forked from Mirrorlandia_minetest/irrlicht
master #5
@ -1,6 +1,6 @@
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cmake_minimum_required(VERSION 3.12)
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set(IRRLICHTMT_REVISION 14)
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set(IRRLICHTMT_REVISION 15)
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project(Irrlicht
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VERSION 1.9.0.${IRRLICHTMT_REVISION}
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@ -14,6 +14,7 @@
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#include "aabbox3d.h"
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#include "matrix4.h"
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#include "IAttributes.h"
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#include <list>
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#include <optional>
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@ -117,23 +118,14 @@ namespace scene
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//! Returns the name of the node.
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/** \return Name as character string. */
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virtual const c8* getName() const
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virtual const std::optional<std::string> &getName() const
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{
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return Name.c_str();
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return Name;
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}
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//! Sets the name of the node.
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/** \param name New name of the scene node. */
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virtual void setName(const c8* name)
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{
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Name = name;
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}
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//! Sets the name of the node.
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/** \param name New name of the scene node. */
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virtual void setName(const core::stringc& name)
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virtual void setName(const std::optional<std::string> &name)
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{
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Name = name;
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}
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@ -601,7 +593,7 @@ namespace scene
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}
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//! Name of the scene node.
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core::stringc Name;
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std::optional<std::string> Name;
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//! Absolute transformation of the node.
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core::matrix4 AbsoluteTransformation;
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@ -10,6 +10,8 @@
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#include "IAnimatedMesh.h"
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#include "SSkinMeshBuffer.h"
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#include <optional>
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namespace irr
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{
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namespace scene
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@ -41,12 +43,12 @@ namespace scene
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/** \param number: Zero based index of joint. The last joint
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has the number getJointCount()-1;
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\return Name of joint and null if an error happened. */
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virtual const c8* getJointName(u32 number) const = 0;
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virtual const std::optional<std::string> &getJointName(u32 number) const = 0;
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//! Gets a joint number from its name
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/** \param name: Name of the joint.
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\return Number of the joint or -1 if not found. */
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virtual s32 getJointNumber(const c8* name) const = 0;
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\return Number of the joint or std::nullopt if not found. */
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virtual std::optional<u32> getJointNumber(const std::string &name) const = 0;
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//! Use animation from another mesh
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/** The animation is linked (not copied) based on joint names
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@ -136,7 +138,7 @@ namespace scene
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}
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//! The name of this joint
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core::stringc Name;
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std::optional<std::string> Name;
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//! Local matrix of this joint
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core::matrix4 LocalMatrix;
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@ -5,8 +5,8 @@
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#pragma once
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//! Identifies the IrrlichtMt fork customized for the Minetest engine
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#define IRRLICHT_VERSION_MT_REVISION 14
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#define IRRLICHT_VERSION_MT "mt14"
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#define IRRLICHT_VERSION_MT_REVISION 15
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#define IRRLICHT_VERSION_MT "mt15"
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//! Irrlicht SDK Version
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#define IRRLICHT_VERSION_MAJOR 1
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@ -471,21 +471,21 @@ IBoneSceneNode* CAnimatedMeshSceneNode::getJointNode(const c8* jointName)
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ISkinnedMesh *skinnedMesh=(ISkinnedMesh*)Mesh;
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const s32 number = skinnedMesh->getJointNumber(jointName);
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const std::optional<u32> number = skinnedMesh->getJointNumber(jointName);
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if (number == -1)
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if (!number.has_value())
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{
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os::Printer::log("Joint with specified name not found in skinned mesh", jointName, ELL_DEBUG);
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return 0;
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}
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if ((s32)JointChildSceneNodes.size() <= number)
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if (JointChildSceneNodes.size() <= *number)
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{
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os::Printer::log("Joint was found in mesh, but is not loaded into node", jointName, ELL_WARNING);
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return 0;
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}
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return JointChildSceneNodes[number];
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return JointChildSceneNodes[*number];
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}
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@ -12,6 +12,8 @@
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#include "IFileSystem.h"
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#include "os.h"
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#include <algorithm>
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#ifdef _DEBUG
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#define _B3D_READER_DEBUG
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#endif
