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13 changed files with 434 additions and 498 deletions
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@ -8,14 +8,17 @@
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#include "ISceneManager.h"
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#include "SMeshBuffer.h"
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#include "SSkinMeshBuffer.h"
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#include "aabbox3d.h"
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#include "irrMath.h"
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#include "matrix4.h"
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#include "quaternion.h"
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#include "vector3d.h"
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#include "Transform.h"
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#include <optional>
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#include <string>
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#include <variant>
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#include <vector>
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namespace irr
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{
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@ -40,9 +43,8 @@ public:
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//! constructor
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SkinnedMesh(SourceFormat src_format) :
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EndFrame(0.f), FramesPerSecond(25.f),
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LastAnimatedFrame(-1), SkinnedLastFrame(false),
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HasAnimation(false), PreparedForSkinning(false),
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AnimateNormals(true), HardwareSkinning(false),
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AnimateNormals(true),
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SrcFormat(src_format)
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{
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SkinningBuffers = &LocalBuffers;
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@ -67,14 +69,16 @@ public:
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The actual speed is set in the scene node the mesh is instantiated in.*/
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void setAnimationSpeed(f32 fps) override;
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//! returns the animated mesh for the given frame
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IMesh *getMesh(f32) override;
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//! **Must not be called**.
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//! TODO refactor Irrlicht so that we need not implement this.
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IMesh *getMesh(f32) override { assert(false); };
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//! Animates joints based on frame input
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void animateMesh(f32 frame);
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//! Turns the given array of local matrices into an array of global matrices
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//! by multiplying with respective parent matrices.
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void calculateGlobalMatrices(std::vector<core::matrix4> &matrices);
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//! Performs a software skin on this mesh based of joint positions
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void skinMesh();
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//! Performs a software skin on this mesh based on the given joint matrices
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void skinMesh(const std::vector<core::matrix4> &animated_transforms);
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//! returns amount of mesh buffers.
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u32 getMeshBufferCount() const override;
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@ -143,10 +147,6 @@ public:
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return !HasAnimation;
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}
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//! Allows to enable hardware skinning.
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/* This feature is not implemented in Irrlicht yet */
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bool setHardwareSkinning(bool on);
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//! Refreshes vertex data cached in joints such as positions and normals
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void refreshJointCache();
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@ -155,16 +155,9 @@ public:
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void updateBoundingBox();
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//! Recovers the joints from the mesh
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void recoverJointsFromMesh(std::vector<IBoneSceneNode *> &jointChildSceneNodes);
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//! Transfers the joint data to the mesh
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void transferJointsToMesh(const std::vector<IBoneSceneNode *> &jointChildSceneNodes);
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//! Creates an array of joints from this mesh as children of node
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void addJoints(std::vector<IBoneSceneNode *> &jointChildSceneNodes,
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IAnimatedMeshSceneNode *node,
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ISceneManager *smgr);
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std::vector<IBoneSceneNode *> addJoints(
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IAnimatedMeshSceneNode *node, ISceneManager *smgr);
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//! A vertex weight
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struct SWeight
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@ -291,15 +284,14 @@ public:
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});
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}
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void updateTransform(f32 frame,
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core::vector3df &t, core::quaternion &r, core::vector3df &s) const
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void updateTransform(f32 frame, core::Transform &transform) const
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{
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if (auto pos = position.get(frame))
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t = *pos;
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transform.translation = *pos;
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if (auto rot = rotation.get(frame))
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r = *rot;
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transform.rotation = *rot;
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if (auto scl = scale.get(frame))
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s = *scl;
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transform.scale = *scl;
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}
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void cleanup() {
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@ -317,55 +309,24 @@ public:
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//! The name of this joint
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std::optional<std::string> Name;
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struct Transform {
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core::vector3df translation;
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core::quaternion rotation;
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core::vector3df scale{1};
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core::matrix4 buildMatrix() const {
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core::matrix4 T;
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T.setTranslation(translation);
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core::matrix4 R;
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rotation.getMatrix_transposed(R);
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core::matrix4 S;
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S.setScale(scale);
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return T * R * S;
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}
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};
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//! Local transformation to be set by loaders. Mutated by animation.
