We can now export and import collision meshes :D
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@@ -18,8 +18,14 @@ 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 RawModel::RenderVertex* Vertices() const { return m_RawModel->Vertices(); }
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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_RawModel->IsSkinned(); }
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GLuint VAO;
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@@ -32,9 +32,11 @@ protected:
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public:
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~RawModelCustom();
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struct Vertex
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{
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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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glm::vec3 Normal;
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glm::vec3 Tangent;
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@@ -42,7 +44,7 @@ public:
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glm::vec2 TextureCoords;
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};
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struct SkinedVertex : public Vertex {
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struct SkinedVertex : public RenderVertex {
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glm::vec4 BoneIndices;
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glm::vec4 BoneWeights;
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};
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@@ -89,7 +91,7 @@ public:
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MaterialBasic* material;
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};
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const Vertex* Vertices() const {
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const RenderVertex* Vertices() const {
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if (hasSkin) {
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return m_SkinedVertices.data();
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} else {
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@@ -97,16 +99,16 @@ public:
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}
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};
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unsigned int VertexSize() const {
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unsigned int VertexSize() const {
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if (hasSkin) {
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return sizeof(SkinedVertex);
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}
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else {
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return sizeof(Vertex);
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return sizeof(RenderVertex);
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}
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};
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unsigned int NumVertices() const {
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size_t NumVertices() const {
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if (hasSkin) {
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return m_SkinedVertices.size();
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} else {
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@@ -114,17 +116,39 @@ public:
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}
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};
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const std::vector<unsigned int>& Indices() const {
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return m_Indices;
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}
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bool IsSkinned() const { return hasSkin; };
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const Vertex* CollisionVertices();
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size_t NumCollisionVertices() const {
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return m_CollisionVertices.size();
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};
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const std::vector<unsigned int>& CollisionIndices() const {
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if (hasCollisionMesh) {
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return m_CollisionIndices;
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} else {
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return m_Indices;
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}
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};
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std::vector<MaterialProperties> m_Materials;
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std::vector<unsigned int> m_Indices;
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Skeleton* m_Skeleton = nullptr;
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glm::mat4 m_Matrix;
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private:
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bool hasSkin;
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std::vector<Vertex> m_Vertices;
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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<RenderVertex> m_Vertices;
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std::vector<SkinedVertex> m_SkinedVertices;
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void ReadMeshFile(std::string filePath);
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@@ -147,7 +171,12 @@ private:
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void ReadAnimationClips(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int numberOfClips);
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void ReadAnimationClipSingle(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int clipIndex);
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void ReadAnimationKeyFrame(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, std::vector<Skeleton::Animation::Keyframe>& animation);
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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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//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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