21 #ifndef __MODEL3D_H_INCLUDED__
22 #define __MODEL3D_H_INCLUDED__
43 bool load_file(
const std::string& a_path,
char **a_buffer,
int &a_bytes_read,
const bool binary =
true);
122 friend class Model3DClientGL;
143 bool load(
const std::string &a_path);
149 unsigned int get_indices_count()
const;
155 unsigned int get_keyframes_count()
const;
161 float* get_positions()
const;
167 float* get_normals()
const;
173 float* get_texture_coordinates0()
const;
179 float* get_tangents()
const;
185 unsigned int* get_indices()
const;
222 #endif // __MODEL3D_H_INCLUDED__
char * m_animation_buffer
All the animation data is loaded in this buffer.
unsigned int * m_vertices_count
Total number of vertices in the model.
char * m_tangent_buffer
All the tangent data is loaded in this buffer.
unsigned int * m_materials_count
Total number of materials in the model.
float * m_weights
List of 4D Weights in the model.
float * m_transforms
Transformations for all the bones in the current keyframe.
bool m_has_texture_coordinates0
True if the model has texture coordinates 0.
float * m_bounding_box_minimum
Bounding box minimum of the model.
float * m_ambient
4D Ambient color of the material
bool m_has_normals
True if the model has normals.
float * m_normals
List of 3D Normals in the model.
Material ** m_materials
List of all the materials in the model.
GLsizei GLsizei GLenum void * binary
unsigned int * m_keyframes_count
Total number of keyframes in the model.
float * m_transparency
Transparency of the material.
float * m_bounding_box_maximum
Bounding box maximum of the model.
bool m_has_indices
True if the model has indexed data.
bool load_file(const std::string &a_path, char **a_buffer, int &a_bytes_read, const bool binary)
Keyframe ** m_keyframes
List of all keyframes for all bones.
unsigned int * m_bone_ids
List of 4D Bone Ids in the model.
float * m_tangents
List of 3D Tangents in the model.
bool m_has_materials
True if the model has one or more materials.
unsigned int * m_indices
List of indices in the model.
float * m_shine
Shine exponent of the material.
bool m_has_animation
True if the model has animation data.
unsigned int * m_indices_count
Total number of indices in the model.
float * m_diffuse
4D Diffuse color of the material
float * m_positions
List of 3D Vertex Positions in the model.
char * m_geometry_buffer
All the geometry data is loaded in this buffer.
float * m_specular
4D Specular color of the material
float * m_time
Keyframe time in seconds for the all the bones.
float * m_emmision
4D Emissive color of the material
float * m_texture_coordinates0
List of 3D Texture Coordinates in the model.
unsigned int * m_bones_count
Total number of bones in the model.