Fixed BoneAttachment component and optimized animation code a bit
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@@ -117,33 +117,11 @@ struct ModelJob : RenderJob
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FillColor = fillColor;
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FillPercentage = fillPercentage;
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Skeleton = Model->m_RawModel->m_Skeleton;
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if (Skeleton != nullptr) {
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if (world->HasComponent(Entity, "Animation")) {
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auto animationComponent = world->GetComponent(Entity, "Animation");
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for (int i = 1; i <= 3; i++) {
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::Skeleton::AnimationData animationData;
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animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
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if (animationData.animation == nullptr) {
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continue;
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}
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animationData.time = (double)animationComponent["Time" + std::to_string(i)];
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animationData.weight = (double)animationComponent["Weight" + std::to_string(i)];
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Animations.push_back(animationData);
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}
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}
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if (world->HasComponent(Entity, "AnimationOffset")) {
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auto animationOffsetComponent = world->GetComponent(Entity, "AnimationOffset");
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AnimationOffset.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationOffsetComponent["AnimationName"]);
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AnimationOffset.time = (double)animationOffsetComponent["Time"];
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} else {
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AnimationOffset.animation = nullptr;
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}
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if (model->IsSkinned()) {
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Skeleton = Model->m_RawModel->m_Skeleton;
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}
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};
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unsigned int TextureID;
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@@ -164,10 +142,8 @@ struct ModelJob : RenderJob
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::Skeleton* Skeleton = nullptr;
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// const ::Skeleton::Animation* Animation = nullptr;
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std::vector<::Skeleton::AnimationData> Animations;
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::Skeleton::AnimationOffset AnimationOffset;
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float AnimationTime = 0.f;
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glm::vec4 DiffuseColor;
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glm::vec4 SpecularColor;
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