mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-26 19:43:30 +00:00
253 lines
6.6 KiB
C++
Executable File
253 lines
6.6 KiB
C++
Executable File
#include"model.h"
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#include"mesh.h"
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#include"material.h"
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#include"vector.h"
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#include"util.h"
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#include"bone.h"
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#include"root.h"
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#include"skeleton.h"
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#include"animation.h"
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#include<vector>
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#include<Importer.hpp>
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#include<scene.h>
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#include<postprocess.h>
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#include<fstream>
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using namespace std;
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using namespace Assimp;
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namespace vb01{
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void Model::processNode(aiNode *node, const aiScene *scene, Node *currentNode){
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for(int i=0;i<node->mNumMeshes;i++){
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aiMesh *mesh=scene->mMeshes[node->mMeshes[i]];
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processMesh(mesh,scene,currentNode);
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}
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for(int i=0;i<node->mNumChildren;i++){
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Node *childNode=new Node();
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currentNode->attachChild(childNode);
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processNode(node->mChildren[i],scene,childNode);
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}
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}
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void Model::processMesh(aiMesh *mesh, const aiScene *scene, Node *currentNode){
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const int numTris=mesh->mNumFaces;
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Mesh::Vertex *vertices=new Mesh::Vertex[3*numTris];
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u32 *indices=new u32[3*numTris];
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for(int i=0;i<3*numTris;i++){
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Mesh::Vertex v;
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v.pos.x=mesh->mVertices[i].x;
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v.pos.y=mesh->mVertices[i].y;
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v.pos.z=mesh->mVertices[i].z;
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v.norm.x=mesh->mNormals[i].x;
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v.norm.y=mesh->mNormals[i].y;
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v.norm.z=mesh->mNormals[i].z;
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v.tan.x=mesh->mTangents[i].x;
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v.tan.y=mesh->mTangents[i].y;
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v.tan.z=mesh->mTangents[i].z;
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v.biTan.x=mesh->mBitangents[i].x;
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v.biTan.y=mesh->mBitangents[i].y;
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v.biTan.z=mesh->mBitangents[i].z;
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if(mesh->mTextureCoords[0]){
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v.uv.x=mesh->mTextureCoords[0][i].x;
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v.uv.y=mesh->mTextureCoords[0][i].y;
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}
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else
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v.uv=Vector2::VEC_ZERO;
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vertices[i]=v;
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}
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for(int i=0;i<numTris;i++){
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int numFaceIndices=mesh->mFaces[i].mNumIndices;
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for(int j=0;j<numFaceIndices;j++){
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indices[numFaceIndices*i+j]=mesh->mFaces[i].mIndices[j];
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}
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}
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//if(mesh->mMaterialIndex>=0){
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// aiMaterial *material=scene->mMaterial[mesh->mMaterialIndex];
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//}
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currentNode->attachMesh(new Mesh(vertices,indices,numTris));
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}
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Model::Model(string path,bool b) : Node(){
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Node *rootNode=Root::getSingleton()->getRootNode();
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if(b){
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Importer importer;
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const aiScene *scene=importer.ReadFile(path,aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_GenNormals | aiProcess_CalcTangentSpace);
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if(!scene||scene->mFlags&AI_SCENE_FLAGS_INCOMPLETE||!scene->mRootNode){
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cout<<"Failed to load model:"<<importer.GetErrorString()<<endl;
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exit(-1);
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}
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processNode(scene->mRootNode,scene,this);
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}
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else{
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enum Stage{ARMATURE,MESH};
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Stage stage;
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ifstream in(path);
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string l,name="";
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Vector3 localPos=Vector3::VEC_ZERO,localScale=Vector3::VEC_IJK;
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Quaternion localRot=Quaternion::QUAT_W;
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vector<string> childrenChain;
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vector<Skeleton*> skeletons;
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vector<Mesh*> meshes;
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vector<Light*> lights;
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vector<Node*> nodes;
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Skeleton *skeleton=nullptr;
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string animName="";
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Bone *animBone=nullptr;
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const int numVertsPerFace=3;
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int numFaces=0,vertId=0,faceId=0,groupId=0,groupVertId=0,numGroups=0,numShapeKeys=0,numBones=0;
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Mesh::Vertex *vertices;
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u32 *indices;
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vector<Vector3> vertPos,vertNorm;
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vector<float> vertWeights;
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string *groups=nullptr,*shapeKeys=nullptr;
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while(getline(in,l)){
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int colonId=-1;
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for(int i=0;i<l.length();i++)
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if(l[i]==':'){
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colonId=i;
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break;
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}
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string preColon=l.substr(0,colonId);
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string postColon=l.length()==colonId+1?"":l.substr(colonId+2,string::npos);
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if(preColon=="ARMATURE"){
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stage=ARMATURE;
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skeleton=new Skeleton(postColon);
