Custom Animations should now work. We also save color values if there's no texture.
This commit is contained in:
@@ -48,6 +48,9 @@ public:
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{
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float SpecularExponent;
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float ReflectionFactor;
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float DiffuseColor[3];
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float SpecularColor[3];
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float IncandescenceColor[3];
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unsigned int StartIndex;
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unsigned int EndIndex;
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//float Transparency;
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@@ -0,0 +1,273 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
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<Components>
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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:Camera/>
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<c:Listener/>
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<c:Transform>
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<Position X="4.52910185" Y="5.50171423" Z="7.69566345"/>
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<Orientation X="-0.453785568" Y="0.436270237" Z="-1.03594937e-06"/>
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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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<Entity>
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<Components>
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<c:Model>
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<Resource>models/dummyscene.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="0" Y="-0" 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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<Entity>
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<Components>
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<c:Model>
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<Resource>models/animtest.</Resource>
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</c:Model>
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<c:Transform>
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<Position X="-0.0966923237" Y="1.2939688" Z="0.399702221"/>
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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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<Entity>
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<Components>
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<c:Model>
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<Resource>models/animTest.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="0" Y="1.31816244" Z="1.1888907"/>
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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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<Entity>
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<Components>
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<c:Model>
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<Resource>models/animTest.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="0.708824873" Y="1.30000007" 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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<Entity>
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<Components>
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<c:Model>
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<Resource>models/animTest.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="1.36948848" Y="1.20000005" 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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<Entity>
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<Components>
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<c:DirectionalLight>
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<Intensity>0.13000047206878662</Intensity>
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</c:DirectionalLight>
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<c:Transform>
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<Position X="0" Y="2.77622533" Z="0"/>
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<Orientation X="0" Y="1.30900002" Z="1.73600006"/>
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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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<Entity>
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<Components>
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<c:RaptorCopter>
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<Speed>0.30000001192092896</Speed>
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<Axis X="0" Y="5" Z="0"/>
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</c:RaptorCopter>
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<c:Transform>
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<Orientation X="117.03714" Y="3023.50244" Z="3.03297734"/>
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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:PointLight>
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<Color A="1" B="1" G="1" R="0"/>
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<Radius>5</Radius>
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</c:PointLight>
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<c:Transform>
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<Position X="0" Y="1" Z="1.29999995"/>
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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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<Entity>
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<Components>
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<c:PointLight>
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<Color A="1" B="0" G="1" R="0"/>
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<Radius>5</Radius>
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<Intensity>0.80000001192092896</Intensity>
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</c:PointLight>
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<c:Transform>
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<Position X="0" Y="1" Z="-1.29999995"/>
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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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<Entity>
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<Components>
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<c:PointLight>
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<Color A="1" B="1" G="0" R="0.478431374"/>
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<Radius>5</Radius>
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</c:PointLight>
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<c:Transform>
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<Position X="-1.30000007" Y="1" 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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<Entity>
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<Components>
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<c:PointLight>
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<Color A="1" B="0" G="1" R="1"/>
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<Radius>5</Radius>
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</c:PointLight>
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<c:Transform>
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<Position X="1.29999995" Y="1" 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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<Entity>
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<Components>
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<c:RaptorCopter>
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<Speed>0.50999981164932251</Speed>
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<Axis X="0" Y="1" Z="0"/>
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</c:RaptorCopter>
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<c:Transform>
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<Position X="0" Y="-0.100000001" Z="0"/>
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<Orientation X="0" Y="191.457993" 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:PointLight>
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<Color A="1" B="0.301960796" G="0.0901960805" R="0.247058824"/>
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<Radius>5</Radius>
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<Intensity>5</Intensity>
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</c:PointLight>
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<c:Transform>
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<Position X="0" Y="3" Z="5"/>
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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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<Entity>
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<Components>
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<c:PointLight>
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<Color A="1" B="0.960784316" G="1" R="0"/>
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<Radius>5</Radius>
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</c:PointLight>
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<c:Transform>
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<Position X="0" Y="3" Z="-7.66608238"/>
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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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<Entity>
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<Components>
