Importing & Reading Custom animation data. TODO: Shaders.
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@@ -22,7 +22,7 @@ class RawModel : public Resource
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friend class ResourceManager;
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protected:
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RawModel(std::string& fileName);
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RawModel(std::string fileName);
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public:
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~RawModel();
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@@ -74,6 +74,13 @@ private:
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void ReadMaterialFile(std::string filePath);
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void ReadMaterials(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
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void ReadMaterialSingle(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
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void ReadAnimationFile(std::string filePath);
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void ReadAnimationBindPoses(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
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void ReadAnimationJoint(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
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void ReadAnimationClips(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int numberOfClips);
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void ReadAnimationClipSingle(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int clipIndex);
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void ReadAnimationKeyFrame(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int numberOfJoints, Skeleton::Animation& animation);
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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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@@ -38,9 +38,9 @@ public:
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, OffsetMatrix(offsetMatrix)
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{ }
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int ID;
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std::string Name;
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glm::mat4 OffsetMatrix;
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int ID;
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Bone* Parent;
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std::vector<Bone*> Children;
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