices
{
float a, b, c;
ss >> a >> b >> c;
locs.push_back(vec3(a, b, c));
}
else if (lineLabel == "vt") // Texture Coordinates
{
float a, b;
ss >> a >> b;
uvs.push_back(vec2(a, b));
}
else if (lineLabel == "vn") // Vertex Normals
{
float a, b, c;
ss >> a >> b >> c;
norms.push_back(vec3(a, b, c));
}
// Get indices
else if (lineLabel == "f")
{
// do three times
for (int i = 0; i < 3; i++)
{
unsigned int a, b, c;
char s1, s2;
// Read int, then char slash
ss >> a >> s1 >> b >> s2 >> c;
// Decrement each of the ints by 1
vertInds.push_back(VertInd{ a - 1, b - 1, c - 1 });
}
}
/* GLfloat min_x, max_x, min_y, max_y, min_z, max_z;
min_x = max_x = locs[0].x;
min_y = max_y = locs[0].y;
min_z = max_z = locs[0].z;
for (int i = 0; i < locs.size(); i++)
{
if (locs[i].x < min_x) min_x = locs[i].x;
if (locs[i].x > max_x) max_x = locs[i].x;
if (locs[i].y < min_y) min_y = locs[i].y;
if (locs[i].y > max_y) max_y = locs[i].y;
if (locs[i].z < min_z) min_z = locs[i].z;
if (locs[i].z > max_z) max_z = locs[i].z;
}
vec3 size = vec3(max_x - min_x, max_y - min_y, max_z - min_z);
vec3 center = vec3((min_x + max_x) / 2, (min_y + max_y) / 2, (min_z + max_z) / 2);
mat4 transform = translate(mat4(1), center) * scale(mat4(1), size);
mat4 m = camera.camMat * transform;
glUniformMatrix4fv(2, 1, GL_FALSE, &m[0][0]); */
}
// Close the file
inFile.close();
}
vertCount = vertInds.size();
GLuint vertBuf;
vector<Vertex> vertBufData(vertCount);
for (unsigned int i = 0; i < vertCount; i++)
vertBufData[i] = { locs[vertInds[i].locInd], uvs[vertInds[i].uvInd], norms[vertInds[i].normInd] };
// Vertex array
glGenVertexArrays(1, &vertArr);
glGenBuffers(1, &vertBuf);
// Buffer data
glBindVertexArray(vertArr);
glBindBuffer(GL_ARRAY_BUFFER, vertBuf);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) *vertCount, &vertBufData[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)sizeof(vec3)); // (void*)sizeof(VertInd));
glEnableVertexAttribArray(4);
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(sizeof(vec3) + sizeof(vec2)));
glBindVertexArray(0);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
return true;
}
The section commented out /**/ is the part I've recently added in an attempt to get the min/max vert values and center my model, but now the scene won't even load.