Evaluation of very simple graphs works.
parent
e38c0b4934
commit
08283d9bcf
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@ -49,6 +49,27 @@ struct AnimGraph {
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}
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}
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}
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m_node_input_connections.clear();
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if (m_node_output_connections.size() > 0) {
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std::vector<AnimGraphConnection>& graph_inputs =
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m_node_output_connections[0];
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for (size_t i = 0, n = graph_inputs.size(); i < n; i++) {
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AnimGraphConnection& connection = graph_inputs[i];
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if (connection.m_target_socket.m_type
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== SocketType::SocketTypeAnimation) {
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AnimData* graph_anim_output = static_cast<AnimData*>(
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connection.m_target_socket.m_reference.ptr);
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assert(graph_anim_output != nullptr);
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// we have to explicitly call the destructor as the AnimData* was
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// initialized using a placement new operator.
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graph_anim_output->m_local_matrices.vector::~vector();
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}
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}
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}
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m_node_output_connections.clear();
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delete[] m_input_buffer;
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delete[] m_output_buffer;
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@ -56,6 +77,7 @@ struct AnimGraph {
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for (int i = 0; i < m_nodes.size(); i++) {
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delete m_nodes[i];
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}
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m_nodes.clear();
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delete m_socket_accessor;
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}
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@ -416,10 +416,10 @@ inline void NodeSocketAccessorBase::SetSocketValue<const bool&>(
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}
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template <>
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inline void NodeSocketAccessorBase::SetSocketValue<const float&>(
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inline void NodeSocketAccessorBase::SetSocketValue<float>(
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Socket* socket,
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const float& value) {
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socket->m_value.float_value = value;
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float value) {
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*static_cast<float*>(socket->m_reference.ptr) = value;
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}
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template <>
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@ -85,7 +85,7 @@ void AnimGraphEditorRenderSidebar(
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if (property.m_type == SocketType::SocketTypeFloat) {
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ImGui::SliderFloat(
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property.m_name.c_str(),
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reinterpret_cast<float*>(property.m_reference.ptr),
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reinterpret_cast<float*>(&property.m_value.float_value),
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-100.f,
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100.f);
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} else if (property.m_type == SocketType::SocketTypeBool) {
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@ -219,6 +219,10 @@ void AnimGraphEditorUpdate() {
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node_type_name = "MathFloatToVec3Node";
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}
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if (ImGui::MenuItem("ConstScalarNode")) {
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node_type_name = "ConstScalarNode";
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}
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if (node_type_name != "") {
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AnimNodeResource node_resource =
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AnimNodeResourceFactory(node_type_name);
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@ -65,6 +65,8 @@ bool AnimSamplerNode::Init(AnimGraphContext& context) {
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return false;
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}
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archive >> *m_animation;
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context.m_animation_map[m_filename] = m_animation;
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}
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@ -197,6 +197,11 @@ struct AnimSamplerNode : public AnimNode {
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virtual ~AnimSamplerNode();
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virtual bool Init(AnimGraphContext& context) override;
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void UpdateTime(float time_last, float time_now) override {
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m_time_last = time_last;
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m_time_now = fmodf(time_last + (time_now - time_last), m_animation->duration());
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m_state = AnimNodeEvalState::TimeUpdated;
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}
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virtual void Evaluate(AnimGraphContext& context) override;
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};
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@ -210,6 +215,27 @@ struct NodeSocketAccessor<AnimSamplerNode> : public NodeSocketAccessorBase {
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}
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};
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//
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// ConstScalarNode
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//
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struct ConstScalarNode : public AnimNode {
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float* o_value = nullptr;
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float value = 0.f;
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virtual void Evaluate(AnimGraphContext& context){
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*o_value = value;
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};
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};
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template <>
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struct NodeSocketAccessor<ConstScalarNode> : public NodeSocketAccessorBase {
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NodeSocketAccessor(AnimNode* node_) {
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ConstScalarNode* node = dynamic_cast<ConstScalarNode*>(node_);
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RegisterOutput("ScalarOutput", &node->o_value);
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RegisterProperty("ScalarValue", &node->value);
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}
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};
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//
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// MathAddNode
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//
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@ -236,7 +262,6 @@ struct NodeSocketAccessor<MathAddNode> : public NodeSocketAccessorBase {
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}
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};
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//
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// MathFloatToVec3Node
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//
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@ -282,6 +307,8 @@ static inline AnimNode* AnimNodeFactory(const std::string& name) {
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result = new MathAddNode;
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} else if (name == "MathFloatToVec3Node") {
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result = new MathFloatToVec3Node;
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} else if (name == "ConstScalarNode") {
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result = new ConstScalarNode;
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}
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if (result != nullptr) {
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@ -308,6 +335,8 @@ static inline NodeSocketAccessorBase* AnimNodeAccessorFactory(
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return new NodeSocketAccessor<MathAddNode>(node);
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} else if (node_type_name == "MathFloatToVec3Node") {
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return new NodeSocketAccessor<MathFloatToVec3Node>(node);
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} else if (node_type_name == "ConstScalarNode") {
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return new NodeSocketAccessor<ConstScalarNode>(node);
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} else {
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std::cerr << "Invalid node type name " << node_type_name << "."
