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Refactor SkinnedMesh
(#15522)
This commit is contained in:
parent
d123bc0951
commit
1e59b9a756
@ -9,6 +9,7 @@
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#include "SMeshBuffer.h"
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#include "SSkinMeshBuffer.h"
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#include "quaternion.h"
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#include "vector3d.h"
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#include <optional>
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#include <string>
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@ -18,18 +19,6 @@ namespace irr
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namespace scene
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{
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enum E_INTERPOLATION_MODE
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{
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// constant does use the current key-values without interpolation
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EIM_CONSTANT = 0,
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// linear interpolation
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EIM_LINEAR,
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//! count of all available interpolation modes
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EIM_COUNT
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};
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class IAnimatedMeshSceneNode;
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class IBoneSceneNode;
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class ISceneManager;
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@ -38,7 +27,14 @@ class SkinnedMesh : public IAnimatedMesh
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{
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public:
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//! constructor
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SkinnedMesh();
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SkinnedMesh() :
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EndFrame(0.f), FramesPerSecond(25.f),
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LastAnimatedFrame(-1), SkinnedLastFrame(false),
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HasAnimation(false), PreparedForSkinning(false),
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AnimateNormals(true), HardwareSkinning(false)
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{
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SkinningBuffers = &LocalBuffers;
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}
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//! destructor
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virtual ~SkinnedMesh();
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@ -58,9 +54,8 @@ public:
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//! returns the animated mesh for the given frame
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IMesh *getMesh(f32) override;
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//! Animates this mesh's joints based on frame input
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//! blend: {0-old position, 1-New position}
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void animateMesh(f32 frame, f32 blend);
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//! Animates joints based on frame input
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void animateMesh(f32 frame);
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//! Performs a software skin on this mesh based of joint positions
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void skinMesh();
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@ -82,10 +77,14 @@ public:
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void setTextureSlot(u32 meshbufNr, u32 textureSlot);
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//! returns an axis aligned bounding box
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const core::aabbox3d<f32> &getBoundingBox() const override;
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const core::aabbox3d<f32> &getBoundingBox() const override {
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return BoundingBox;
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}
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//! set user axis aligned bounding box
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void setBoundingBox(const core::aabbox3df &box) override;
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void setBoundingBox(const core::aabbox3df &box) override {
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BoundingBox = box;
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}
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//! set the hardware mapping hint, for driver
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void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override;
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@ -94,7 +93,9 @@ public:
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void setDirty(E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override;
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//! Returns the type of the animated mesh.
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E_ANIMATED_MESH_TYPE getMeshType() const override;
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E_ANIMATED_MESH_TYPE getMeshType() const override {
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return EAMT_SKINNED;
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}
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//! Gets joint count.
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u32 getJointCount() const;
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@ -112,18 +113,19 @@ public:
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//! Update Normals when Animating
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/** \param on If false don't animate, which is faster.
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Else update normals, which allows for proper lighting of
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animated meshes. */
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void updateNormalsWhenAnimating(bool on);
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//! Sets Interpolation Mode
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void setInterpolationMode(E_INTERPOLATION_MODE mode);
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animated meshes (default). */
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void updateNormalsWhenAnimating(bool on) {
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AnimateNormals = on;
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}
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//! converts the vertex type of all meshbuffers to tangents.
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/** E.g. used for bump mapping. */
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void convertMeshToTangents();
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//! Does the mesh have no animation
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bool isStatic() const;
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bool isStatic() const {
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return !HasAnimation;
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}
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//! Allows to enable hardware skinning.
