Split up MeshHierarchy into Skeleton and SkeletonMeshes, minor code style cleanup
parent
d1ada7f3a4
commit
6573a36c90
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@ -64,31 +64,54 @@ CharacterEntity::CharacterEntity() {
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// base_mesh->Update();
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// base_mesh->Update();
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// delete quad;
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// delete quad;
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int bone_index;
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// Build the snowman
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// Build the snowman
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entity->mesh.addMesh(
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- 1,
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// bottom sphere
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bone_index = entity->mSkeleton.AddBone(
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-1,
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Transform::fromTrans(
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Transform::fromTrans(
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Vector3f (0.0f, 0.9 * 0.5f, 0.0f)
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Vector3f (0.0f, 0.9 * 0.5f, 0.0f)
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),
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)
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// base_mesh
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Mesh::sCreateUVSphere(45, 45, 0.9)
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);
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);
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entity->mSkeletonMeshes.AddMesh (
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Mesh::sCreateUVSphere(45, 45, 0.9),
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bone_index
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);
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gLog ("Now have %d bones, bone_index %d",
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entity->mSkeleton.Length(),
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bone_index);
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entity->mesh.addMesh(
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// middle sphere
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0,
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bone_index = entity->mSkeleton.AddBone(
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bone_index,
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Transform::fromTrans(
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Transform::fromTrans(
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Vector3f (0.0f, 0.55f, 0.0f)
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Vector3f (0.0f, 0.55f, 0.0f)
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),
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)
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Mesh::sCreateUVSphere (45, 45, 0.7)
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);
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);
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entity->mSkeletonMeshes.AddMesh (
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Mesh::sCreateUVSphere (45, 45, 0.7),
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bone_index
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);
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gLog ("Now have %d bones, bone_index %d",
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entity->mSkeleton.Length(),
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bone_index);
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entity->mesh.addMesh(
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// top sphere
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1,
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bone_index = entity->mSkeleton.AddBone(
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bone_index,
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Transform::fromTrans(
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Transform::fromTrans(
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Vector3f (0.0f, 0.4f, 0.0f)
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Vector3f (0.0f, 0.4f, 0.0f)
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),
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)
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Mesh::sCreateUVSphere (45, 45, 0.5)
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);
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);
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entity->mSkeletonMeshes.AddMesh (
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Mesh::sCreateUVSphere (45, 45, 0.5),
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bone_index
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);
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gLog ("Now have %d bones, bone_index %d",
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entity->mSkeleton.Length(),
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bone_index);
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// mState->character->entity->mesh = bgfxutils::createCuboid (1.f, 1.f, 1.f);
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// mState->character->entity->mesh = bgfxutils::createCuboid (1.f, 1.f, 1.f);
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// mState->character->entity->mesh = bgfxutils::createCylinder (20);
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// mState->character->entity->mesh = bgfxutils::createCylinder (20);
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@ -208,7 +231,7 @@ void CharacterEntity::Update(float dt) {
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}
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}
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// apply transformation
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// apply transformation
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entity->transform.translation.set(
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entity->mTransform.translation.set(
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mPosition[0],
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mPosition[0],
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mPosition[1],
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mPosition[1],
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mPosition[2]);
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mPosition[2]);
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@ -219,10 +242,10 @@ void CharacterEntity::Update(float dt) {
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Quaternion quat (-cos(cur_time), 0.0f, 0.0f * sin(cur_time), 1.0f);
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Quaternion quat (-cos(cur_time), 0.0f, 0.0f * sin(cur_time), 1.0f);
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quat.normalize();
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quat.normalize();
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entity->mesh.localTransforms[0].rotation = quat;
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entity->mTransform.rotation = quat;
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// update matrices
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// update matrices
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entity->mesh.updateMatrices(entity->transform.toMatrix());
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entity->mSkeleton.UpdateMatrices(entity->mTransform.toMatrix());
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cur_time += dt;
