Added BoneAttachment component

This commit is contained in:
viktorljung
2016-01-27 17:14:16 +01:00
parent d12246833e
commit 8fc8d56ee1
13 changed files with 322 additions and 17 deletions
+9 -4
View File
@@ -94,11 +94,16 @@ void DrawFinalPass::Draw(RenderScene& scene)
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
}*/
//TODO: Fixa så att modelsJobs kan spela upp olika animationer och så att den kan få in en tid istället för 1.0f - Hälsningar Johan och Andreas :)
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (modelJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones( *modelJob->Animation, modelJob->AnimationTime);
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
// std::vector<glm::mat4> frameBones2 = modelJob->Skeleton->GetFrameBones(*modelJob->Skeleton->GetAnimation("Walk"), modelJob->AnimationTime);
//
//
// for (int i = 0; i < frameBones.size(); i++) {
// frameBones[i] = frameBones[i] * glm::mat4(glm::quat(glm::vec3(0.f, 0.f, 0.f)));//* frameBones2[i];
// }
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
}