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/* This feature is not implemented in Irrlicht yet */
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@ -138,16 +140,13 @@ public:
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virtual void updateBoundingBox();
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//! Recovers the joints from the mesh
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void recoverJointsFromMesh(core::array<IBoneSceneNode *> &jointChildSceneNodes);
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void recoverJointsFromMesh(std::vector<IBoneSceneNode *> &jointChildSceneNodes);
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//! Transfers the joint data to the mesh
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void transferJointsToMesh(const core::array<IBoneSceneNode *> &jointChildSceneNodes);
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//! Transfers the joint hints to the mesh
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void transferOnlyJointsHintsToMesh(const core::array<IBoneSceneNode *> &jointChildSceneNodes);
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void transferJointsToMesh(const std::vector<IBoneSceneNode *> &jointChildSceneNodes);
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//! Creates an array of joints from this mesh as children of node
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void addJoints(core::array<IBoneSceneNode *> &jointChildSceneNodes,
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void addJoints(std::vector<IBoneSceneNode *> &jointChildSceneNodes,
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IAnimatedMeshSceneNode *node,
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ISceneManager *smgr);
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@ -171,35 +170,133 @@ public:
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core::vector3df StaticNormal;
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};
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//! Animation keyframe which describes a new position
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struct SPositionKey
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{
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f32 frame;
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core::vector3df position;
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template <class T>
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struct Channel {
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struct Frame {
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f32 time;
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T value;
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};
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std::vector<Frame> frames;
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bool interpolate = true;
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bool empty() const {
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return frames.empty();
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}
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f32 getEndFrame() const {
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return frames.empty() ? 0 : frames.back().time;
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}
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void pushBack(f32 time, const T &value) {
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frames.push_back({time, value});
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}
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void append(const Channel<T> &other) {
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frames.insert(frames.end(), other.frames.begin(), other.frames.end());
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}
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void cleanup() {
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if (frames.empty())
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return;
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std::vector<Frame> ordered;
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ordered.push_back(frames.front());
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// Drop out-of-order frames
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for (auto it = frames.begin() + 1; it != frames.end(); ++it) {
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if (it->time > ordered.back().time) {
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ordered.push_back(*it);
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}
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}
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frames.clear();
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// Drop redundant middle keys
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frames.push_back(ordered.front());
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for (u32 i = 1; i < ordered.size() - 1; ++i) {
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if (ordered[i - 1].value != ordered[i].value
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|| ordered[i + 1].value != ordered[i].value) {
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frames.push_back(ordered[i]);
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}
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}
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if (ordered.size() > 1)
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frames.push_back(ordered.back());
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frames.shrink_to_fit();
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}
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static core::quaternion interpolateValue(core::quaternion from, core::quaternion to, f32 time) {
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core::quaternion result;
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result.slerp(from, to, time, 0.001f);
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return result;
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}
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static core::vector3df interpolateValue(core::vector3df from, core::vector3df to, f32 time) {
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// Note: `from` and `to` are swapped here compared to quaternion slerp
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return to.getInterpolated(from, time);
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}
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std::optional<T> get(f32 time) const {
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if (frames.empty())
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return std::nullopt;
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const auto next = std::lower_bound(frames.begin(), frames.end(), time, [](const auto& frame, f32 time) {
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return frame.time < time;
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});
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if (next == frames.begin())
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return next->value;
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if (next == frames.end())
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return frames.back().value;
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const auto prev = next - 1;
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if (!interpolate)
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return prev->value;
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return interpolateValue(prev->value, next->value, (time - prev->time) / (next->time - prev->time));
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}
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};
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//! Animation keyframe which describes a new scale
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struct SScaleKey
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{
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f32 frame;
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core::vector3df scale;
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};
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struct Keys {
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Channel<core::vector3df> position;
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Channel<core::quaternion> rotation;
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Channel<core::vector3df> scale;
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//! Animation keyframe which describes a new rotation
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struct SRotationKey
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{
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f32 frame;
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core::quaternion rotation;
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bool empty() const {
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return position.empty() && rotation.empty() && scale.empty();
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}
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void append(const Keys &other) {
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position.append(other.position);
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rotation.append(other.rotation);
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scale.append(other.scale);
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}
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f32 getEndFrame() const {
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return std::max({
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position.getEndFrame(),
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rotation.getEndFrame(),
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scale.getEndFrame()
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});
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}
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void updateTransform(f32 frame,
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core::vector3df &t, core::quaternion &r, core::vector3df &s) const
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{
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if (auto pos = position.get(frame))
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t = *pos;
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if (auto rot = rotation.get(frame))
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r = *rot;
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if (auto scl = scale.get(frame))
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s = *scl;
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}
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void cleanup() {
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position.cleanup();
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rotation.cleanup();
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scale.cleanup();
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}
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};
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//! Joints
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struct SJoint
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{
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SJoint() :
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UseAnimationFrom(0), GlobalSkinningSpace(false),
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positionHint(-1), scaleHint(-1), rotationHint(-1)
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{
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}
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SJoint() : GlobalSkinningSpace(false) {}
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//! The name of this joint
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std::optional<std::string> Name;
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@ -208,22 +305,16 @@ public:
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core::matrix4 LocalMatrix;
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//! List of child joints
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core::array<SJoint *> Children;
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std::vector<SJoint *> Children;
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//! List of attached meshes
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core::array<u32> AttachedMeshes;
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std::vector<u32> AttachedMeshes;
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//! Animation keys causing translation change
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core::array<SPositionKey> PositionKeys;
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//! Animation keys causing scale change
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core::array<SScaleKey> ScaleKeys;
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//! Animation keys causing rotation change
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core::array<SRotationKey> RotationKeys;
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// Animation keyframes for translation, rotation, scale
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Keys keys;
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//! Skin weights
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core::array<SWeight> Weights;
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std::vector<SWeight> Weights;
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//! Unnecessary for loaders, will be overwritten on finalize
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core::matrix4 GlobalMatrix; // loaders may still choose to set this (temporarily) to calculate absolute vertex data.
