The integration of 3D models into physics simulation applications has transformed fields like gaming, virtual reality, and scientific research. Whether we're developing a video game with realistic physics or simulating physical phenomena for academic purposes, loading 3D models correctly is crucial for ensuring accurate and engaging simulations. In this part we will go through the process of loading 3D models in our physics simulation application, covering key concepts, steps, and best practices.
3D Models: 3D models are digital representations of objects or scenes created using specialized software. They consist of vertices, edges, and faces that define the shape and structure of the object. Common file formats for 3D models include OBJ, FBX, and STL.
Physics Simulations: Physics simulations involve the use of mathematical models and algorithms to replicate real-world physical behaviors. These simulations can include gravity, collisions, fluid dynamics, and more, providing a realistic interaction between objects within a virtual environment.
In this Part we will focus on loading and manipulating 3D models, leaving Physics Simulation for later.
To start we need to import our 3D models into our application. The exact process will depend on the software we are going to use, but the general steps will be as follows:
The gl_model class is designed to handle model loading in a straightforward and clear manner.
model1 = new gl_model();
model1->load(model_name);
model1->set_scale(vec3(1,1,1));
In the model_loader sample application we load the model and simply rotate and scale it using the mouse. The gl_model class implements the necessary interfaces to perform these actions and finally draw the model as we did with all the simple objects so far.
Our library supports three model formats. They each have different characteristics and are very easy to implement. These formats are:
Sometimes the 3D modeling applications save the meshes in a clockwise order and we need to invert them to match the counterclockwise drawing we have. For this reason, we can ‘tell’ the loading mechanism to do the inversion by passing another argument either to the constructor or the load function.
In this part we were introduced to the loading of 3D models in our application.