Any collision meshes we have should be working, and RawModels should be released after being loaded.
This commit is contained in:
@@ -17,13 +17,7 @@ private:
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public:
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~Model();
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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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//size_t NumberOfVertices() const { return m_RawModel->NumVertices(); }
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//const std::vector<unsigned int>& Indices() const { return m_RawModel->Indices(); }
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//const RawModel::Vertex* CollisionVertices() const { return m_RawModel->CollisionVertices(); }
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//const std::vector<unsigned int>& CollisionIndices() const { return m_RawModel->CollisionIndices(); }
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const AABB& Box() const { return m_Box; }
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bool IsSkinned() const { return m_IsSkinned; }
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@@ -30,9 +30,6 @@ protected:
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public:
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~RawModelCustom();
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struct Vertex {
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glm::vec3 Position;
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};
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struct RenderVertex {
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glm::vec3 Position;
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@@ -121,7 +118,7 @@ public:
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bool IsSkinned() const { return hasSkin; };
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const Vertex* CollisionVertices();
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const std::vector<glm::vec3>& CollisionVertices();
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size_t NumCollisionVertices() const {
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return m_CollisionVertices.size();
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@@ -146,7 +143,7 @@ private:
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bool hasCollisionMesh = false;
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std::vector<unsigned int> m_Indices;
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std::vector<unsigned int> m_CollisionIndices;
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std::vector<Vertex> m_CollisionVertices;
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std::vector<glm::vec3> m_CollisionVertices;
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std::vector<RenderVertex> m_Vertices;
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std::vector<SkinedVertex> m_SkinedVertices;
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@@ -175,7 +172,7 @@ private:
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void ReadCollisionFile(std::string filePath);
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void ReadCollisionFileData(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
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const Vertex* ConstructCollisionList();
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const std::vector<glm::vec3>& ConstructCollisionList();
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//void CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &boneInfo, std::map<std::string, int> &boneNameMapping, aiNode* node, int parentID);
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};
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@@ -2,12 +2,10 @@
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Model::Model(std::string fileName)
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{
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//fileName = "Models/Core/ScreenQuad.mesh";
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//Try loading the model asyncronously, if it throws any exceptions then let it propagate back to caller.
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auto m_RawModel = ResourceManager::Load<RawModel, true>(fileName);
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//throw FailedLoadingException("Test");
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auto rawModel = ResourceManager::Load<RawModel, true>(fileName);
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for (auto& materialProperty : m_RawModel->m_Materials) {
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for (auto& materialProperty : rawModel->m_Materials) {
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switch (materialProperty.type) {
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case RawModel::MaterialType::SingleTextures:
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{
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@@ -48,11 +46,11 @@ Model::Model(std::string fileName)
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, m_RawModel->NumVertices() * m_RawModel->VertexSize(), m_RawModel->Vertices(), GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, rawModel->NumVertices() * rawModel->VertexSize(), rawModel->Vertices(), GL_STATIC_DRAW);
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glGenBuffers(1, &ElementBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ElementBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_RawModel->Indices().size() * sizeof(unsigned int), m_RawModel->Indices().data(), GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, rawModel->Indices().size() * sizeof(unsigned int), rawModel->Indices().data(), GL_STATIC_DRAW);
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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@@ -60,7 +58,7 @@ Model::Model(std::string fileName)
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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std::vector<int> structSizes;
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if (m_RawModel->IsSkinned()) {
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if (rawModel->IsSkinned()) {
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structSizes = { 3, 3, 3, 3, 2, 4, 4 };
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} else {
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structSizes = { 3, 3, 3, 3, 2 };
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@@ -79,7 +77,7 @@ Model::Model(std::string fileName)
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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if (m_RawModel->IsSkinned()) {
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if (rawModel->IsSkinned()) {
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
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}
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@@ -91,7 +89,7 @@ Model::Model(std::string fileName)
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glEnableVertexAttribArray(2);
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glEnableVertexAttribArray(3);
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glEnableVertexAttribArray(4);
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if (m_RawModel->IsSkinned()) {
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if (rawModel->IsSkinned()) {
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glEnableVertexAttribArray(5);
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glEnableVertexAttribArray(6);
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}
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@@ -101,27 +99,29 @@ Model::Model(std::string fileName)
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glm::vec3 mini(INFINITY);
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glm::vec3 maxi(-INFINITY);
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for (unsigned int i = 0; i < m_RawModel->NumVertices(); i++) {
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const auto& v = m_RawModel->Vertices()[i];
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for (unsigned int i = 0; i < rawModel->NumVertices(); i++) {
