Merge remote-tracking branch 'origin/Animations' into WeaponSystem
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@@ -13,9 +13,7 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
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return;
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}
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
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if(skeleton == nullptr) {
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return;
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}
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@@ -33,20 +31,27 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
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double nextTime = (double)animationComponent["Time" + std::to_string(i)] + animationSpeed * dt;
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if (!(bool)animationComponent["Loop" + std::to_string(i)] && glm::abs(nextTime) > animation->Duration) {
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(double&)animationComponent["Time" + std::to_string(i)] = glm::sign(nextTime) * animation->Duration;
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if (!(bool)animationComponent["Loop" + std::to_string(i)]) {
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if (nextTime > animation->Duration) {
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nextTime = animation->Duration;
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} else if (nextTime < 0) {
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nextTime = 0;
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}
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(double&)animationComponent["Speed" + std::to_string(i)] = 0.0;
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Events::AnimationComplete e;
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e.Entity = entity;
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e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
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m_EventBroker->Publish(e);
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} else {
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if (glm::abs(nextTime) > animation->Duration) {
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(double&)animationComponent["Time" + std::to_string(i)] = glm::abs(nextTime) - animation->Duration;
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} else {
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(double&)animationComponent["Time" + std::to_string(i)] = nextTime;
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if (nextTime > animation->Duration) {
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nextTime -= animation->Duration;
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} else if (nextTime < 0) {
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nextTime += animation->Duration;
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}
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}
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(double&)animationComponent["Time" + std::to_string(i)] = nextTime;
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}
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}
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@@ -96,6 +96,7 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<Animation
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float progress;
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if (nextFrame.Index == 0) {
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nextFrame = currentFrame;
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progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
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} else {
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progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
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@@ -225,6 +226,7 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<Animation
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float progress;
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if (nextFrame.Index == 0) {
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nextFrame = currentFrame;
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progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
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} else {
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progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
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@@ -343,6 +345,7 @@ glm::mat4 Skeleton::GetOffsetTransform(const Bone* bone, AnimationOffset animati
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float progress;
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if (nextFrame.Index == 0) {
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nextFrame = currentFrame;
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progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
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} else {
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progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
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@@ -394,6 +397,7 @@ glm::mat4 Skeleton::GetBoneTransform(const Bone* bone, const Animation* animatio
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float progress;
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if (nextFrame.Index == 0) {
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nextFrame = currentFrame;
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progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
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} else {
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progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
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