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@ -241,49 +332,14 @@ public:
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//! Internal members used by SkinnedMesh
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friend class SkinnedMesh;
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SJoint *UseAnimationFrom;
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bool GlobalSkinningSpace;
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s32 positionHint;
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s32 scaleHint;
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s32 rotationHint;
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};
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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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const std::vector<SJoint *> &getAllJoints() const {
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return AllJoints;
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}
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//! exposed for loaders to add mesh buffers
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core::array<SSkinMeshBuffer *> &getMeshBuffers();
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//! alternative method for adding joints
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core::array<SJoint *> &getAllJoints();
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//! alternative method for reading joints
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const core::array<SJoint *> &getAllJoints() const;
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//! loaders should call this after populating the mesh
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void finalize();
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//! Adds a new meshbuffer to the mesh, access it as last one
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SSkinMeshBuffer *addMeshBuffer();
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//! Adds a new meshbuffer to the mesh, access it as last one
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void addMeshBuffer(SSkinMeshBuffer *meshbuf);
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//! Adds a new joint to the mesh, access it as last one
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SJoint *addJoint(SJoint *parent = 0);
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//! Adds a new position key to the mesh, access it as last one
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SPositionKey *addPositionKey(SJoint *joint);
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//! Adds a new rotation key to the mesh, access it as last one
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SRotationKey *addRotationKey(SJoint *joint);
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//! Adds a new scale key to the mesh, access it as last one
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SScaleKey *addScaleKey(SJoint *joint);
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//! Adds a new weight to the mesh, access it as last one
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SWeight *addWeight(SJoint *joint);
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private:
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protected:
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void checkForAnimation();
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void normalizeWeights();
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@ -292,11 +348,6 @@ private:
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void buildAllGlobalAnimatedMatrices(SJoint *Joint = 0, SJoint *ParentJoint = 0);
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void getFrameData(f32 frame, SJoint *Node,
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core::vector3df &position, s32 &positionHint,
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core::vector3df &scale, s32 &scaleHint,
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core::quaternion &rotation, s32 &rotationHint);
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void calculateGlobalMatrices(SJoint *Joint, SJoint *ParentJoint);
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void skinJoint(SJoint *Joint, SJoint *ParentJoint);
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@ -306,18 +357,18 @@ private:
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const core::vector3df &vt1, const core::vector3df &vt2, const core::vector3df &vt3,
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const core::vector2df &tc1, const core::vector2df &tc2, const core::vector2df &tc3);
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core::array<SSkinMeshBuffer *> *SkinningBuffers; // Meshbuffer to skin, default is to skin localBuffers
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std::vector<SSkinMeshBuffer *> *SkinningBuffers; // Meshbuffer to skin, default is to skin localBuffers
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core::array<SSkinMeshBuffer *> LocalBuffers;
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std::vector<SSkinMeshBuffer *> LocalBuffers;
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//! Mapping from meshbuffer number to bindable texture slot
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std::vector<u32> TextureSlots;
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core::array<SJoint *> AllJoints;
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core::array<SJoint *> RootJoints;
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std::vector<SJoint *> AllJoints;
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std::vector<SJoint *> RootJoints;
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// bool can't be used here because std::vector<bool>
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// doesn't allow taking a reference to individual elements.
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core::array<core::array<char>> Vertices_Moved;
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std::vector<std::vector<char>> Vertices_Moved;
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core::aabbox3d<f32> BoundingBox;
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@ -327,13 +378,42 @@ private:
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f32 LastAnimatedFrame;
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bool SkinnedLastFrame;
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E_INTERPOLATION_MODE InterpolationMode : 8;
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bool HasAnimation;
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bool PreparedForSkinning;
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bool AnimateNormals;
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bool HardwareSkinning;
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};
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// Interface for mesh loaders
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class SkinnedMeshBuilder : public SkinnedMesh {
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public:
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SkinnedMeshBuilder() : SkinnedMesh() {}
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//! loaders should call this after populating the mesh
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// returns *this, so do not try to drop the mesh builder instance
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SkinnedMesh *finalize();
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//! alternative method for adding joints
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std::vector<SJoint *> &getAllJoints() {
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return AllJoints;
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}
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//! Adds a new meshbuffer to the mesh, access it as last one
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SSkinMeshBuffer *addMeshBuffer();
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//! Adds a new meshbuffer to the mesh, access it as last one
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void addMeshBuffer(SSkinMeshBuffer *meshbuf);
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//! Adds a new joint to the mesh, access it as last one
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SJoint *addJoint(SJoint *parent = nullptr);
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void addPositionKey(SJoint *joint, f32 frame, core::vector3df pos);
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void addRotationKey(SJoint *joint, f32 frame, core::quaternion rotation);
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void addScaleKey(SJoint *joint, f32 frame, core::vector3df scale);
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//! Adds a new weight to the mesh, access it as last one
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SWeight *addWeight(SJoint *joint);
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};
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} // end namespace scene
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} // end namespace irr
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@ -170,7 +170,7 @@ IMesh *CAnimatedMeshSceneNode::getMeshForCurrentFrame()
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if (JointMode == EJUOR_CONTROL) // write to mesh
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skinnedMesh->transferJointsToMesh(JointChildSceneNodes);
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else
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skinnedMesh->animateMesh(getFrameNr(), 1.0f);
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skinnedMesh->animateMesh(getFrameNr());
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// Update the skinned mesh for the current joint transforms.
