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/*
* Copyright 2022-2023 Frederico de Oliveira Linhares
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef CANDY_GEAR_VK_SKELETAL_MODEL_H
#define CANDY_GEAR_VK_SKELETAL_MODEL_H 1
#include <memory>
#include <vector>
#include "core.hpp"
#include "skeletal_mesh.hpp"
namespace VK
{
struct SkeletalModel
{
std::shared_ptr<SkeletalMesh> skeletal_mesh;
std::shared_ptr<Texture> texture;
std::vector<UniformBuffer> uniform_buffers;
std::shared_ptr<glm::vec3> position, rotation;
int animation_index;
float animation_time;
std::vector<glm::mat4> bone_transforms;
VkDescriptorPool descriptor_pool;
std::vector<VkDescriptorSet> descriptor_sets;
SkeletalModel(
std::shared_ptr<SkeletalMesh> skeletal_mesh,
std::shared_ptr<Texture> texture, std::shared_ptr<glm::vec3> position,
std::shared_ptr<glm::vec3> rotation);
~SkeletalModel();
void
tick(float delta);
};
}
#endif /* CANDY_GEAR_VK_SKELETAL_MODEL_H */
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