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Reset mesh animation state before recalculating normals (#90)
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@ -82,6 +82,9 @@ namespace scene
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//! Refreshes vertex data cached in joints such as positions and normals
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virtual void refreshJointCache() = 0;
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//! Moves the mesh into static position.
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virtual void resetAnimation() = 0;
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//! A vertex weight
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struct SWeight
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{
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@ -147,6 +147,12 @@ void CMeshManipulator::recalculateNormals(scene::IMesh* mesh, bool smooth, bool
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if (!mesh)
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return;
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if (mesh->getMeshType() == EAMT_SKINNED)
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{
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ISkinnedMesh *smesh = (ISkinnedMesh *) mesh;
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smesh->resetAnimation();
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}
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const u32 bcount = mesh->getMeshBufferCount();
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for ( u32 b=0; b<bcount; ++b)
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recalculateNormals(mesh->getMeshBuffer(b), smooth, angleWeighted);
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@ -829,6 +829,24 @@ void CSkinnedMesh::refreshJointCache()
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}
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}
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void CSkinnedMesh::resetAnimation()
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{
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//copy from the cache to the mesh...
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for (u32 i=0; i<AllJoints.size(); ++i)
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{
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SJoint *joint=AllJoints[i];
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for (u32 j=0; j<joint->Weights.size(); ++j)
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{
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const u16 buffer_id=joint->Weights[j].buffer_id;
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const u32 vertex_id=joint->Weights[j].vertex_id;
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LocalBuffers[buffer_id]->getVertex(vertex_id)->Pos = joint->Weights[j].StaticPos;
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LocalBuffers[buffer_id]->getVertex(vertex_id)->Normal = joint->Weights[j].StaticNormal;
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}
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}
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SkinnedLastFrame = false;
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LastAnimatedFrame = -1;
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}
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void CSkinnedMesh::calculateGlobalMatrices(SJoint *joint,SJoint *parentJoint)
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{
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if (!joint && parentJoint) // bit of protection from endless loops
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@ -116,6 +116,9 @@ namespace scene
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//! Refreshes vertex data cached in joints such as positions and normals
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virtual void refreshJointCache() _IRR_OVERRIDE_;
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//! Moves the mesh into static position.
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virtual void resetAnimation() _IRR_OVERRIDE_;
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//Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_
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//these functions will use the needed arrays, set values, etc to help the loaders
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