Danbias/Code/OysterGraphics/Model/ModelInfo.h

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#pragma once
#ifndef MODELINFO_h
#define MODELINFO_h
#include "..\Core\Core.h"
namespace Oyster
{
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namespace Graphics
{
namespace Model
{
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struct Bone
{
Math::Float4x4 Transform;
int Parent;
};
struct Frame
{
Bone bone;
double time;
};
struct Animation
{
std::wstring name;
int Bones;
int* Frames; //! Bone as index
Frame** Keyframes; //! @brief [Bone][Frame]
};
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struct ModelInfo
{
std::vector<ID3D11ShaderResourceView*> Material;
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Core::Buffer *Vertices,*Indecies;
bool Indexed, Animated;
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int VertexCount, IndexCount, BoneCount, AnimationCount;
Bone* bones;
Animation* Animations;
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};
}
}
};
#endif