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skinnedMesh->skinMesh();
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@ -299,12 +299,10 @@ void CAnimatedMeshSceneNode::render()
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if (Mesh->getMeshType() == EAMT_SKINNED) {
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// draw skeleton
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for (u32 g = 0; g < ((SkinnedMesh *)Mesh)->getAllJoints().size(); ++g) {
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auto *joint = ((SkinnedMesh *)Mesh)->getAllJoints()[g];
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for (u32 n = 0; n < joint->Children.size(); ++n) {
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for (auto *joint : ((SkinnedMesh *)Mesh)->getAllJoints()) {
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for (const auto *childJoint : joint->Children) {
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driver->draw3DLine(joint->GlobalAnimatedMatrix.getTranslation(),
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joint->Children[n]->GlobalAnimatedMatrix.getTranslation(),
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childJoint->GlobalAnimatedMatrix.getTranslation(),
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video::SColor(255, 51, 66, 255));
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}
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}
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@ -598,8 +596,7 @@ void CAnimatedMeshSceneNode::animateJoints(bool CalculateAbsolutePositions)
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SkinnedMesh *skinnedMesh = static_cast<SkinnedMesh *>(Mesh);
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skinnedMesh->transferOnlyJointsHintsToMesh(JointChildSceneNodes);
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skinnedMesh->animateMesh(frame, 1.0f);
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skinnedMesh->animateMesh(frame);
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skinnedMesh->recoverJointsFromMesh(JointChildSceneNodes);
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//-----------------------------------------
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@ -169,7 +169,7 @@ private:
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IAnimationEndCallBack *LoopCallBack;
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s32 PassCount;
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core::array<IBoneSceneNode *> JointChildSceneNodes;
|
||||
std::vector<IBoneSceneNode *> JointChildSceneNodes;
|
||||
core::array<core::matrix4> PretransitingSave;
|
||||
};
|
||||
|
||||
|
@ -10,6 +10,7 @@
|
||||
|
||||
#include "IVideoDriver.h"
|
||||
#include "IFileSystem.h"
|
||||
#include "SkinnedMesh.h"
|
||||
#include "coreutil.h"
|
||||
#include "os.h"
|
||||
|
||||
@ -51,12 +52,12 @@ IAnimatedMesh *CB3DMeshFileLoader::createMesh(io::IReadFile *file)
|
||||
return 0;
|
||||
|
||||
B3DFile = file;
|
||||
AnimatedMesh = new scene::SkinnedMesh();
|
||||
AnimatedMesh = new scene::SkinnedMeshBuilder();
|
||||
ShowWarning = true; // If true a warning is issued if too many textures are used
|
||||
VerticesStart = 0;
|
||||
|
||||
if (load()) {
|
||||
AnimatedMesh->finalize();
|
||||
return AnimatedMesh->finalize();
|
||||
} else {
|
||||
AnimatedMesh->drop();
|
||||
AnimatedMesh = 0;
|
||||
@ -254,7 +255,7 @@ bool CB3DMeshFileLoader::readChunkMESH(SkinnedMesh::SJoint *inJoint)
|
||||
meshBuffer->Material = Materials[brushID].Material;
|
||||
}
