rest of animation coding
animation , animator , keyframe & quaterions compiling but not debuged at all
This commit is contained in:
@@ -24,24 +24,40 @@ class ColladaModel {
|
||||
private:
|
||||
int face_count;
|
||||
int vertex_count;
|
||||
//int normal_count;
|
||||
//int texcoord_count;
|
||||
int joint_count;
|
||||
|
||||
Joint rootjoint;
|
||||
int rootindex=0;
|
||||
Matrix roottransform;
|
||||
char* rootname;
|
||||
Matrix root_transform;
|
||||
|
||||
Animator animator;
|
||||
//Animator animator;
|
||||
|
||||
std::vector<std::vector<Vec3i> > faces_; //vertex/normal/uv
|
||||
std::vector<Vec3f> vertices_;
|
||||
std::vector<Vec3f> normals_;
|
||||
std::vector<Vec2f> texturecos_;
|
||||
|
||||
// #include <map>
|
||||
// map<const char*, int> joint_names;
|
||||
// joints.add(pair<const char*, int>("TORSO", 0));
|
||||
|
||||
// {TORSO, 0}
|
||||
// {LEG, 1}
|
||||
// {HAND, 2}
|
||||
|
||||
//joint_names.get("TORSO");
|
||||
|
||||
// 1. Get jointnames and map them to ids
|
||||
// 2. get each joint and fill in the Joint class
|
||||
// 3. get inversebindtransforms
|
||||
|
||||
// Vector -> Vectors -> (joint , weight)
|
||||
std::vector<std::vector<Vec2i>> vertexweights_; //joint/weight
|
||||
std::vector<Vec3i> jointIDs_;
|
||||
std::vector<std::string> jointIDs_;
|
||||
// { TORSO , LEG, TEZ}
|
||||
// { 0, 1, 2}
|
||||
// jointIDs[0]
|
||||
std::vector<float> weights_;
|
||||
|
||||
TGAImage diffusemap_;
|
||||
@@ -50,6 +66,7 @@ private:
|
||||
|
||||
void load_texture(std::string filename, const char* suffix, TGAImage& img);
|
||||
public:
|
||||
ColladaModel() = default;
|
||||
ColladaModel(const char* filename);
|
||||
~ColladaModel();
|
||||
|
||||
@@ -65,6 +82,7 @@ public:
|
||||
Vec2f uv(int iface, int nthvert);
|
||||
|
||||
Matrix Transform;
|
||||
|
||||
Matrix Rotation;
|
||||
Matrix Scale;
|
||||
Matrix Translation;
|
||||
|
||||
Reference in New Issue
Block a user