+#ifndef MODEL_HPP
+#define MODEL_HPP
+
#include <vector>
#include <map>
#include <set>
#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 {
GLuint progId, vao, numIndices;
unsigned int materialIndex;
BoneMap boneMap;
+ const aiMesh &ai;
};
public:
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;
+ 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& getRoot() const { return *root; }
Node* find(const aiString name) const;
Node* find(const std::string &name) const;
+ std::pair<glm::vec3, float> closestVertex(Model::Node &node, glm::vec3 a, glm::vec3 b, glm::mat4 parentTrans = glm::mat4(1)) const;
+
private:
const Program program;
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