WIP on inverse kinematics
[opengl.git] / model.hpp
index bf6f08f346133920d792870d6a0f42249fe5e0cd..e74d65717973400120fd38eb4f2e4a71ba4418b3 100644 (file)
--- a/model.hpp
+++ b/model.hpp
@@ -1,3 +1,6 @@
+#ifndef MODEL_HPP
+#define MODEL_HPP
+
 #include <vector>
 #include <map>
 #include <set>
@@ -20,6 +23,14 @@ inline glm::mat4 aiMatrixToMat4(aiMatrix4x4 from) {
        return to;
 }
 
+inline aiMatrix4x4 mat4ToaiMatrix(glm::mat4 from) {
+       aiMatrix4x4 to;
+       for (int i = 0; i < 4; i++)
+               for (int j = 0; j < 4; j++)
+                       to[i][j] = from[j][i];
+       return to;
+}
+
 class Model {
 
        struct Animation {
@@ -49,23 +60,29 @@ class Model {
 
                class Node {
                        public:
-                               Node(const aiNode &aiNode, GLuint progId, AnimMap *animMap);
+                               Node(aiNode &aiNode, GLuint progId, AnimMap *animMap, std::set<std::string> allBones, Node *parent);
+
                                void draw(const std::vector<Mesh> &meshes, const std::vector<Material> &materials, const Skybox s, const float tick, const BoneTransforms &boneTransforms, glm::mat4 parentModel) const;
                                const std::vector<Node*> &getChildren() const { return children; }
                                Node* findNode(const aiNode &aiNode);
-                               const aiNode &ai;
+                               aiNode &ai;
 
                                // an extra transform
                                glm::mat4 transform = glm::mat4(1);
                                
                                glm::mat4 totalTrans(const glm::mat4 parentTrans, const float tick) const;
 
+                               const Node *parent;
+
+                               bool operator==(const Node &rhs) const;
+
                        private:
                                const GLuint progId;
 
                                const AnimMap *animMap;
                                std::vector<Node*> children;
                                std::vector<unsigned int> meshIndices;
+                               const bool isBone;
                };
                
                Node* getRoot() { return root; }
@@ -85,3 +102,5 @@ class Model {
                BoneTransforms calcBoneTransforms(const Node &n, const float tick, const std::set<std::string> bones, const glm::mat4 parentTrans) const;
                void loadModel(const std::string &path);
 };
+
+#endif