fixed crashes
This commit is contained in:
+1
-1
Submodule assets updated: 068fbb2d20...5f3ab8b35d
@@ -41,7 +41,7 @@ struct ModelJob : RenderJob
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Skeleton = Model->m_RawModel->m_Skeleton;
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if (world->HasComponent(Entity, "Animation")) {
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if (world->HasComponent(Entity, "Animation") && Skeleton != nullptr) {
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auto animationComponent = world->GetComponent(Entity, "Animation");
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Animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["Name"]);
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AnimationTime = (double)animationComponent["Time"];
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@@ -17,25 +17,46 @@
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<c:RaptorCopter>
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<Axis X="1.50000012" Y="-2.20000005" Z="2.10000014"/>
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</c:RaptorCopter>
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<c:Transform/>
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<c:Transform>
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<Position X="0" Y="2.87819886" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:Animation>
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<Name>running</Name>
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<Time>0.9981707605223491</Time>
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<Speed>1</Speed>
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<Name>Crouch Walk</Name>
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<Time>701.10570384634161</Time>
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<Speed>32</Speed>
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</c:Animation>
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<c:Model>
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<Resource>Models/Animtest.mesh</Resource>
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<Resource>Models/AssaultAnimated.mesh</Resource>
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<Color A="1" B="392156.875" G="1" R="1"/>
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</c:Model>
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<c:Transform>
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<Position X="0" Y="0.5" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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<Children>
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<Entity>
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<Components>
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<c:Text>
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<Content>pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew </Content>
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<Resource>Fonts/DroidSans.ttf,60</Resource>
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<Color A="0" B="0.972549021" G="3.92156863" R="39.2156868"/>
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<Alignment>
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<Left/>
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</Alignment>
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</c:Text>
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<c:Transform>
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<Position X="0.245514169" Y="0.817000031" Z="-0.883219421"/>
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<Scale X="0.300000012" Y="0.300000012" Z="1"/>
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<Orientation X="0" Y="1.52600002" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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</Children>
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</Entity>
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@@ -46,21 +67,6 @@
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</Components>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:Text>
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<Content>Got to Go FAST!!!!</Content>
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<Resource>Fonts/DroidSans.ttf,60</Resource>
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<Color A="0" B="0.972549021" G="3.92156863" R="39.2156868"/>
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</c:Text>
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<c:Transform>
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<Position X="0" Y="0.616941631" Z="0"/>
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<Scale X="0.5" Y="0.5" Z="1"/>
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<Orientation X="0" Y="4.47399998" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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@@ -80,7 +80,7 @@
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</c:RaptorCopter>
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<c:Transform>
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<Position X="0" Y="2.37320328" Z="0"/>
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<Orientation X="0" Y="9447.45117" Z="0"/>
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<Orientation X="0" Y="9868.3418" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -275,7 +275,9 @@
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<Entity>
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<Components>
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<c:Animation>
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<Name></Name>
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<Name>running</Name>
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<Time>0.93047409991569907</Time>
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<Speed>1</Speed>
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</c:Animation>
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<c:Model>
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<Resource>Models/Animtest.mesh</Resource>
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@@ -6,31 +6,42 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
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return;
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}
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Model* model = ResourceManager::Load<Model>(entity["Model"]["Resource"]);
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Model* model;
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try {
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model = ResourceManager::Load<::Model, true>(entity["Model"]["Resource"]);
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} catch (const std::exception&) {
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return;
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}
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
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const Skeleton::Animation* animation = skeleton->GetAnimation(animationComponent["Name"]);
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double animationSpeed = (double)animationComponent["Speed"];
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if(animation != nullptr) {
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double animationSpeed = (double)animationComponent["Speed"];
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if( animationSpeed != 0.0) {
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double nextTime = (double)animationComponent["Time"] + animationSpeed * dt;
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if (animationSpeed != 0.0) {
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double nextTime = (double)animationComponent["Time"] + animationSpeed * dt;
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if (!(bool)animationComponent["Loop"] && glm::abs(nextTime) > animation->Duration) {
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(double&)animationComponent["Time"] = glm::sign(nextTime) * animation->Duration;
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(double&)animationComponent["Speed"] = 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["Name"];
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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"] = glm::abs(nextTime) - animation->Duration;
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if (!(bool)animationComponent["Loop"] && glm::abs(nextTime) > animation->Duration) {
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(double&)animationComponent["Time"] = glm::sign(nextTime) * animation->Duration;
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(double&)animationComponent["Speed"] = 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["Name"];
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m_EventBroker->Publish(e);
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} else {
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(double&)animationComponent["Time"] = nextTime;
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if (glm::abs(nextTime) > animation->Duration) {
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(double&)animationComponent["Time"] = glm::abs(nextTime) - animation->Duration;
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} else {
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(double&)animationComponent["Time"] = nextTime;
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}
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}
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}
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}
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}
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