+#ifndef MODEL_HPP
+#define MODEL_HPP
+
#include <vector>
#include <map>
+#include <set>
#ifdef __APPLE__
#include <GL/glew.h>
#else
#include "program.hpp"
#include "skybox.hpp"
-inline glm::mat4 aiMatrixToMat4(aiMatrix4x4 from) {
- glm::mat4 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 {
std::vector<const aiNodeAnim*> nodeAnims;
};
- typedef std::map<std::string, std::pair<unsigned int, glm::mat4>> BoneMap;
+ typedef std::map<std::string, std::pair<unsigned int, aiBone*>> BoneMap;
typedef std::map<std::string, std::vector<const Animation>> AnimMap;
typedef std::map<std::string, glm::mat4> BoneTransforms;
float weights[4] = {1, 0, 0, 0};
};
+ public:
+ Model(std::vector<std::string> blendshapes, std::string neutral, Program p);
+ Model(const aiScene *scene, Program p);
+ void draw(Skybox skybox, const float tick) const;
+
struct Mesh {
Mesh(const aiMesh *aiMesh, GLuint progId);
GLuint progId, vao, numIndices;
+ GLuint vbos[6];
unsigned int materialIndex;
BoneMap boneMap;
+ const aiMesh &ai;
+ void updatePosBuffer() const;
};
- public:
- Model(const aiScene *scene, Program p);
- void draw(Skybox skybox, const float tick) const;
-
class Node {
public:
- 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;
+ 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;
+ const Node &getRoot() const;
+
+ 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; }
- Node* find(const aiString name);
- Node* find(const std::string &name);
+ Node& getRoot() const { return *root; }
+ Node* find(const aiString name) const;
+ Node* find(const std::string &name) const;
- private:
- const Program program;
+ struct VertexLookup {
+ glm::vec3 pos;
+ int meshIdx, vertIdx;
+ float distance;
+ };
+ VertexLookup closestVertex(Model::Node &node, glm::vec3 a, glm::vec3 b, glm::mat4 parentTrans = glm::mat4(1)) const;
std::vector<Mesh> meshes;
+
+ private:
+ const Program program;
Node *root;
std::vector<Material> materials;
+ AnimMap animMap;
+
+ 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