|
||||
|
||||
if (readChunkTRIS(meshBuffer, AnimatedMesh->getMeshBuffers().size() - 1, VerticesStart) == false)
|
||||
if (readChunkTRIS(meshBuffer, AnimatedMesh->getMeshBufferCount() - 1, VerticesStart) == false)
|
||||
return false;
|
||||
|
||||
if (!NormalsInFile) {
|
||||
@ -569,7 +570,7 @@ bool CB3DMeshFileLoader::readChunkKEYS(SkinnedMesh::SJoint *inJoint)
|
||||
{
|
||||
#ifdef _B3D_READER_DEBUG
|
||||
// Only print first, that's just too much output otherwise
|
||||
if (!inJoint || (inJoint->PositionKeys.empty() && inJoint->ScaleKeys.empty() && inJoint->RotationKeys.empty())) {
|
||||
if (!inJoint || inJoint->keys.empty()) {
|
||||
core::stringc logStr;
|
||||
for (u32 i = 1; i < B3dStack.size(); ++i)
|
||||
logStr += "-";
|
||||
@ -584,13 +585,6 @@ bool CB3DMeshFileLoader::readChunkKEYS(SkinnedMesh::SJoint *inJoint)
|
||||
flags = os::Byteswap::byteswap(flags);
|
||||
#endif
|
||||
|
||||
SkinnedMesh::SPositionKey *oldPosKey = 0;
|
||||
core::vector3df oldPos[2];
|
||||
SkinnedMesh::SScaleKey *oldScaleKey = 0;
|
||||
core::vector3df oldScale[2];
|
||||
SkinnedMesh::SRotationKey *oldRotKey = 0;
|
||||
core::quaternion oldRot[2];
|
||||
bool isFirst[3] = {true, true, true};
|
||||
while ((B3dStack.getLast().startposition + B3dStack.getLast().length) > B3DFile->getPos()) // this chunk repeats
|
||||
{
|
||||
s32 frame;
|
||||
@ -600,91 +594,24 @@ bool CB3DMeshFileLoader::readChunkKEYS(SkinnedMesh::SJoint *inJoint)
|
||||
frame = os::Byteswap::byteswap(frame);
|
||||
#endif
|
||||
|
||||
if (frame < 1) {
|
||||
os::Printer::log("Illegal frame number found", B3DFile->getFileName(), ELL_ERROR);
|
||||
frame = 1;
|
||||
}
|
||||
|
||||
// Add key frames, frames in Irrlicht are zero-based
|
||||
f32 data[4];
|
||||
if (flags & 1) {
|
||||
readFloats(data, 3);
|
||||
if ((oldPosKey != 0) && (oldPos[0] == oldPos[1])) {
|
||||
const core::vector3df pos(data[0], data[1], data[2]);
|
||||
if (oldPos[1] == pos)
|
||||
oldPosKey->frame = (f32)frame - 1;
|
||||
else {
|
||||
oldPos[0] = oldPos[1];
|
||||
oldPosKey = AnimatedMesh->addPositionKey(inJoint);
|
||||
oldPosKey->frame = (f32)frame - 1;
|
||||
oldPos[1].set(oldPosKey->position.set(pos));
|
||||
}
|
||||
} else if (oldPosKey == 0 && isFirst[0]) {
|
||||
oldPosKey = AnimatedMesh->addPositionKey(inJoint);
|
||||
oldPosKey->frame = (f32)frame - 1;
|
||||
oldPos[0].set(oldPosKey->position.set(data[0], data[1], data[2]));
|
||||
oldPosKey = 0;
|
||||
isFirst[0] = false;
|
||||
} else {
|
||||
if (oldPosKey != 0)
|
||||
oldPos[0] = oldPos[1];
|
||||
oldPosKey = AnimatedMesh->addPositionKey(inJoint);
|
||||
oldPosKey->frame = (f32)frame - 1;
|
||||
oldPos[1].set(oldPosKey->position.set(data[0], data[1], data[2]));
|
||||
}
|
||||
AnimatedMesh->addPositionKey(inJoint, frame - 1, {data[0], data[1], data[2]});
|
||||
}
|
||||
if (flags & 2) {
|
||||
readFloats(data, 3);
|
||||
if ((oldScaleKey != 0) && (oldScale[0] == oldScale[1])) {
|
||||
const core::vector3df scale(data[0], data[1], data[2]);
|
||||
if (oldScale[1] == scale)
|
||||
oldScaleKey->frame = (f32)frame - 1;
|
||||
else {
|
||||
oldScale[0] = oldScale[1];
|
||||
oldScaleKey = AnimatedMesh->addScaleKey(inJoint);
|
||||
oldScaleKey->frame = (f32)frame - 1;
|
||||
oldScale[1].set(oldScaleKey->scale.set(scale));
|
||||
}
|
||||
} else if (oldScaleKey == 0 && isFirst[1]) {
|
||||
oldScaleKey = AnimatedMesh->addScaleKey(inJoint);
|
||||
oldScaleKey->frame = (f32)frame - 1;
|
||||
oldScale[0].set(oldScaleKey->scale.set(data[0], data[1], data[2]));
|
||||
oldScaleKey = 0;
|
||||
isFirst[1] = false;
|
