Added skeleton hierarchy

This commit is contained in:
Antoine Pilote
2023-09-06 08:48:32 -04:00
parent 0e5d17da75
commit 422cddf5b0
8 changed files with 64 additions and 26 deletions

View File

@@ -77,7 +77,6 @@ namespace Nuake
}
ProcessSkinnedNode(scene->mRootNode, scene);
if (scene->HasAnimations())
{
SkeletalAnimation animation;
@@ -353,6 +352,23 @@ namespace Nuake
}
}
void ModelLoader::ProcessSkeleton(SkeletonNode& des, const aiNode* src)
{
// Create a Bone object for this node
SkeletonNode bone;
bone.Name = src->mName.C_Str();
bone.Transform = ConvertMatrixToGLMFormat(src->mTransformation);
des.ChildrenCount++;
des.Children.push_back(bone);
// Recursively process child nodes (bones)
for (uint32_t i = 0; i < src->mNumChildren; i++)
{
ProcessSkeleton(bone, src->mChildren[i]);
}
}
std::vector<uint32_t> ModelLoader::ProcessIndices(aiMesh* mesh)
{
auto indices = std::vector<uint32_t>();