glVertexAttribPointer(boneWeightLoc, 4, GL_FLOAT, GL_FALSE, sizeof(VertBones), (const GLvoid *)sizeof(VertBones::ids));
}
-Model::Node::Node(const aiNode &node, GLuint progId, AnimMap *am): ai(node), progId(progId), animMap(am) {
+Model::Node::Node(aiNode &node, GLuint progId, AnimMap *am, std::set<std::string> allBones, Node *p): ai(node), parent(p), progId(progId), animMap(am), isBone(allBones.count(std::string(node.mName.C_Str())) > 0) {
for (int i = 0; i < node.mNumMeshes; i++) {
meshIndices.push_back(node.mMeshes[i]);
}
for (int i = 0; i < node.mNumChildren; i++) {
- const aiNode *child = node.mChildren[i];
- children.push_back(new Node(*child, progId, am));
+ aiNode *child = node.mChildren[i];
+ children.push_back(new Node(*child, progId, am, allBones, this));
}
}
glm::mat4 m = totalTrans(parentTrans, tick);
#ifdef DEBUG_NODES
+ if (isBone)
+ drawDebugNode(m, {0, 0.5, 1, 1});
+ else
drawDebugNode(m);
#endif
for (Node *child: children) child->draw(meshes, materials, skybox, tick, boneTransforms, m);
}
-void printMatrix4x4(aiMatrix4x4 m) {
- fprintf(stderr, "%f, %f, %f, %f\n", m.a1, m.a2, m.a3, m.a4);
- fprintf(stderr, "%f, %f, %f, %f\n", m.b1, m.b2, m.b3, m.b4);
- fprintf(stderr, "%f, %f, %f, %f\n", m.c1, m.c2, m.c3, m.c4);
- fprintf(stderr, "%f, %f, %f, %f\n", m.d1, m.d2, m.d3, m.d4);
-}
-
void printHierarchy(aiNode *n, int indent = 0) {
for (int i = 0; i < indent; i++)
fprintf(stderr, "\t");
Model::Model(const aiScene *scene, Program p): program(p) {
glUseProgram(p.progId);
+ std::set<std::string> allBones;
for (int i = 0; i < scene->mNumMeshes; i++) {
const aiMesh *mesh = scene->mMeshes[i];
meshes.push_back(Mesh(mesh, p.progId));
+ for (int j = 0; j < mesh->mNumBones; j++)
+ allBones.insert(std::string(mesh->mBones[j]->mName.C_Str()));
}
for (unsigned int i = 0; i < scene->mNumMaterials; i++) {
}
}
- root = new Node(*(scene->mRootNode), p.progId, &animMap);
+ printHierarchy(scene->mRootNode);
+
+ root = new Node(*(scene->mRootNode), p.progId, &animMap, allBones, nullptr);
}
}
return nullptr;
}
+
+bool Model::Node::operator==(const Model::Node &rhs) const {
+ return &ai == &rhs.ai;
+}