Fixed BoneAttachment component and optimized animation code a bit
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@@ -39,7 +39,8 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
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}
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glm::mat4 boneTransform = skeleton->GetBoneTransform(skeleton->Bones[id], animation, (double)parent["Animation"]["Time1"], glm::mat4(1));
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glm::mat4 boneTransform = skeleton->GetBoneTransformSuper(id);
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//glm::mat4 boneTransform = skeleton->GetBoneTransform(skeleton->Bones[id], animation, (double)parent["Animation"]["Time1"], glm::mat4(1));
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glm::vec3 scale;
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glm::quat rotation;
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@@ -48,7 +49,9 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
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glm::vec4 perspective;
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glm::decompose(boneTransform, scale, rotation, translation, skew, perspective);
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glm::vec3 angles;
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glm::vec3 angles = glm::vec3(-glm::pitch(rotation), -glm::yaw(rotation), -glm::roll(rotation));
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/*
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angles.y = asin(-boneTransform[0][2]);
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if (cos(angles.y) != 0) {
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angles.x = atan2(boneTransform[1][2], boneTransform[2][2]);
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@@ -56,7 +59,7 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
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} else {
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angles.x = atan2(-boneTransform[2][0], boneTransform[1][1]);
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angles.z = 0;
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}
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}*/
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if ((bool)entity["BoneAttachment"]["InheritPosition"]) {
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(glm::vec3&)entity["Transform"]["Position"] = translation + (glm::vec3)entity["BoneAttachment"]["PositionOffset"];
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