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@ -149,7 +151,7 @@ bool CB3DMeshFileLoader::load()
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bool CB3DMeshFileLoader::readChunkNODE(CSkinnedMesh::SJoint *inJoint)
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{
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CSkinnedMesh::SJoint *joint = AnimatedMesh->addJoint(inJoint);
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readString(joint->Name);
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joint->Name = readString();
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#ifdef _B3D_READER_DEBUG
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core::stringc logStr;
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@ -818,8 +820,8 @@ bool CB3DMeshFileLoader::readChunkTEXS()
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Textures.push_back(SB3dTexture());
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SB3dTexture& B3dTexture = Textures.getLast();
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readString(B3dTexture.TextureName);
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B3dTexture.TextureName.replace('\\','/');
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B3dTexture.TextureName = readString();
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std::replace(B3dTexture.TextureName.begin(), B3dTexture.TextureName.end(), '\\', '/');
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#ifdef _B3D_READER_DEBUG
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os::Printer::log("read Texture", B3dTexture.TextureName.c_str(), ELL_DEBUG);
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#endif
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@ -872,10 +874,9 @@ bool CB3DMeshFileLoader::readChunkBRUS()
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{
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// This is what blitz basic calls a brush, like a Irrlicht Material
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core::stringc name;
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readString(name);
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auto name = readString();
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#ifdef _B3D_READER_DEBUG
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os::Printer::log("read Material", name, ELL_DEBUG);
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os::Printer::log("read Material", name.c_str(), ELL_DEBUG);
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#endif
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Materials.push_back(SB3dMaterial());
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SB3dMaterial& B3dMaterial=Materials.getLast();
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@ -1031,18 +1032,19 @@ bool CB3DMeshFileLoader::readChunkBRUS()
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}
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void CB3DMeshFileLoader::readString(core::stringc& newstring)
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std::string CB3DMeshFileLoader::readString()
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{
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newstring="";
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std::string newstring = "";
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while (true)
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{
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c8 character;
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if (B3DFile->read(&character, sizeof(character)) == 0)
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return; // eof
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break; // eof
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if (character==0)
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return;
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newstring.append(character);
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break;
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newstring.push_back(character);
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}
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return newstring;
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}
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@ -52,7 +52,7 @@ private:
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bool readChunkTEXS();
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bool readChunkBRUS();
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void readString(core::stringc& newstring);
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std::string readString();
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void readFloats(f32* vec, u32 count);
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core::array<SB3dChunk> B3dStack;
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@ -4,6 +4,8 @@
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#include "CBoneSceneNode.h"
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#include <optional>
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namespace irr
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{
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namespace scene
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@ -11,7 +13,7 @@ namespace scene
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//! constructor
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CBoneSceneNode::CBoneSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
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u32 boneIndex, const c8* boneName)
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u32 boneIndex, const std::optional<std::string> &boneName)
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: IBoneSceneNode(parent, mgr, id), BoneIndex(boneIndex),
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AnimationMode(EBAM_AUTOMATIC), SkinningSpace(EBSS_LOCAL)
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{
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@ -8,6 +8,8 @@
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#include "IBoneSceneNode.h"
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#include <optional>
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namespace irr
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{
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namespace scene
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@ -19,7 +21,8 @@ namespace scene
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//! constructor
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CBoneSceneNode(ISceneNode* parent, ISceneManager* mgr,
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s32 id=-1, u32 boneIndex=0, const c8* boneName=0);
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s32 id=-1, u32 boneIndex=0,
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const std::optional<std::string> &boneName = std::nullopt);
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//! Returns the index of the bone
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u32 getBoneIndex() const override;
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@ -697,7 +697,8 @@ ISceneNode* CSceneManager::getSceneNodeFromName(const char* name, ISceneNode* st
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if (start == 0)
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start = getRootSceneNode();
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if (!strcmp(start->getName(),name))
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auto startName = start->getName();
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if (startName.has_value() && startName == name)
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return start;
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ISceneNode* node = 0;
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@ -3,6 +3,7 @@
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "CSkinnedMesh.h"
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#include <optional>
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#include "CBoneSceneNode.h"
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#include "IAnimatedMeshSceneNode.h"
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#include "os.h"
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@ -624,18 +625,18 @@ u32 CSkinnedMesh::getJointCount() const
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return AllJoints.size();
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}
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//! Gets the name of a joint.
