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spriteMeshLoader.h
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spriteMeshLoader.h
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#ifndef SPRITEMESHLOADER_H_INCLUDED
#define SPRITEMESHLOADER_H_INCLUDED
#include "includes.h"
#include "skeletalDrawing.h"
#include "meshData.h"
using namespace std;
class Renderer;
class SpriteMeshLoader{
public:
Renderer* renderer;
float* vertexIDs; //IDs for every single vertex
Vector4f* vertices; //vertex array pointer
Vector4f* colors; //color pointer
Vector3f* secondaryColors; //secondary color pointer
Vector3f* normals; //normal array pointer
Vector3f* texCoords;
Vector4f* vertexWeights; //4 weights per vertex, we select the 4 most influential
Vector4f* boneReference; //4 bone References per vertex, we select the 4 most influential
int vertexCount;
SpriteMeshLoader();
virtual ~SpriteMeshLoader();
bool saveSpriteMesh ( string filename, SkeletalDrawing* myDrawing );
void saveVertices(TiXmlElement* root);
void saveNormals(TiXmlElement* root);
void saveTexCoords(TiXmlElement* root);
void saveColors(TiXmlElement* root);
void saveSecondaryColors(TiXmlElement* root);
void saveBoneReferences(TiXmlElement* root);
void saveVertexWeights(TiXmlElement* root);
void saveBones(TiXmlElement* root, SkeletalDrawing* myDrawing);
bool loadSpriteMesh ( string filename, string meshID );
void loadVertices ( string meshID, TiXmlElement * sourceElement );
void loadNormals ( string meshID, TiXmlElement * sourceElement );
void loadTexCoords(string meshID, TiXmlElement * sourceElement);
void loadColors(string meshID, TiXmlElement * sourceElement);
void loadSecondaryColors(string meshID, TiXmlElement * sourceElement);
void loadBoneReferences ( string meshID, TiXmlElement * sourceElement );
void loadVertexWeights ( string meshID, TiXmlElement * sourceElement );
void loadBones ( string meshID, TiXmlElement * sourceElement );
bool createVBOs(string meshID);
};
#endif // SPRITEMESHLOADER_H_INCLUDED