Fix bone offset matrix being unnecessarily inverted
[opengl.git] / model.hpp
index 98c630e83306e36c72053760629eba52d52970e4..2803a7ee3cc7147550af2928ce5978419727f6f8 100644 (file)
--- a/model.hpp
+++ b/model.hpp
@@ -1,4 +1,5 @@
 #include <vector>
+#include <map>
 #ifdef __APPLE__
 #include <GL/glew.h>
 #else
@@ -7,42 +8,65 @@
 #include <glm/glm.hpp>
 #include <assimp/scene.h>
 #include <assimp/Importer.hpp>
+#include "material.hpp"
+#include "program.hpp"
+#include "skybox.hpp"
 
 class Model {
 
+       struct Animation {
+               double duration;
+               std::vector<const aiNodeAnim*> nodeAnims;
+       };
+
+       typedef std::map<std::string, std::pair<unsigned int, glm::mat4>> BoneMap;
+       typedef std::map<std::string, std::vector<const Animation>> AnimMap;
+       typedef std::map<std::string, glm::mat4> BoneTransforms;
+
+       struct VertBones {
+               unsigned int ids[4] = {0, 0, 0 ,0};
+               float weights[4] = {1, 0, 0, 0};
+       };
+
        struct Mesh {
                Mesh(const aiMesh *aiMesh, GLuint progId);
-               GLuint vao;
-               GLuint numIndices;
+               GLuint progId, vao, numIndices;
+               unsigned int materialIndex;
+               BoneMap boneMap;
        };
        
        public:
-               Model(const std::string &path, GLuint progId);
-               void draw() const;
+               Model(const std::string &path, Program p);
+               void draw(Skybox skybox, const float tick) const;
 
                class Node {
                        public:
-                               Node(const aiNode &aiNode, GLuint progId);
-                               void draw(const std::vector<Mesh> &meshes, glm::mat4 parentModel) const;
+                               Node(const aiNode &aiNode, GLuint progId, AnimMap *animMap);
+                               void draw(const std::vector<Mesh> &meshes, const std::vector<Material> &materials, const Skybox s, const float tick, glm::mat4 parentModel, BoneTransforms boneTransforms) const;
                                const std::vector<Node*> &getChildren() const { return children; }
                                Node* findNode(const aiNode &aiNode);
-                               glm::mat4 model = glm::mat4(1);
                                const aiNode &ai;
+
                        private:
                                const GLuint progId;
 
+                               const AnimMap *animMap;
                                std::vector<Node*> children;
                                std::vector<unsigned int> meshIndices;
                };
                
                Node* getRoot() { return root; }
+               Node* find(const aiString name);
                Node* find(const std::string &name);
        
        private:
-               const GLuint progId;
+               const Program program;
                
                std::vector<Mesh> meshes;
                Node *root;
+
+               std::vector<Material> materials;
+
                void loadModel(const std::string &path);
 
                Assimp::Importer importer;