#include "CompositeInstance.hpp"
#include "Skeletons.hpp"
-#include "EntityModel.hpp"
#include "shapes.hpp"
#include "../graphics/DirectionalLighting.hpp"
+#include "../graphics/EntityMesh.hpp"
#include <glm/gtx/quaternion.hpp>
CompositeModel::CompositeModel()
: parent(nullptr)
-, node_model(nullptr)
+, node_mesh(nullptr)
, id(0)
, bounds{{ 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }}
, position(0.0f)
void CompositeInstance::Render(const glm::mat4 &M, DirectionalLighting &prog) const {
glm::mat4 transform(M * LocalTransform());
- if (part_model->HasNodeModel()) {
+ if (part_model->HasNodeMesh()) {
prog.SetM(transform);
- part_model->NodeModel().Draw();
+ part_model->NodeMesh().Draw();
}
for (const CompositeInstance &part : parts) {
part.Render(transform, prog);
Skeletons::Skeletons()
: skeletons()
-, models() {
+, meshes() {
}
void Skeletons::Load() {
LoadHeadless();
- models.resize(4);
- EntityModel::Buffer buf;
+ meshes.resize(4);
+ EntityMesh::Buffer buf;
{
CuboidShape shape(skeletons[0]->Bounds());
shape.Vertices(buf, 3.0f);
buf.hsl_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f });
buf.rgb_mods.resize(shape.VertexCount(), { 1.0f, 1.0f, 0.0f });
- models[0].Update(buf);
- skeletons[0]->SetNodeModel(&models[0]);
+ meshes[0].Update(buf);
+ skeletons[0]->SetNodeMesh(&meshes[0]);
}
{
CuboidShape shape(skeletons[1]->Bounds());
shape.Vertices(buf, 0.0f);
buf.hsl_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f });
buf.rgb_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f });
- models[1].Update(buf);
- skeletons[1]->SetNodeModel(&models[1]);
+ meshes[1].Update(buf);
+ skeletons[1]->SetNodeMesh(&meshes[1]);
}
{
StairShape shape(skeletons[2]->Bounds(), { 0.4f, 0.4f });
shape.Vertices(buf, 1.0f);
buf.hsl_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f });
buf.rgb_mods.resize(shape.VertexCount(), { 1.0f, 0.0f, 1.0f });
- models[2].Update(buf);
- skeletons[2]->SetNodeModel(&models[2]);
+ meshes[2].Update(buf);
+ skeletons[2]->SetNodeMesh(&meshes[2]);
}
{
CuboidShape shape(skeletons[3]->Bounds());
shape.Vertices(buf, 2.0f);
buf.hsl_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f });
buf.rgb_mods.resize(shape.VertexCount(), { 1.0f, 0.25f, 0.5f });
- models[3].Update(buf);
- skeletons[3]->SetNodeModel(&models[3]);
+ meshes[3].Update(buf);
+ skeletons[3]->SetNodeMesh(&meshes[3]);
}
}