||||
} else {
|
||||
if (oldScaleKey != 0)
|
||||
oldScale[0] = oldScale[1];
|
||||
oldScaleKey = AnimatedMesh->addScaleKey(inJoint);
|
||||
oldScaleKey->frame = (f32)frame - 1;
|
||||
oldScale[1].set(oldScaleKey->scale.set(data[0], data[1], data[2]));
|
||||
}
|
||||
AnimatedMesh->addScaleKey(inJoint, frame - 1, {data[0], data[1], data[2]});
|
||||
}
|
||||
if (flags & 4) {
|
||||
readFloats(data, 4);
|
||||
if ((oldRotKey != 0) && (oldRot[0] == oldRot[1])) {
|
||||
// meant to be in this order since b3d stores W first
|
||||
const core::quaternion rot(data[1], data[2], data[3], data[0]);
|
||||
if (oldRot[1] == rot)
|
||||
oldRotKey->frame = (f32)frame - 1;
|
||||
else {
|
||||
oldRot[0] = oldRot[1];
|
||||
oldRotKey = AnimatedMesh->addRotationKey(inJoint);
|
||||
oldRotKey->frame = (f32)frame - 1;
|
||||
oldRot[1].set(oldRotKey->rotation.set(data[1], data[2], data[3], data[0]));
|
||||
oldRot[1].normalize();
|
||||
}
|
||||
} else if (oldRotKey == 0 && isFirst[2]) {
|
||||
oldRotKey = AnimatedMesh->addRotationKey(inJoint);
|
||||
oldRotKey->frame = (f32)frame - 1;
|
||||
// meant to be in this order since b3d stores W first
|
||||
oldRot[0].set(oldRotKey->rotation.set(data[1], data[2], data[3], data[0]));
|
||||
oldRot[0].normalize();
|
||||
oldRotKey = 0;
|
||||
isFirst[2] = false;
|
||||
} else {
|
||||
if (oldRotKey != 0)
|
||||
oldRot[0] = oldRot[1];
|
||||
oldRotKey = AnimatedMesh->addRotationKey(inJoint);
|
||||
oldRotKey->frame = (f32)frame - 1;
|
||||
// meant to be in this order since b3d stores W first
|
||||
oldRot[1].set(oldRotKey->rotation.set(data[1], data[2], data[3], data[0]));
|
||||
oldRot[1].normalize();
|
||||
}
|
||||
AnimatedMesh->addRotationKey(inJoint, frame - 1, core::quaternion(data[1], data[2], data[3], data[0]));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -63,7 +63,7 @@ private:
|
||||
|
||||
core::array<video::S3DVertex2TCoords> BaseVertices;
|
||||
|
||||
SkinnedMesh *AnimatedMesh;
|
||||
SkinnedMeshBuilder *AnimatedMesh;
|
||||
io::IReadFile *B3DFile;
|
||||
|
||||
// B3Ds have Vertex ID's local within the mesh I don't want this
|
||||
|
@ -346,14 +346,14 @@ IAnimatedMesh* SelfType::createMesh(io::IReadFile* file)
|
||||
const char *filename = file->getFileName().c_str();
|
||||
try {
|
||||
tiniergltf::GlTF model = parseGLTF(file);
|
||||
irr_ptr<SkinnedMesh> mesh(new SkinnedMesh());
|
||||
irr_ptr<SkinnedMeshBuilder> mesh(new SkinnedMeshBuilder());
|
||||
MeshExtractor extractor(std::move(model), mesh.get());
|
||||
try {
|
||||
extractor.load();
|
||||
for (const auto &warning : extractor.getWarnings()) {
|
||||
os::Printer::log(filename, warning.c_str(), ELL_WARNING);
|
||||
}
|
||||
return mesh.release();
|
||||
return mesh.release()->finalize();
|
||||
} catch (const std::runtime_error &e) {
|
||||
os::Printer::log("error converting gltf to irrlicht mesh", e.what(), ELL_ERROR);
|
||||
}
|
||||
@ -691,27 +691,27 @@ void SelfType::MeshExtractor::loadAnimation(const std::size_t animIdx)
|
||||
case tiniergltf::AnimationChannelTarget::Path::TRANSLATION: {
|
||||
const auto outputAccessor = Accessor<core::vector3df>::make(m_gltf_model, sampler.output);
|
||||
for (std::size_t i = 0; i < n_frames; ++i) {
|
||||
auto *key = m_irr_model->addPositionKey(joint);
|
||||
key->frame = inputAccessor.get(i);
|
||||
key->position = convertHandedness(outputAccessor.get(i));
|
||||
f32 frame = inputAccessor.get(i);
|
||||
core::vector3df position = outputAccessor.get(i);
|
||||
m_irr_model->addPositionKey(joint, frame, convertHandedness(position));
|
||||
}
|
||||
