--- /dev/null
+#include "Model.hpp"
+#include "Instance.hpp"
+#include "Skeletons.hpp"
+
+#include "shapes.hpp"
+#include "../graphics/DirectionalLighting.hpp"
+#include "../graphics/EntityMesh.hpp"
+
+#include <glm/gtx/quaternion.hpp>
+
+
+namespace blank {
+
+Model::Model()
+: parent(nullptr)
+, node_mesh(nullptr)
+, id(0)
+, bounds{{ 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }}
+, position(0.0f)
+, orientation(1.0f, 0.0f, 0.0f, 0.0f)
+, parts() {
+
+}
+
+
+Model &Model::AddPart() {
+ parts.emplace_back();
+ parts.back().parent = this;
+ return parts.back();
+}
+
+
+glm::mat4 Model::LocalTransform() const noexcept {
+ glm::mat4 transform(toMat4(orientation));
+ transform[3].x = position.x;
+ transform[3].y = position.y;
+ transform[3].z = position.z;
+ return transform;
+}
+
+glm::mat4 Model::GlobalTransform() const noexcept {
+ if (HasParent()) {
+ return Parent().GlobalTransform() * LocalTransform();
+ } else {
+ return LocalTransform();
+ }
+}
+
+
+void Model::Instantiate(Instance &inst) const {
+ inst.part_model = this;
+ inst.position = position;
+ inst.orientation = orientation;
+ inst.parts.clear();
+ inst.parts.reserve(parts.size());
+ for (const Model &part : parts) {
+ part.Instantiate(inst.AddPart());
+ }
+}
+
+
+Instance::Instance()
+: part_model(nullptr)
+, parent(nullptr)
+, position(0.0f)
+, orientation(1.0f, 0.0f, 0.0f, 0.0f)
+, parts() {
+
+}
+
+
+Instance &Instance::AddPart() {
+ parts.emplace_back();
+ parts.back().parent = this;
+ return parts.back();
+}
+
+
+glm::mat4 Instance::LocalTransform() const noexcept {
+ glm::mat4 transform(toMat4(orientation));
+ transform[3].x = position.x;
+ transform[3].y = position.y;
+ transform[3].z = position.z;
+ return transform;
+}
+
+glm::mat4 Instance::GlobalTransform() const noexcept {
+ if (HasParent()) {
+ return Parent().GlobalTransform() * LocalTransform();
+ } else {
+ return LocalTransform();
+ }
+}
+
+
+void Instance::Render(const glm::mat4 &M, DirectionalLighting &prog) const {
+ glm::mat4 transform(M * LocalTransform());
+ if (part_model->HasNodeMesh()) {
+ prog.SetM(transform);
+ part_model->NodeMesh().Draw();
+ }
+ for (const Instance &part : parts) {
+ part.Render(transform, prog);
+ }
+}
+
+
+Skeletons::Skeletons()
+: skeletons()
+, meshes() {
+
+}
+
+Skeletons::~Skeletons() {
+
+}
+
+void Skeletons::LoadHeadless() {
+ skeletons.clear();
+ skeletons.reserve(4);
+ {
+ AABB bounds{{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }};
+ skeletons.emplace_back(new Model);
+ skeletons[0]->ID(1);
+ skeletons[0]->Bounds(bounds);
+ }
+ {
+ AABB bounds{{ -0.5f, -0.25f, -0.5f }, { 0.5f, 0.25f, 0.5f }};
+ skeletons.emplace_back(new Model);
+ skeletons[1]->ID(2);
+ skeletons[1]->Bounds(bounds);
+ }
+ {
+ AABB bounds{{ -0.25f, -0.5f, -0.25f }, { 0.25f, 0.5f, 0.25f }};
+ skeletons.emplace_back(new Model);
+ skeletons[2]->ID(3);
+ skeletons[2]->Bounds(bounds);
+ }
+ {
+ AABB bounds{{ -0.25f, -0.5f, -0.35f }, { 0.25f, 0.5f, 0.35f }};
+ skeletons.emplace_back(new Model);
+ skeletons[3]->ID(4);
+ skeletons[3]->Bounds(bounds);
+ }
+}
+
+void Skeletons::Load() {
+ LoadHeadless();
+ 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 });
+ meshes[0].Update(buf);
+ skeletons[0]->SetNodeMesh(&meshes[0]);
+ }
+ {
+ CuboidShape shape(skeletons[1]->Bounds());
+ buf.Clear();
+ 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 });
+ meshes[1].Update(buf);
+ skeletons[1]->SetNodeMesh(&meshes[1]);
+ }
+ {
+ StairShape shape(skeletons[2]->Bounds(), { 0.4f, 0.4f });
+ buf.Clear();
+ 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 });
+ meshes[2].Update(buf);
+ skeletons[2]->SetNodeMesh(&meshes[2]);
+ }
+ {
+ CuboidShape shape(skeletons[3]->Bounds());
+ buf.Clear();
+ 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 });
+ meshes[3].Update(buf);
+ skeletons[3]->SetNodeMesh(&meshes[3]);
+ }
+}
+
+Model *Skeletons::ByID(std::uint16_t id) noexcept {
+ if (id == 0 || id > skeletons.size()) {
+ return nullptr;
+ } else {
+ return skeletons[id - 1].get();
+ }
+}
+
+const Model *Skeletons::ByID(std::uint16_t id) const noexcept {
+ if (id == 0 || id > skeletons.size()) {
+ return nullptr;
+ } else {
+ return skeletons[id - 1].get();
+ }
+}
+
+}