Separating RawModel from Model
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@@ -48,13 +48,13 @@ bool RayVsTriangle(const Ray& ray,
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bool trueOnNegativeDistance = false);
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//Return true if the ray hits any of the triangles in the model. Stops checking when a hit is detected.
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bool RayVsModel(const Ray& ray,
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const RawModel::Vertex* modelVertices,
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const std::vector<glm::vec3>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix);
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//Return true if the ray hits any of the triangles in the model.
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//Also returns the position of the intersection point. Will loop through all the whole model indices.
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bool RayVsModel(const Ray& ray,
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const RawModel::Vertex* modelVertices,
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const std::vector<glm::vec3>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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glm::vec3& outHitPosition);
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@@ -62,7 +62,7 @@ bool RayVsModel(const Ray& ray,
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//Also returns the distance from the ray origin to the closest
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//intersection point, and the barycentric u,v-coordinates. Will loop through all the whole model indices.
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bool RayVsModel(const Ray& ray,
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const RawModel::Vertex* modelVertices,
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const std::vector<glm::vec3>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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float& outDistance,
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@@ -70,7 +70,7 @@ bool RayVsModel(const Ray& ray,
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float& outVCoord);
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bool AABBvsTriangles(const AABB& box,
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const RawModel::Vertex* modelVertices,
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const std::vector<glm::vec3>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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glm::vec3& boxVelocity,
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@@ -80,7 +80,7 @@ bool AABBvsTriangles(const AABB& box,
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//Detects collision, but does not resolve.
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bool AABBvsTriangles(const AABB& box,
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const RawModel::Vertex* modelVertices,
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const std::vector<glm::vec3>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix);
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@@ -92,7 +92,7 @@ enum Output
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};
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//Detects intersection and containment.
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Output AABBvsTrianglesWContainment(const AABB& box,
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const RawModel::Vertex* modelVertices,
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const std::vector<glm::vec3>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix);
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@@ -16,15 +16,18 @@ private:
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public:
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~Model();
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const std::vector<RawModel::MaterialProperties>& MaterialGroups() const { return m_RawModel->m_Materials; }
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const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; }
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const RawModel::Vertex* Vertices() const { return m_RawModel->Vertices(); }
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unsigned int NumberOfVertices() const { return m_RawModel->NumVertices(); }
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const std::vector<RawModel::MaterialProperties>& MaterialGroups() const { return m_Materials; }
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//const RawModel::Vertex* Vertices() const { return m_RawModel->Vertices(); }
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unsigned int NumberOfVertices() const { return m_Vertices.size(); }
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const AABB& Box() const { return m_Box; }
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bool IsSkinned() const { return m_RawModel->IsSkinned(); }
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bool IsSkinned() const { return m_IsSkinned; }
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GLuint VAO;
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GLuint ElementBuffer;
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RawModel* m_RawModel;
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//RawModel* m_RawModel;
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Skeleton* m_Skeleton = nullptr;
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std::vector<glm::vec3> m_Vertices;
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std::vector<unsigned int> m_Indices;
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private:
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AABB m_Box;
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@@ -34,6 +37,9 @@ private:
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GLuint TangentNormalsBuffer;
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GLuint BiTangentNormalsBuffer;
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GLuint TextureCoordBuffer;
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std::vector<RawModel::MaterialProperties> m_Materials;
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bool m_IsSkinned;
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};
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#endif
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@@ -105,7 +105,7 @@ struct ModelJob : RenderJob
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IsShielded = isShielded;
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if (model->IsSkinned()) {
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Skeleton = Model->m_RawModel->m_Skeleton;
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Skeleton = Model->m_Skeleton;
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if (Skeleton != nullptr) {
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@@ -13,6 +13,7 @@
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#include <boost/filesystem/path.hpp>
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#include <boost/endian/buffers.hpp>
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#include "../Common.h"
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#include "../GLM.h"
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#include "../Core/ResourceManager.h"
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@@ -20,14 +21,10 @@
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#include "Skeleton.h"
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#include "ShaderProgram.h"
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#include "boost\endian\buffers.hpp"
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class RawModelCustom : public Resource
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{
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friend class ResourceManager;
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friend class Model;
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protected:
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RawModelCustom(std::string fileName);
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