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#ifndef MODEL_H
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#define MODEL_H
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#include "HandmadeMath.h"
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#include "transform.h"
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#include "sokol/sokol_gfx.h"
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#include "gameobject.h"
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extern HMM_Vec3 eye;
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typedef struct material {
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} material;
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struct model;
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/* A single mesh */
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typedef struct mesh {
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sg_bindings bind; /* Encapsulates material, norms, etc */
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uint32_t idx_count;
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} mesh;
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/* A collection of meshes which create a full figure */
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typedef struct model {
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struct mesh *meshes;
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const char *path;
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HMM_Mat4 matrix;
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} model;
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/* A model with draw information */
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struct drawmodel {
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struct model *model;
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HMM_Mat4 amodel;
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gameobject *go;
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};
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typedef struct bone {
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transform3d t;
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struct bone *children;
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} bone;
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/* Get the model at a path, or create and return if it doesn't exist */
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struct model *GetExistingModel(const char *path);
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/* Make a Model struct */
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struct model *MakeModel(const char *path);
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/* Load a model from memory into the GPU */
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void loadmodel(struct model *model);
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void model_init();
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struct drawmodel *make_drawmodel(gameobject *go);
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void draw_drawmodel(struct drawmodel *dm);
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void model_draw_all();
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void free_drawmodel(struct drawmodel *dm);
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material *material_make();
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void material_free(material *mat);
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mesh *mesh_make();
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void mesh_free(mesh *m);
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#endif
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