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name=postColon;
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continue;
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}
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else if(preColon=="MESH"){
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stage=MESH;
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name=postColon;
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continue;
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}
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else if(preColon=="pos"){
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continue;
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}
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else if(preColon=="rot"){
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continue;
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}
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else if(preColon=="scale"){
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continue;
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}
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else if(preColon=="parent"){
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childrenChain.push_back(name+" "+postColon);
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continue;
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}
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}
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for(Mesh *mesh : meshes){
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Node *meshNode=new Node(localPos,localRot,localScale);
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meshNode->attachMesh(mesh);
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nodes.push_back(meshNode);
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for(string line : childrenChain){
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int spaceId=-1;
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for(int i=0;i<line.length();i++)
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if(line[i]==' ')
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spaceId=i;
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string childName=line.substr(0,spaceId),parentName=line.substr(spaceId+1,string::npos);
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if(mesh->getName()==childName){
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for(Skeleton *sk : skeletons){
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if(sk->getName()==parentName)
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mesh->setSkeleton(sk);
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}
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}
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}
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}
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for(Light *light : lights){
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Node *lightNode=new Node(localPos,localRot,localScale);
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lightNode->addLight(light);
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nodes.push_back(lightNode);
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}
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for(string line : childrenChain){
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int spaceId=-1;
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for(int i=0;i<line.length();i++)
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if(line[i]==' ')
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spaceId=i;
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string childName=line.substr(0,spaceId),parentName=line.substr(spaceId+1,string::npos);
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Node *childNode=nullptr,*parentNode=this;
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for(int i=0;i<nodes.size();i++){
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Mesh *m0=nodes[i]->getMesh(0);
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Skeleton *sk0=m0->getSkeleton();
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if(m0->getName()==childName||(sk0&&sk0->getName()==childName)){
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childNode=nodes[i];
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for(int j=0;j<nodes.size();j++){
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Mesh *m1=nodes[j]->getMesh(0);
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Skeleton *sk1=m1->getSkeleton();
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if(m1->getName()==parentName||(sk1&&sk1->getName()==parentName))
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parentNode=nodes[j];
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}
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}
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}
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if(childNode!=parentNode)
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parentNode->attachChild(childNode);
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}
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}
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}
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Model::~Model(){
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delete children[0]->getMesh(0)->getMaterial();
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vector<Node*> descendants;
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getDescendants(this,descendants);
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for(Node *node : descendants)
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for(Mesh *mesh : node->getMeshes())
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mesh->setMaterial(nullptr);
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while(!children.empty()){
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Node *c=children[children.size()-1];
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dettachChild(c);
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delete c;
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}
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}
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void Model::update(){
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Node::update();
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}
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void Model::setMaterial(Material *mat){
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vector<Node*> descendants;
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getDescendants(this,descendants);
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for(Node *node : descendants)
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for(Mesh *mesh : node->getMeshes())
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mesh->setMaterial(mat);
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}
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void Model::setCastShadow(bool castShadow){
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vector<Node*> descendants;
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getDescendants(this,descendants);
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for(Node *node : descendants)
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for(Mesh *mesh : node->getMeshes())
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mesh->setCastShadow(castShadow);
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this->castShadow=castShadow;
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}
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void Model::setReflect(bool reflect){
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vector<Node*> descendants;
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getDescendants(this,descendants);
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for(Node *node : descendants)
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for(Mesh *mesh : node->getMeshes())
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mesh->setReflect(reflect);
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this->reflect=reflect;
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}
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void Model::setWireframe(bool wirefame){
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vector<Node*> descendants;
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getDescendants(this,descendants);
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for(Node *node : descendants)
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for(Mesh *mesh : node->getMeshes())
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mesh->setWireframe(wirefame);
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this->wireframe=wireframe;
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}
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}
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