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const c8* CSkinnedMesh::getJointName(u32 number) const
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{
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if (number >= AllJoints.size())
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return 0;
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return AllJoints[number]->Name.c_str();
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const std::optional<std::string> &CSkinnedMesh::getJointName(u32 number) const {
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if (number >= getJointCount()) {
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static const std::optional<std::string> nullopt;
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return nullopt;
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}
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return AllJoints[number]->Name;
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}
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//! Gets a joint number from its name
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s32 CSkinnedMesh::getJointNumber(const c8* name) const
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std::optional<u32> CSkinnedMesh::getJointNumber(const std::string &name) const
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{
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for (u32 i=0; i<AllJoints.size(); ++i)
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{
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@ -643,7 +644,7 @@ s32 CSkinnedMesh::getJointNumber(const c8* name) const
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return i;
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}
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return -1;
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return std::nullopt;
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}
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@ -1396,7 +1397,7 @@ void CSkinnedMesh::addJoints(core::array<IBoneSceneNode*> &jointChildSceneNodes,
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//Create new joints
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for (u32 i=0; i<AllJoints.size(); ++i)
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{
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jointChildSceneNodes.push_back(new CBoneSceneNode(0, smgr, 0, i, AllJoints[i]->Name.c_str()));
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jointChildSceneNodes.push_back(new CBoneSceneNode(0, smgr, 0, i, AllJoints[i]->Name));
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}
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//Match up parents
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@ -8,9 +8,6 @@
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#include "ISkinnedMesh.h"
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#include "SMeshBuffer.h"
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#include "S3DVertex.h"
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#include "irrString.h"
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#include "matrix4.h"
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#include "quaternion.h"
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namespace irr
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@ -84,10 +81,10 @@ namespace scene
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u32 getJointCount() const override;
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//! Gets the name of a joint.
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const c8* getJointName(u32 number) const override;
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const std::optional<std::string> &getJointName(u32 number) const override;
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//! Gets a joint number from its name
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s32 getJointNumber(const c8* name) const override;
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std::optional<u32> getJointNumber(const std::string &name) const override;
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//! uses animation from another mesh
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bool useAnimationFrom(const ISkinnedMesh *mesh) override;
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@ -594,16 +594,11 @@ bool CXMeshFileLoader::parseDataObjectFrame(CSkinnedMesh::SJoint *Parent)
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CSkinnedMesh::SJoint *joint=0;
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if (name.size())
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{
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for (u32 n=0; n < AnimatedMesh->getAllJoints().size(); ++n)
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{
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if (AnimatedMesh->getAllJoints()[n]->Name==name)
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{
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joint=AnimatedMesh->getAllJoints()[n];
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JointID=n;
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break;
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}
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if (name.size()) {
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auto n = AnimatedMesh->getJointNumber(name.c_str());
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if (n.has_value()) {
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JointID = *n;
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joint = AnimatedMesh->getAllJoints()[JointID];
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}
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}
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@ -613,7 +608,7 @@ bool CXMeshFileLoader::parseDataObjectFrame(CSkinnedMesh::SJoint *Parent)
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os::Printer::log("creating joint ", name.c_str(), ELL_DEBUG);
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#endif
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joint=AnimatedMesh->addJoint(Parent);
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joint->Name=name;
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joint->Name=name.c_str();
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JointID=AnimatedMesh->getAllJoints().size()-1;
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}
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else
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@ -1121,17 +1116,8 @@ bool CXMeshFileLoader::parseDataObjectSkinWeights(SXMesh &mesh)
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mesh.HasSkinning=true;
