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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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40 changed files with 856 additions and 1388 deletions
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@ -4,7 +4,6 @@
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#include "nodedef.h"
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#include "SAnimatedMesh.h"
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#include "itemdef.h"
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#if CHECK_CLIENT_BUILD()
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#include "client/mesh.h"
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@ -964,13 +963,6 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
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// Note: By freshly reading, we get an unencumbered mesh.
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if (scene::IMesh *src_mesh = client->getMesh(mesh)) {
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bool apply_bs = false;
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// For frame-animated meshes, always get the first frame,
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// which holds a model for which we can eventually get the static pose.
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while (auto *src_meshes = dynamic_cast<scene::SAnimatedMesh *>(src_mesh)) {
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src_mesh = src_meshes->getMesh(0.0f);
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src_mesh->grab();
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src_meshes->drop();
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}
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if (auto *skinned_mesh = dynamic_cast<scene::SkinnedMesh *>(src_mesh)) {
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// Compatibility: Animated meshes, as well as static gltf meshes, are not scaled by BS.
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// See https://github.com/luanti-org/luanti/pull/16112#issuecomment-2881860329
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