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Fix and clean up skeletal animation (#15722)
* Fix attachments lagging behind their parents (#14818) * Fix animation blending (#14817) * Bring back cool guy as another .x smoke test * Add .x mesh loader unittest * Do bounding box & matrix calculation at proper point in time * Remove obsolete `SAnimatedMesh`
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0bb87eb1ff
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40 changed files with 856 additions and 1388 deletions
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@ -35,7 +35,7 @@ void CMeshCache::removeMesh(const IMesh *const mesh)
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if (!mesh)
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return;
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for (u32 i = 0; i < Meshes.size(); ++i) {
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if (Meshes[i].Mesh == mesh || (Meshes[i].Mesh && Meshes[i].Mesh->getMesh(0) == mesh)) {
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if (Meshes[i].Mesh == mesh) {
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Meshes[i].Mesh->drop();
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Meshes.erase(i);
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return;
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@ -53,7 +53,7 @@ u32 CMeshCache::getMeshCount() const
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s32 CMeshCache::getMeshIndex(const IMesh *const mesh) const
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{
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for (u32 i = 0; i < Meshes.size(); ++i) {
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if (Meshes[i].Mesh == mesh || (Meshes[i].Mesh && Meshes[i].Mesh->getMesh(0) == mesh))
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if (Meshes[i].Mesh == mesh)
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return (s32)i;
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}
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@ -93,7 +93,7 @@ const io::SNamedPath &CMeshCache::getMeshName(const IMesh *const mesh) const
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return emptyNamedPath;
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for (u32 i = 0; i < Meshes.size(); ++i) {
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if (Meshes[i].Mesh == mesh || (Meshes[i].Mesh && Meshes[i].Mesh->getMesh(0) == mesh))
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if (Meshes[i].Mesh == mesh)
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return Meshes[i].NamedPath;
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}
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@ -115,7 +115,7 @@ bool CMeshCache::renameMesh(u32 index, const io::path &name)
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bool CMeshCache::renameMesh(const IMesh *const mesh, const io::path &name)
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{
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for (u32 i = 0; i < Meshes.size(); ++i) {
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if (Meshes[i].Mesh == mesh || (Meshes[i].Mesh && Meshes[i].Mesh->getMesh(0) == mesh)) {
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if (Meshes[i].Mesh == mesh) {
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Meshes[i].NamedPath.setPath(name);
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Meshes.sort();
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return true;
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