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<c:PointLight>
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<Color A="1" B="0.00784313772" G="1" R="1"/>
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<Radius>5</Radius>
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</c:PointLight>
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<c:Transform>
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<Position X="-3.47176075" Y="3" Z="-8.09415054"/>
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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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<Entity>
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<Components>
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<c:PointLight>
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<Color A="1" B="0" G="0" R="1"/>
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<Radius>5</Radius>
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</c:PointLight>
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<c:Transform>
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<Position X="-9.50536728" Y="2" 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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<Entity>
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<Components>
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<c:PointLight>
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<Color A="1" B="1" G="0" R="1"/>
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<Radius>5</Radius>
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</c:PointLight>
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<c:Transform>
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<Position X="0" Y="3" Z="4.40877533"/>
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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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<Entity>
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<Components>
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<c:PointLight>
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<Color A="1" B="0.431372553" G="0.0745098069" R="1"/>
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<Radius>5</Radius>
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</c:PointLight>
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<c:Transform>
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<Position X="5.83008432" Y="3" 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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<Entity>
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<Components>
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<c:PointLight>
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<Color A="1" B="0" G="0.623529434" R="0.929411769"/>
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<Radius>5</Radius>
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</c:PointLight>
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<c:Transform>
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<Position X="3.72500014" Y="3" Z="-4.26100016"/>
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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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<Entity>
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<Components>
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<c:PointLight>
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<Radius>5</Radius>
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</c:PointLight>
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<c:Transform>
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<Position X="0" Y="3" Z="-7.50000048"/>
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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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<Entity>
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<Components>
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<c:PointLight>
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<Color A="1" B="0.192156866" G="1" R="0"/>
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<Radius>5</Radius>
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</c:PointLight>
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<c:Transform>
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<Position X="-5.90153885" Y="3" Z="-5.40681458"/>
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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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@@ -24,7 +24,7 @@ void main()
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mat4 boneTransform = mat4(1);
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if(BoneWeights[0] > 0.f){
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if(BoneWeights[0] > 0.0f){
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boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
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+ BoneWeights[1] * Bones[int(BoneIndices[1])]
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+ BoneWeights[2] * Bones[int(BoneIndices[2])]
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@@ -21,7 +21,7 @@ void DrawFinalPass::InitializeShaderPrograms()
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m_ForwardPlusProgram->Compile();
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m_ForwardPlusProgram->Link();
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}
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static double tempTime = 0.0;
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void DrawFinalPass::Draw(RenderScene& scene)
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{
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GLERROR("DrawFinalPass::Draw: Pre");
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@@ -53,14 +53,14 @@ void DrawFinalPass::Draw(RenderScene& scene)
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
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}
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tempTime += 0.01f;
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//TODO: Fixa så att modelsJobs kan spela upp olika animationer och så att den kan få in en tid istället för 1.0f - Hälsningar Johan och Andreas :)
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if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
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auto animation = modelJob->Model->m_RawModel->m_Skeleton->GetAnimation("running");
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if (animation != nullptr) {
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std::vector<glm::mat4> frameBones = modelJob->Model->m_RawModel->m_Skeleton->GetFrameBones(
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*animation,
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1.0f
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tempTime
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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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@@ -129,8 +129,8 @@ void RawModelCustom::ReadMaterialSingle(unsigned int &offset, char* fileData, un
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unsigned int* nameLengths = (unsigned int*)(fileData + offset);
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offset += sizeof(unsigned int) * 4;
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if (offset + sizeof(float) * 2 > fileByteSize) {
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throw Resource::FailedLoadingException("Reading Material specular and reflection values failed");
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if (offset + sizeof(float) * 11 + sizeof(unsigned int) * 2 > fileByteSize) {
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throw Resource::FailedLoadingException("Reading Material specular, reflection, color and start and end index values failed");
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}
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newMaterial.SpecularExponent = *(float*)(fileData + offset);
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@@ -138,9 +138,12 @@ void RawModelCustom::ReadMaterialSingle(unsigned int &offset, char* fileData, un
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newMaterial.ReflectionFactor = *(float*)(fileData + offset);
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offset += sizeof(float);
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if (offset + sizeof(unsigned int) * 2 > fileByteSize) {
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throw Resource::FailedLoadingException("Reading Material start and end index values failed");
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}
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memcpy(newMaterial.DiffuseColor, fileData + offset, sizeof(float) * 3);
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offset += sizeof(float) * 3;
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memcpy(newMaterial.SpecularColor, fileData + offset, sizeof(float) * 3);
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offset += sizeof(float) * 3;
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memcpy(newMaterial.IncandescenceColor, fileData + offset, sizeof(float) * 3);
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offset += sizeof(float) * 3;
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newMaterial.StartIndex = *(unsigned int*)(fileData + offset);
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offset += sizeof(unsigned int);
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@@ -202,7 +205,7 @@ void RawModelCustom::ReadAnimationFile(std::string filePath)
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if (!in.is_open()) {
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//throw Resource::FailedLoadingException("Open animation file failed");
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return; // AJABAJA!!!!!!!!