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//! If a matrix is used, this joint **must not** be animated,
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//! because then the unique decomposition into translation, rotation and scale need not exist!
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std::variant<core::matrix4, Transform> transform = Transform{};
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using VariantTransform = std::variant<core::Transform, core::matrix4>;
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VariantTransform transform{core::Transform{}};
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Transform &getAnimatableTransform() {
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if (std::holds_alternative<Transform>(transform))
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return std::get<Transform>(transform);
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const auto &mat = std::get<core::matrix4>(transform);
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Transform trs;
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trs.translation = mat.getTranslation();
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trs.scale = mat.getScale();
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trs.rotation = core::quaternion(
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mat.getRotationDegrees(trs.scale) * core::DEGTORAD);
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transform = trs;
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// TODO raise a warning if the recomposed matrix does not equal the decomposed.
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return std::get<Transform>(transform);
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}
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void animate(f32 frame) {
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VariantTransform animate(f32 frame) const {
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if (keys.empty())
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return;
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auto &transform = getAnimatableTransform();
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keys.updateTransform(frame,
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transform.translation,
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transform.rotation,
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transform.scale);
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}
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return transform;
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core::matrix4 buildLocalMatrix() const {
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if (std::holds_alternative<core::matrix4>(transform))
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return std::get<core::matrix4>(transform);
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return std::get<Transform>(transform).buildMatrix();
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if (std::holds_alternative<core::matrix4>(transform)) {
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// TODO raise a warning: Attempt to animate a static joint.
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return transform;
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}
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auto trs = std::get<core::Transform>(transform);
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keys.updateTransform(frame, trs);
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return {trs};
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}
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//! List of child joints
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@ -382,33 +343,35 @@ public:
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//! Unnecessary for loaders, will be overwritten on finalize
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core::matrix4 GlobalMatrix; // loaders may still choose to set this (temporarily) to calculate absolute vertex data.
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core::matrix4 GlobalAnimatedMatrix;
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core::matrix4 LocalAnimatedMatrix;
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// The .x and .gltf formats pre-calculate this
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std::optional<core::matrix4> GlobalInversedMatrix;
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private:
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//! Internal members used by SkinnedMesh
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friend class SkinnedMesh;
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// TODO friends?
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u16 JointID; // TODO refactor away: pointers -> IDs
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std::optional<u16> ParentJointID;
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};
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//! Animates joints based on frame input
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std::vector<SJoint::VariantTransform> animateMesh(f32 frame);
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//! TODO
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core::aabbox3df calculateBoundingBox(
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const std::vector<SJoint::VariantTransform> &transforms);
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const std::vector<SJoint *> &getAllJoints() const {
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return AllJoints;
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}
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protected:
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void checkForAnimation();
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bool checkForAnimation() const;
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void topoSortJoints();
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void prepareForSkinning();
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void normalizeWeights();
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void buildAllLocalAnimatedMatrices();
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void buildAllGlobalAnimatedMatrices(SJoint *Joint = 0, SJoint *ParentJoint = 0);
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void calculateGlobalMatrices(SJoint *Joint, SJoint *ParentJoint);
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void skinJoint(SJoint *Joint, SJoint *ParentJoint);
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void calculateTangents(core::vector3df &normal,
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core::vector3df &tangent, core::vector3df &binormal,
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const core::vector3df &vt1, const core::vector3df &vt2, const core::vector3df &vt3,
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//! Mapping from meshbuffer number to bindable texture slot
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std::vector<u32> TextureSlots;
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//! Joints, topologically sorted (parents come before their children).
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std::vector<SJoint *> AllJoints;
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std::vector<SJoint *> RootJoints;
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// bool can't be used here because std::vector<bool>
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// doesn't allow taking a reference to individual elements.
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f32 EndFrame;
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f32 FramesPerSecond;
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f32 LastAnimatedFrame;
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bool SkinnedLastFrame;
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bool HasAnimation;
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bool PreparedForSkinning;
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bool AnimateNormals;
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<<<<<<< HEAD
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bool HardwareSkinning;
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SourceFormat SrcFormat;
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bool HardwareSkinning;
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=======
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>>>>>>> 44f1cd940 (progress)
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};
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// Interface for mesh loaders
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