Separating RawModel from Model
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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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