Importer animation fix
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+1
-1
Submodule assets updated: c2847a658e...6ae43521b0
@@ -45,7 +45,7 @@
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<AnimationName>Aim</AnimationName>
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</c:AnimationOffset>
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<c:Model>
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<Resource>Models/AssaultAnims.mesh</Resource>
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<Resource>Models/Characters/Assault/HelloCube.mesh</Resource>
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<Color A="1" B="0.984313726" G="1" R="1"/>
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<Transparent>true</Transparent>
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</c:Model>
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@@ -210,6 +210,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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} else {
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frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
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}
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glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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else {
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m_ExplosionEffectProgram->Bind();
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@@ -237,6 +238,8 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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} else {
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frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
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}
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glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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else {
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m_ExplosionEffectSplatMapProgram->Bind();
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@@ -281,6 +284,8 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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} else {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
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}
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glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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m_ForwardPlusProgram->Bind();
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GLERROR("Bind ForwardPlusProgram");
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@@ -307,6 +312,8 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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} else {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
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}
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glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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m_ForwardPlusSplatMapProgram->Bind();
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GLERROR("Bind SplatMap program");
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@@ -110,6 +110,8 @@ void PickingPass::Draw(RenderScene& scene)
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} else {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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} else {
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m_PickingProgram->Bind();
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@@ -190,6 +192,8 @@ void PickingPass::Draw(RenderScene& scene)
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} else {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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glBindVertexArray(modelJob->Model->VAO);
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@@ -288,12 +288,11 @@ void RawModelCustom::ReadAnimationFile(std::string filePath)
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std::ifstream in(filePath.c_str(), std::ios_base::binary | std::ios_base::ate);
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if (!in.is_open()) {
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//throw Resource::FailedLoadingException("Open animation file failed");
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if (hasSkin) {
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throw Resource::FailedLoadingException("Open animation file for a skinned mesh failed, unknown stuff will happen");
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}
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return;
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} else if (hasSkin) {
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throw Resource::FailedLoadingException("Open animation file for a skinned mesh failed, unknown stuff will happen");
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return;
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}
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}
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unsigned int fileByteSize = static_cast<unsigned int>(in.tellg());
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in.seekg(0, std::ios_base::beg);
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