Importing & Reading Custom animation data. TODO: Shaders.

This commit is contained in:
antc13
2016-01-20 18:36:03 +01:00
parent 84b7cf165c
commit c984f76b2f
9 changed files with 230 additions and 39 deletions
+8 -1
View File
@@ -22,7 +22,7 @@ class RawModel : public Resource
friend class ResourceManager;
protected:
RawModel(std::string& fileName);
RawModel(std::string fileName);
public:
~RawModel();
@@ -74,6 +74,13 @@ private:
void ReadMaterialFile(std::string filePath);
void ReadMaterials(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
void ReadMaterialSingle(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
void ReadAnimationFile(std::string filePath);
void ReadAnimationBindPoses(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
void ReadAnimationJoint(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
void ReadAnimationClips(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int numberOfClips);
void ReadAnimationClipSingle(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int clipIndex);
void ReadAnimationKeyFrame(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int numberOfJoints, Skeleton::Animation& animation);
//void CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &boneInfo, std::map<std::string, int> &boneNameMapping, aiNode* node, int parentID);
};