break;
|
||||
}
|
||||
case tiniergltf::AnimationChannelTarget::Path::ROTATION: {
|
||||
const auto outputAccessor = Accessor<core::quaternion>::make(m_gltf_model, sampler.output);
|
||||
for (std::size_t i = 0; i < n_frames; ++i) {
|
||||
auto *key = m_irr_model->addRotationKey(joint);
|
||||
key->frame = inputAccessor.get(i);
|
||||
key->rotation = convertHandedness(outputAccessor.get(i));
|
||||
f32 frame = inputAccessor.get(i);
|
||||
core::quaternion rotation = outputAccessor.get(i);
|
||||
m_irr_model->addRotationKey(joint, frame, convertHandedness(rotation));
|
||||
}
|
||||
break;
|
||||
}
|
||||
case tiniergltf::AnimationChannelTarget::Path::SCALE: {
|
||||
const auto outputAccessor = Accessor<core::vector3df>::make(m_gltf_model, sampler.output);
|
||||
for (std::size_t i = 0; i < n_frames; ++i) {
|
||||
auto *key = m_irr_model->addScaleKey(joint);
|
||||
key->frame = inputAccessor.get(i);
|
||||
key->scale = outputAccessor.get(i);
|
||||
f32 frame = inputAccessor.get(i);
|
||||
core::vector3df scale = outputAccessor.get(i);
|
||||
m_irr_model->addScaleKey(joint, frame, scale);
|
||||
}
|
||||
break;
|
||||
}
|
||||
@ -756,8 +756,6 @@ void SelfType::MeshExtractor::load()
|
||||
} catch (const std::bad_optional_access &e) {
|
||||
throw std::runtime_error(e.what());
|
||||
}
|
||||
|
||||
m_irr_model->finalize();
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -100,7 +100,7 @@ private:
|
||||
{
|
||||
public:
|
||||
MeshExtractor(tiniergltf::GlTF &&model,
|
||||
SkinnedMesh *mesh) noexcept
|
||||
SkinnedMeshBuilder *mesh) noexcept
|
||||
: m_gltf_model(std::move(model)), m_irr_model(mesh) {};
|
||||
|
||||
/* Gets indices for the given mesh/primitive.
|
||||
@ -124,7 +124,7 @@ private:
|
||||
|
||||
private:
|
||||
const tiniergltf::GlTF m_gltf_model;
|
||||
SkinnedMesh *m_irr_model;
|
||||
SkinnedMeshBuilder *m_irr_model;
|
||||
|
||||
std::vector<std::function<void()>> m_mesh_loaders;
|
||||
std::vector<SkinnedMesh::SJoint *> m_loaded_nodes;
|
||||
|
@ -3,6 +3,7 @@
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#include "CXMeshFileLoader.h"
|
||||
#include "SkinnedMesh.h"
|
||||
#include "os.h"
|
||||
|
||||
#include "fast_atof.h"
|
||||
@ -57,7 +58,7 @@ IAnimatedMesh *CXMeshFileLoader::createMesh(io::IReadFile *file)
|
||||
u32 time = os::Timer::getRealTime();
|
||||
#endif
|
||||
|
||||
AnimatedMesh = new SkinnedMesh();
|
||||
AnimatedMesh = new SkinnedMeshBuilder();
|
||||
|
||||
if (load(file)) {
|
||||
AnimatedMesh->finalize();
|
||||
@ -92,7 +93,7 @@ IAnimatedMesh *CXMeshFileLoader::createMesh(io::IReadFile *file)
|
||||
delete Meshes[i];
|
||||
Meshes.clear();
|
||||
|
||||
return AnimatedMesh;
|
||||
return AnimatedMesh->finalize();
|
||||
}
|
||||
|
||||
bool CXMeshFileLoader::load(io::IReadFile *file)
|
||||
@ -124,7 +125,7 @@ bool CXMeshFileLoader::load(io::IReadFile *file)
|
||||
if (!mesh->HasSkinning) {
|
||||
// Set up rigid animation
|
||||
if (mesh->AttachedJointID != -1) {
|
||||
AnimatedMesh->getAllJoints()[mesh->AttachedJointID]->AttachedMeshes.push_back(AnimatedMesh->getMeshBuffers().size() - 1);
|
||||
AnimatedMesh->getAllJoints()[mesh->AttachedJointID]->AttachedMeshes.push_back(AnimatedMesh->getMeshBufferCount() - 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -965,7 +966,7 @@ bool CXMeshFileLoader::parseDataObjectSkinWeights(SXMesh &mesh)
|
||||
u32 i;
|
||||
|
||||
const u32 jointStart = joint->Weights.size();
|
||||
joint->Weights.reallocate(jointStart + nWeights);
|
||||
joint->Weights.resize(jointStart + nWeights);
|
||||
|
||||