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return;
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}
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unsigned int fileByteSize = in.tellg();
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@@ -5,23 +5,30 @@ void Material::grabLambertProperties(MaterialNode& material_node, MFnDependencyN
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material_node.Name = node.name().asChar();
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if (!findColorTexture(material_node, node)) {
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MGlobal::displayWarning(MString() + "Material " + node.name() + " has no color texture. Please apply a texture insted of using a value");
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node.findPlug("colorR").getValue(material_node.DiffuseColor[0]);
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node.findPlug("colorG").getValue(material_node.DiffuseColor[1]);
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node.findPlug("colorB").getValue(material_node.DiffuseColor[2]);
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}
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if (findIncandescenceTexture(material_node, node)) {
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MGlobal::displayWarning(MString() + "Material " + node.name() + " has no Incandescence texture. Please apply a texture insted of using value");
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if (!findIncandescenceTexture(material_node, node)) {
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node.findPlug("incandescenceR").getValue(material_node.IncandescenceColor[0]);
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node.findPlug("incandescenceG").getValue(material_node.IncandescenceColor[1]);
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node.findPlug("incandescenceB").getValue(material_node.IncandescenceColor[2]);
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}
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if (findNormalTexture(material_node, node)) {
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MGlobal::displayWarning(MString() + "Material " + node.name() + " has no normal texture. Please apply a texture to it");
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MGlobal::displayWarning(MString() + "Material " + node.name() + " has no normal texture.");
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}
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}
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void Material::grabBlinnProperties(MaterialNode& material_node, MFnDependencyNode& node)
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{
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if (findSpecularTexture(material_node, node)) {
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MGlobal::displayWarning(MString() + "Material " + node.name() + " has no specular texture. Please apply a specular to it");
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if (!findSpecularTexture(material_node, node)) {
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node.findPlug("specularColorR").getValue(material_node.SpecularColor[0]);
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node.findPlug("specularColorG").getValue(material_node.SpecularColor[1]);
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node.findPlug("specularColorB").getValue(material_node.SpecularColor[2]);
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}
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m_Plug = node.findPlug("reflectivity");
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@@ -43,8 +50,10 @@ void Material::grabBlinnProperties(MaterialNode& material_node, MFnDependencyNod
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void Material::grabPhongProperties(MaterialNode& material_node, MFnDependencyNode& node)
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{
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if (findSpecularTexture(material_node, node)) {
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MGlobal::displayWarning(MString() + "Material " + node.name() + " has no specular texture. Please apply a specular to it");
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if (!findSpecularTexture(material_node, node)) {
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node.findPlug("specularColorR").getValue(material_node.SpecularColor[0]);
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node.findPlug("specularColorG").getValue(material_node.SpecularColor[1]);
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node.findPlug("specularColorB").getValue(material_node.SpecularColor[2]);
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}
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m_Plug = node.findPlug("reflectivity");
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@@ -188,20 +197,21 @@ std::vector<MaterialNode>* Material::DoIt(Mesh mesh)
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// All materials we care about inherit from Lambert
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MItDependencyNodes matIt(MFn::kLambert);
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m_AllMaterials.clear();
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int totalIndices = 0;
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while (!matIt.isDone()) {
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MFnDependencyNode MaterialFnDN(matIt.thisNode());
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MaterialNode MaterialStorage;
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bool meshHasMaterial = false;
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//Mesh Indices is a map with <string : MaterialName, vector<int> : indices>
