Any collision meshes we have should be working, and RawModels should be released after being loaded.
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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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