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@@ -43,52 +43,53 @@
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#include "KRTexture.h"
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#include "KRBone.h"
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class KRModel : public KRNode {
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class KRModel : public KRNode
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{
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public:
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static void InitNodeInfo(KrNodeInfo* nodeInfo);
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static void InitNodeInfo(KrNodeInfo* nodeInfo);
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KRModel(KRScene &scene, std::string instance_name, std::string model_name, std::string light_map, float lod_min_coverage, bool receives_shadow, bool faces_camera, Vector3 rim_color = Vector3::Zero(), float rim_power = 0.0f);
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virtual ~KRModel();
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virtual std::string getElementName();
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virtual tinyxml2::XMLElement *saveXML( tinyxml2::XMLNode *parent);
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KRModel(KRScene& scene, std::string instance_name, std::string model_name, std::string light_map, float lod_min_coverage, bool receives_shadow, bool faces_camera, Vector3 rim_color = Vector3::Zero(), float rim_power = 0.0f);
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virtual ~KRModel();
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virtual std::string getElementName();
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virtual tinyxml2::XMLElement* saveXML(tinyxml2::XMLNode* parent);
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virtual void render(KRNode::RenderInfo& ri);
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virtual AABB getBounds();
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void setRimColor(const Vector3& rim_color);
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void setRimPower(float rim_power);
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Vector3 getRimColor();
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float getRimPower();
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void setLightMap(const std::string& name);
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std::string getLightMap();
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virtual kraken_stream_level getStreamLevel(const KRViewport& viewport);
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virtual void render(KRNode::RenderInfo& ri);
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virtual AABB getBounds();
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void setRimColor(const Vector3 &rim_color);
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void setRimPower(float rim_power);
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Vector3 getRimColor();
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float getRimPower();
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void setLightMap(const std::string &name);
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std::string getLightMap();
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virtual kraken_stream_level getStreamLevel(const KRViewport &viewport);
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private:
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void preStream(const KRViewport &viewport);
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std::vector<KRMesh *> m_models;
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unordered_map<KRMesh *, std::vector<KRBone *> > m_bones; // Outer std::map connects model to set of bones
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KRTexture *m_pLightMap;
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std::string m_lightMap;
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std::string m_model_name;
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float m_min_lod_coverage;
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void loadModel();
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bool m_receivesShadow;
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bool m_faces_camera;
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Matrix4 m_boundsCachedMat;
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AABB m_boundsCached;
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Vector3 m_rim_color;
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float m_rim_power;
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void preStream(const KRViewport& viewport);
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std::vector<KRMesh*> m_models;
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unordered_map<KRMesh*, std::vector<KRBone*> > m_bones; // Outer std::map connects model to set of bones
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KRTexture* m_pLightMap;
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std::string m_lightMap;
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std::string m_model_name;
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float m_min_lod_coverage;
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void loadModel();
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bool m_receivesShadow;
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bool m_faces_camera;
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Matrix4 m_boundsCachedMat;
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AABB m_boundsCached;
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Vector3 m_rim_color;
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float m_rim_power;
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};
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