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const auto& v = rawModel->Vertices()[i];
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mini = glm::min(mini, v.Position);
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maxi = glm::max(maxi, v.Position);
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}
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m_Box = AABB(mini, maxi);
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//m_Skeleton = m_RawModel->m_Skeleton;
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delete m_RawModel->m_Skeleton;
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m_Materials = m_RawModel->m_Materials;
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//m_Indices = m_RawModel->m_Indices;
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m_IsSkinned = m_RawModel->IsSkinned();
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m_Skeleton = rawModel->m_Skeleton;
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m_Materials = rawModel->m_Materials;
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m_Indices = rawModel->CollisionIndices();
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m_IsSkinned = rawModel->IsSkinned();
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// Copy vertex positions for collisions later
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for (auto& v : m_RawModel->m_Vertices) {
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//m_Vertices.push_back(v.Position);
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}
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m_Vertices = rawModel->CollisionVertices();
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ResourceManager::Release("RawModel", fileName);
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}
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Model::~Model()
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{
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if (m_Skeleton != nullptr) {
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delete m_Skeleton;
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}
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for (auto material : m_Materials) {
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delete material.material;
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}
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}
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@@ -515,12 +515,14 @@ void RawModelCustom::ReadCollisionFile(std::string filePath) {
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delete[] fileData;
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}
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const RawModelCustom::Vertex* RawModelCustom::CollisionVertices() {
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const std::vector<glm::vec3>& RawModelCustom::CollisionVertices() {
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if (hasCollisionMesh) {
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return m_CollisionVertices.data();
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return m_CollisionVertices;
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}
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else if (hasSkin) {
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return nullptr;
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// We don't do collisions against skinned meshes now.
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m_CollisionVertices = std::vector<glm::vec3>();
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return m_CollisionVertices;
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}
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else {
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return ConstructCollisionList();
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@@ -533,11 +535,11 @@ void RawModelCustom::ReadCollisionFileData(std::size_t& offset, char* fileData,
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m_CollisionIndices.resize(static_cast<std::size_t>(*(unsigned int*)(fileData + offset)));
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offset += sizeof(unsigned int);
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if (offset + m_CollisionVertices.size() * sizeof(Vertex) > fileByteSize) {
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if (offset + m_CollisionVertices.size() * sizeof(glm::vec3) > fileByteSize) {
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throw Resource::FailedLoadingException("Reading collision vertices failed");
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}
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memcpy(&m_CollisionVertices[0], fileData + offset, m_CollisionVertices.size() * sizeof(Vertex));
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offset += m_CollisionVertices.size() * sizeof(Vertex);
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memcpy(&m_CollisionVertices[0], fileData + offset, m_CollisionVertices.size() * sizeof(glm::vec3));
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offset += m_CollisionVertices.size() * sizeof(glm::vec3);
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if (offset + m_CollisionIndices.size() * sizeof(unsigned int) > fileByteSize) {
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throw Resource::FailedLoadingException("Reading collision indices failed");
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@@ -546,28 +548,23 @@ void RawModelCustom::ReadCollisionFileData(std::size_t& offset, char* fileData,
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offset += m_CollisionIndices.size() * sizeof(unsigned int);
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}
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const RawModelCustom::Vertex* RawModelCustom::ConstructCollisionList()
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const std::vector<glm::vec3>& RawModelCustom::ConstructCollisionList()
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{
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if (!hasCollisionMesh && m_CollisionVertices.size() == 0) {
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if (hasSkin)
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{
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if (hasSkin) {
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m_CollisionVertices.reserve(m_SkinedVertices.size());
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for (auto vertex : m_SkinedVertices) {
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Vertex tmp;
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tmp.Position = vertex.Position;
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m_CollisionVertices.push_back(tmp);
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for (const auto& vertex : m_SkinedVertices) {
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m_CollisionVertices.push_back(vertex.Position);
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}
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} else {
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m_CollisionVertices.reserve(m_Vertices.size());
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for (auto vertex : m_Vertices) {
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Vertex tmp;
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tmp.Position = vertex.Position;
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m_CollisionVertices.push_back(tmp);
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for (const auto& vertex : m_Vertices) {
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m_CollisionVertices.push_back(vertex.Position);
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}
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}
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}
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return m_CollisionVertices.data();
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return m_CollisionVertices;
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}
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RawModelCustom::~RawModelCustom()
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