mesh.WeightJoint.reallocate(mesh.WeightJoint.size() + nWeights);
|
||||
mesh.WeightNum.reallocate(mesh.WeightNum.size() + nWeights);
|
||||
@ -1411,20 +1412,7 @@ bool CXMeshFileLoader::parseDataObjectAnimation()
|
||||
joint->Name = FrameName.c_str();
|
||||
}
|
||||
|
||||
joint->PositionKeys.reallocate(joint->PositionKeys.size() + animationDump.PositionKeys.size());
|
||||
for (u32 n = 0; n < animationDump.PositionKeys.size(); ++n) {
|
||||
joint->PositionKeys.push_back(animationDump.PositionKeys[n]);
|
||||
}
|
||||
|
||||
joint->ScaleKeys.reallocate(joint->ScaleKeys.size() + animationDump.ScaleKeys.size());
|
||||
for (u32 n = 0; n < animationDump.ScaleKeys.size(); ++n) {
|
||||
joint->ScaleKeys.push_back(animationDump.ScaleKeys[n]);
|
||||
}
|
||||
|
||||
joint->RotationKeys.reallocate(joint->RotationKeys.size() + animationDump.RotationKeys.size());
|
||||
for (u32 n = 0; n < animationDump.RotationKeys.size(); ++n) {
|
||||
joint->RotationKeys.push_back(animationDump.RotationKeys[n]);
|
||||
}
|
||||
joint->keys.append(animationDump.keys);
|
||||
} else
|
||||
os::Printer::log("joint name was never given", ELL_WARNING);
|
||||
|
||||
@ -1488,10 +1476,9 @@ bool CXMeshFileLoader::parseDataObjectAnimationKey(SkinnedMesh::SJoint *joint)
|
||||
os::Printer::log("Line", core::stringc(Line).c_str(), ELL_WARNING);
|
||||
}
|
||||
|
||||
SkinnedMesh::SRotationKey *key = AnimatedMesh->addRotationKey(joint);
|
||||
key->frame = time;
|
||||
key->rotation.set(X, Y, Z, W);
|
||||
key->rotation.normalize();
|
||||
core::quaternion rotation(X, Y, Z, W);
|
||||
rotation.normalize();
|
||||
AnimatedMesh->addRotationKey(joint, time, rotation);
|
||||
} break;
|
||||
case 1: // scale
|
||||
case 2: // position
|
||||
@ -1514,13 +1501,9 @@ bool CXMeshFileLoader::parseDataObjectAnimationKey(SkinnedMesh::SJoint *joint)
|
||||
}
|
||||
|
||||
if (keyType == 2) {
|
||||
SkinnedMesh::SPositionKey *key = AnimatedMesh->addPositionKey(joint);
|
||||
key->frame = time;
|
||||
key->position = vector;
|
||||
AnimatedMesh->addPositionKey(joint, time, vector);
|
||||
} else {
|
||||
SkinnedMesh::SScaleKey *key = AnimatedMesh->addScaleKey(joint);
|
||||
key->frame = time;
|
||||
key->scale = vector;
|
||||
AnimatedMesh->addScaleKey(joint, time, vector);
|
||||
}
|
||||
} break;
|
||||
case 3:
|
||||
@ -1547,16 +1530,8 @@ bool CXMeshFileLoader::parseDataObjectAnimationKey(SkinnedMesh::SJoint *joint)
|
||||
|
||||
// core::vector3df rotation = mat.getRotationDegrees();
|
||||
|
||||
SkinnedMesh::SRotationKey *keyR = AnimatedMesh->addRotationKey(joint);
|
||||
keyR->frame = time;
|
||||
|
||||
// IRR_TEST_BROKEN_QUATERNION_USE: TODO - switched from mat to mat.getTransposed() for downward compatibility.
|
||||
// Not tested so far if this was correct or wrong before quaternion fix!
|
||||
keyR->rotation = core::quaternion(mat.getTransposed());
|
||||
|
||||
SkinnedMesh::SPositionKey *keyP = AnimatedMesh->addPositionKey(joint);
|
||||
keyP->frame = time;
|
||||
keyP->position = mat.getTranslation();
|
||||
AnimatedMesh->addRotationKey(joint, time, core::quaternion(mat.getTransposed()));
|
||||
AnimatedMesh->addPositionKey(joint, time, mat.getTranslation());
|
||||
|
||||
/*
|
||||
core::vector3df scale=mat.getScale();
|
||||
|
@ -155,7 +155,7 @@ private:
|
||||
bool readRGB(video::SColor &color);
|
||||
bool readRGBA(video::SColor &color);
|
||||
|
||||
SkinnedMesh *AnimatedMesh;
|
||||
SkinnedMeshBuilder *AnimatedMesh;
|
||||
|
||||
c8 *Buffer;
|
||||
const c8 *P;
|
||||
|
File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue
Block a user