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Model.h
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//#ifndef MODEL_CLASS_H
//#define MODEL_CLASS_H
//
//#include<json/json.h>
//#include"Mesh.h"
//
//using json = nlohmann::json;
//
//
//class Model
//{
//public:
// // Loads in a model from a file and stores tha information in 'data', 'JSON', and 'file'
// Model(const char* file);
//
// void Draw(Shader& shader, Camera& camera);
//
//private:
// // Variables for easy access
// const char* file;
// std::vector<unsigned char> data;
// json JSON;
//
// // All the meshes and transformations
// std::vector<Mesh> meshes;
// std::vector<glm::vec3> translationsMeshes;
// std::vector<glm::quat> rotationsMeshes;
// std::vector<glm::vec3> scalesMeshes;
// std::vector<glm::mat4> matricesMeshes;
//
// // Prevents textures from being loaded twice
// std::vector<std::string> loadedTexName;
// std::vector<Texture> loadedTex;
//
// // Loads a single mesh by its index
// void loadMesh(unsigned int indMesh);
//
// // Traverses a node recursively, so it essentially traverses all connected nodes
// void traverseNode(unsigned int nextNode, glm::mat4 matrix = glm::mat4(1.0f));
//
// // Gets the binary data from a file
// std::vector<unsigned char> getData();
// // Interprets the binary data into floats, indices, and textures
// std::vector<float> getFloats(json accessor);
// std::vector<GLuint> getIndices(json accessor);
// std::vector<Texture> getTextures();
//
// // Assembles all the floats into vertices
// std::vector<Vertex> assembleVertices
// (
// std::vector<glm::vec3> positions,
// std::vector<glm::vec3> normals,
// std::vector<glm::vec2> texUVs
// );
//
// // Helps with the assembly from above by grouping floats
// std::vector<glm::vec2> groupFloatsVec2(std::vector<float> floatVec);
// std::vector<glm::vec3> groupFloatsVec3(std::vector<float> floatVec);
// std::vector<glm::vec4> groupFloatsVec4(std::vector<float> floatVec);
//};
//#endif