// TODO: handle default material inserted at the end by assimp
for (unsigned int i = 0; i < scene->mNumMaterials - 1; i++) {
const aiMaterial &material = *scene->mMaterials[i];
- materials.push_back(Material(material, p.progId));
+ materials.push_back(Material(material, *scene, p.progId));
}
AnimMap *animMap = new AnimMap();
root = new Node(*(scene->mRootNode), p.progId, animMap);
}
-void Model::calcBoneTransforms(aiNode &node, glm::mat4 parentTrans = glm::mat4(1), BoneTransforms boneTrans = BoneTransforms()) {
- glm::mat4 animTrans(1.f);
- if (animMap->count(std::string(ai.mName.C_Str()))) {
- for (const Animation anim: animMap->at(std::string(ai.mName.C_Str()))) {
- float t = fmod(tick, anim.duration);
- for (const aiNodeAnim *nodeAnim: anim.nodeAnims) {
- animTrans *= lerpPosition(nodeAnim, t);
- animTrans *= lerpRotation(nodeAnim, t);
- animTrans *= lerpScaling(nodeAnim, t);
- }
- }
- }
+/* void Model::calcBoneTransforms(aiNode &node, glm::mat4 parentTrans = glm::mat4(1), BoneTransforms boneTrans = BoneTransforms()) { */
+/* glm::mat4 animTrans(1.f); */
+/* if (animMap->count(std::string(ai.mName.C_Str()))) { */
+/* for (const Animation anim: animMap->at(std::string(ai.mName.C_Str()))) { */
+/* float t = fmod(tick, anim.duration); */
+/* for (const aiNodeAnim *nodeAnim: anim.nodeAnims) { */
+/* animTrans *= lerpPosition(nodeAnim, t); */
+/* animTrans *= lerpRotation(nodeAnim, t); */
+/* animTrans *= lerpScaling(nodeAnim, t); */
+/* } */
+/* } */
+/* } */
- glm::mat4 m = parentTrans * animTrans * aiMatrixToMat4(ai.mTransformation) * model;
-}
+/* glm::mat4 m = parentTrans * animTrans * aiMatrixToMat4(ai.mTransformation) * model; */
+/* } */
void Model::draw(Skybox skybox, const float tick) const {
glUseProgram(program.progId);