Rework UI architecture and blendshape animation
[opengl.git] / model.hpp
index 2803a7ee3cc7147550af2928ce5978419727f6f8..e7ad29cd2c9f97b0cf3b414c9e1c89aaf7d367b6 100644 (file)
--- a/model.hpp
+++ b/model.hpp
@@ -1,5 +1,9 @@
+#ifndef MODEL_HPP
+#define MODEL_HPP
+
 #include <vector>
 #include <map>
+#include <set>
 #ifdef __APPLE__
 #include <GL/glew.h>
 #else
 #endif
 #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 {
@@ -19,7 +23,7 @@ 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;
 
@@ -28,24 +32,39 @@ class Model {
                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 std::string &path, 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;
@@ -53,21 +72,32 @@ class Model {
                                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;
 
-               void loadModel(const std::string &path);
+               AnimMap animMap;
 
-               Assimp::Importer importer;
+               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