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CSkinnedMesh::SJoint *joint=0;
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u32 n;
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for (n=0; n < AnimatedMesh->getAllJoints().size(); ++n)
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{
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if (AnimatedMesh->getAllJoints()[n]->Name==TransformNodeName)
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{
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joint=AnimatedMesh->getAllJoints()[n];
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break;
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}
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}
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auto n = AnimatedMesh->getJointNumber(TransformNodeName.c_str());
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CSkinnedMesh::SJoint *joint = n.has_value() ? AnimatedMesh->getAllJoints()[*n] : nullptr;
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if (!joint)
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{
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@ -1140,7 +1126,7 @@ bool CXMeshFileLoader::parseDataObjectSkinWeights(SXMesh &mesh)
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#endif
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n = AnimatedMesh->getAllJoints().size();
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joint=AnimatedMesh->addJoint(0);
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joint->Name=TransformNodeName;
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joint->Name=TransformNodeName.c_str();
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}
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// read vertex weights
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@ -1157,7 +1143,7 @@ bool CXMeshFileLoader::parseDataObjectSkinWeights(SXMesh &mesh)
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for (i=0; i<nWeights; ++i)
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{
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mesh.WeightJoint.push_back(n);
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mesh.WeightJoint.push_back(*n);
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mesh.WeightNum.push_back(joint->Weights.size());
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CSkinnedMesh::SWeight *weight=AnimatedMesh->addWeight(joint);
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@ -1668,41 +1654,33 @@ bool CXMeshFileLoader::parseDataObjectAnimation()
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#ifdef _XREADER_DEBUG
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os::Printer::log("frame name", FrameName.c_str(), ELL_DEBUG);
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#endif
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CSkinnedMesh::SJoint *joint=0;
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auto n = AnimatedMesh->getJointNumber(FrameName.c_str());
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u32 n;
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for (n=0; n < AnimatedMesh->getAllJoints().size(); ++n)
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{
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if (AnimatedMesh->getAllJoints()[n]->Name==FrameName)
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{
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joint=AnimatedMesh->getAllJoints()[n];
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break;
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}
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}
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if (!joint)
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{
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CSkinnedMesh::SJoint *joint;
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if (n.has_value()) {
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joint = AnimatedMesh->getAllJoints()[*n];
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} else {
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#ifdef _XREADER_DEBUG
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os::Printer::log("creating joint for animation ", FrameName.c_str(), ELL_DEBUG);
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#endif
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joint=AnimatedMesh->addJoint(0);
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joint->Name=FrameName;
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joint->Name=FrameName.c_str();
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}
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|
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joint->PositionKeys.reallocate(joint->PositionKeys.size()+animationDump.PositionKeys.size());
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for (n=0; n<animationDump.PositionKeys.size(); ++n)
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for (u32 n=0; n<animationDump.PositionKeys.size(); ++n)
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{
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joint->PositionKeys.push_back(animationDump.PositionKeys[n]);
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}
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joint->ScaleKeys.reallocate(joint->ScaleKeys.size()+animationDump.ScaleKeys.size());
|
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for (n=0; n<animationDump.ScaleKeys.size(); ++n)
|
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for (u32 n=0; n<animationDump.ScaleKeys.size(); ++n)
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{
|
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joint->ScaleKeys.push_back(animationDump.ScaleKeys[n]);
|
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}
|
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|
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joint->RotationKeys.reallocate(joint->RotationKeys.size()+animationDump.RotationKeys.size());
|
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for (n=0; n<animationDump.RotationKeys.size(); ++n)
|
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for (u32 n=0; n<animationDump.RotationKeys.size(); ++n)
|
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{
|
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joint->RotationKeys.push_back(animationDump.RotationKeys[n]);
|
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}
|
||||
|
@ -39,7 +39,7 @@ struct SB3dChunk
|
||||
|
||||
struct SB3dTexture
|
||||
{
|
||||
core::stringc TextureName;
|
||||
std::string TextureName;
|
||||
s32 Flags;
|
||||
s32 Blend;
|
||||
f32 Xpos;
|
||||
|
Loading…
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Block a user