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<< std::endl;
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@ -534,7 +534,7 @@ void AnimGraphResource::setRuntimeNodeProperties(AnimGraph& instance) const {
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property.m_value.flag);
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break;
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case SocketType::SocketTypeFloat:
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node_instance_accessor->SetPropertyReferenceValue(
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node_instance_accessor->SetPropertyValue(
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name,
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property.m_value.float_value);
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break;
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37
src/main.cc
37
src/main.cc
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@ -383,6 +383,7 @@ int main() {
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AnimGraph anim_graph;
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AnimGraphContext anim_graph_context;
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AnimData* anim_graph_output = nullptr;
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state.time.factor = 1.0f;
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@ -505,15 +506,15 @@ int main() {
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&gApplicationConfig.window_size[0],
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&gApplicationConfig.window_size[1]);
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state.time.frame = stm_sec(
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stm_round_to_common_refresh_rate(stm_laptime(&state.time.laptime)));
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if (!state.time.paused) {
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state.time.frame = stm_sec(
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stm_round_to_common_refresh_rate(stm_laptime(&state.time.laptime)));
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state.time.absolute += state.time.frame * state.time.factor;
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}
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if (state.ozz.animation != nullptr) {
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state.time.absolute = fmodf (state.time.absolute, state.ozz.animation->duration());
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}
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if (state.ozz.animation != nullptr) {
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state.time.absolute = fmodf (state.time.absolute, state.ozz.animation->duration());
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}
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int cur_width, cur_height;
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@ -616,9 +617,20 @@ int main() {
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if (ImGui::Button("Update Runtime Graph")) {
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anim_graph.dealloc();
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anim_graph_output = nullptr;
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AnimGraphEditorGetRuntimeGraph(anim_graph);
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anim_graph_context.m_skeleton = &skinned_mesh.m_skeleton;
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anim_graph.init(anim_graph_context);
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// For simplicity use first animation data output
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const std::vector<Socket>& graph_output_sockets = anim_graph.getGraphOutputs();
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for (int i = 0; i < graph_output_sockets.size(); i++) {
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const Socket& output = graph_output_sockets[i];
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if (output.m_type == SocketType::SocketTypeAnimation) {
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anim_graph_output = static_cast<AnimData*>(output.m_reference.ptr);
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}
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}
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}
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ImGui::EndMainMenuBar();
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@ -711,6 +723,11 @@ int main() {
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}
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}
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ImGui::SameLine();
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if (ImGui::Button("Step")) {
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state.time.absolute += state.time.frame;
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}
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if (state.ozz.animation != nullptr) {
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ImGui::SameLine();
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@ -741,6 +758,14 @@ int main() {
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skinned_mesh.CalcModelMatrices();
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}
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if (state.time.use_graph && anim_graph.m_nodes.size() > 0) {
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anim_graph.updateTime(state.time.frame);
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anim_graph.evaluate(anim_graph_context);
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skinned_mesh.m_local_matrices = anim_graph_output->m_local_matrices;
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skinned_mesh.CalcModelMatrices();
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}
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sgl_defaults();
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sgl_matrix_mode_projection();
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sgl_load_matrix((const float*)&state.camera.mtxProj);
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