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int totalIndices = 0;
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for (auto aMeshMaterial : mesh.Indices) {
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MGlobal::displayInfo(MString() + "Material: " + aMeshMaterial.first.c_str() + " " + MaterialFnDN.name().asChar());
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if (aMeshMaterial.first.compare(MaterialFnDN.name().asChar()) == 0) {
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meshHasMaterial = true;
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MaterialStorage.IndexStart = totalIndices;
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MaterialStorage.IndexEnd = totalIndices + aMeshMaterial.second.size() - 1;
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totalIndices += aMeshMaterial.second.size();
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break;
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}
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totalIndices += aMeshMaterial.second.size();
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}
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if (meshHasMaterial) {
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grabLambertProperties(MaterialStorage, MaterialFnDN);
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@@ -19,15 +19,18 @@ public:
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float ReflectionFactor;
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float SpecularExponent;
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||||
|
||||
float DiffuseColor[3]{ 1.0f };
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unsigned int ColorMapFileLength = 0;
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std::string ColorMapFile;
|
||||
|
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float SpecularColor[3]{ 1.0f };
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unsigned int SpecularMapFileLength = 0;
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std::string SpecularMapFile;
|
||||
|
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unsigned int NormalMapFileLength = 0;
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||||
std::string NormalMapFile;
|
||||
|
||||
float IncandescenceColor[3]{ 1.0f };
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||||
unsigned int IncandescenceMapFileLength = 0;
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std::string IncandescenceMapFile;
|
||||
|
||||
@@ -43,6 +46,9 @@ public:
|
||||
|
||||
out.write((char*)&SpecularExponent, sizeof(float));
|
||||
out.write((char*)&ReflectionFactor, sizeof(float));
|
||||
out.write((char*)&DiffuseColor, sizeof(float) * 3);
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||||
out.write((char*)&SpecularColor, sizeof(float) * 3);
|
||||
out.write((char*)&IncandescenceColor, sizeof(float) * 3);
|
||||
out.write((char*)&IndexStart, sizeof(unsigned int));
|
||||
out.write((char*)&IndexEnd, sizeof(unsigned int));
|
||||
|
||||
@@ -64,6 +70,9 @@ public:
|
||||
|
||||
out << "SpecularExponent: " << SpecularExponent << endl;
|
||||
out << "ReflectionFactor: " << ReflectionFactor << endl;
|
||||
out << "DiffuseColor: " << DiffuseColor[0] << " " << DiffuseColor[1] << " " << DiffuseColor[2] << endl;
|
||||
out << "SpecularColor: " << SpecularColor[0] << " " << SpecularColor[1] << " " << SpecularColor[2] << endl;
|
||||
out << "IncandescenceColor: " << IncandescenceColor[0] << " " << IncandescenceColor[1] << " " << IncandescenceColor[2] << endl;
|
||||
out << "IndexStart: " << IndexStart << endl;
|
||||
out << "IndexEnd: " << IndexEnd << endl;
|
||||
|
||||
|
||||
@@ -104,9 +104,10 @@ Menu::Menu(QDialog* dialog)
|
||||
// Set the layout for our window
|
||||
dialog->setLayout(baseLayout);
|
||||
|
||||
for (unsigned int i = 0; i < 3; i++) {
|
||||
this->AddClipClicked(true);
|
||||
}
|
||||
this->AddClipClicked(true);
|
||||
//for (unsigned int i = 0; i < 3; i++) {
|
||||
// this->AddClipClicked(true);
|
||||
//}
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -309,12 +309,22 @@ Mesh MeshClass::GetMeshData(MObjectArray object)
|
||||
|
||||
|
||||
if (hasSkin) {
|
||||
float totalWeight = 0.0f;
|
||||
unsigned int totalBones = 0;
|
||||
MIntArray jointIDs /* ??? */;
|
||||
weights.selectAncestorLogicalIndex(vertexIndex, weightListObject);
|
||||
weights.getExistingArrayAttributeIndices(jointIDs);
|
||||
for (unsigned int i = 0; i < jointIDs.length() && i < 4; i++) {
|
||||
thisVertex.BoneIndices[i] = jointIDs[i];
|
||||
thisVertex.BoneWeights[i] = weights[i].asFloat();
|
||||
if (weights[i].asFloat() > 0.001f) {
|
||||
thisVertex.BoneIndices[totalBones] = jointIDs[i];
|
||||
thisVertex.BoneWeights[totalBones] = weights[i].asFloat();
|
||||
totalWeight = totalWeight + weights[i].asFloat();
|
||||
totalBones++;
|
||||
}
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < 4; i++) {
|
||||
thisVertex.BoneWeights[i] = thisVertex.BoneWeights[i] / totalWeight;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -25,10 +25,13 @@ bool WriteToFile::ASCIIFilePath(string filePathAndFileName)
|
||||
|
||||
void WriteToFile::OpenFiles()
|
||||
{
|
||||
if (binFile)
|
||||
binFile.open(binFileName, ofstream::binary);
|
||||
if (ASCIIFile)
|
||||
if (binFile) {
|
||||
binFile.open(binFileName, ofstream::binary);
|
||||
}
|
||||
if (ASCIIFile){
|
||||
ASCIIFile.open(ASCIIFileName);
|
||||
ASCIIFile << std::fixed << std::setprecision(3);
|
||||
}
|
||||
}
|
||||
|
||||
void WriteToFile::CloseFiles()
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
#include "OutputData.h"
|
||||
#include <fstream>
|
||||
#include <string>
|
||||
#include <iomanip>
|
||||
|
||||
using namespace std;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user