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cur_time += dt;
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}
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}
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@ -240,8 +263,7 @@ void ShowCharacterPropertiesWindow (CharacterEntity* character) {
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ImGui::DragFloat3 ("Position", character->mPosition.data(), 0.01, -10.0f, 10.0f);
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ImGui::DragFloat3 ("Position", character->mPosition.data(), 0.01, -10.0f, 10.0f);
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ImGui::DragFloat3 ("Velocity", character->mVelocity.data(), 0.01, -10.0f, 10.0f);
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ImGui::DragFloat3 ("Velocity", character->mVelocity.data(), 0.01, -10.0f, 10.0f);
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for (int i = 0; i < character->entity->mSkeleton.Length(); ++i) {
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for (int i = 0; i < character->entity->mesh.meshes.size(); ++i) {
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char buf[32];
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char buf[32];
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snprintf (buf, 32, "Mesh %d", i);
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snprintf (buf, 32, "Mesh %d", i);
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@ -252,7 +274,7 @@ void ShowCharacterPropertiesWindow (CharacterEntity* character) {
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node_flags);
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node_flags);
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if (node_open) {
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if (node_open) {
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Transform &transform = character->entity->mesh.localTransforms[i];
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Transform &transform = character->entity->mSkeleton.mLocalTransforms[i];
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ImGui::DragFloat3 ("Position", transform.translation.data(), 0.01, -10.0f, 10.0f);
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ImGui::DragFloat3 ("Position", transform.translation.data(), 0.01, -10.0f, 10.0f);
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if (ImGui::Protot::DragFloat4Normalized ("Rotation", transform.rotation.data(), 0.001, -1.0f, 1.0f)) {
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if (ImGui::Protot::DragFloat4Normalized ("Rotation", transform.rotation.data(), 0.001, -1.0f, 1.0f)) {
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@ -145,23 +145,17 @@ const struct module_api MODULE_API = {
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};
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};
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}
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}
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void MeshHierarchy::updateMatrices(const Matrix44f &world_transform) {
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void Skeleton::UpdateMatrices(const Matrix44f &world_transform) {
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for (uint32_t i = 0; i < meshes.size(); ++i) {
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for (uint32_t i = 0; i < mBoneMatrices.size(); ++i) {
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Matrix44f parent_matrix (world_transform);
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Matrix44f parent_matrix (world_transform);
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if (parent[i] != -1) {
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if (mParent[i] != -1) {
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parent_matrix = meshMatrices[parent[i]];
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parent_matrix = mBoneMatrices[mParent[i]];
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}
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}
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meshMatrices[i] = localTransforms[i].toMatrix() * parent_matrix;
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mBoneMatrices[i] = mLocalTransforms[i].toMatrix() * parent_matrix;
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}
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}
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}
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}
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void MeshHierarchy::submit(const RenderState *state) {
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for (uint32_t i = 0; i < meshes.size(); ++i) {
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bgfxutils::meshSubmit (meshes[i]->mBgfxMesh, state, 1, meshMatrices[i].data());
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}
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};
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// BGFX globals
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// BGFX globals
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bgfx::VertexBufferHandle cube_vbh;
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bgfx::VertexBufferHandle cube_vbh;
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bgfx::IndexBufferHandle cube_ibh;
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bgfx::IndexBufferHandle cube_ibh;
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@ -1515,45 +1509,66 @@ void Renderer::paintGL() {
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float light_pos_world[3];
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float light_pos_world[3];
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// shadow map pass
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// shadow map pass
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for (uint32_t j = 0; j < entities[i]->mesh.meshes.size(); ++j) {
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for (uint32_t j = 0; j < entities[i]->mSkeletonMeshes.Length(); ++j) {
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bx::mtxMul(
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bx::mtxMul(
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lightMtx,
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lightMtx,
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entities[i]->mesh.meshMatrices[j].data(),
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entities[i]->mSkeletonMeshes.GetBoneMatrix(j).data(),
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lights[0].mtxShadow
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lights[0].mtxShadow
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);
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);
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bgfx::setUniform(lights[0].u_lightMtx, lightMtx);
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bgfx::setUniform(lights[0].u_lightMtx, lightMtx);
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bgfxutils::meshSubmit (
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entities[i]->mSkeletonMeshes.GetMesh(j)->Submit(
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entities[i]->mesh.meshes[j]->mBgfxMesh,
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&s_renderStates[RenderState::ShadowMap],
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&s_renderStates[RenderState::ShadowMap],
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1,
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entities[i]->mSkeletonMeshes.GetBoneMatrix(j).data()
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entities[i]->mesh.meshMatrices[j].data()
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);
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);
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}
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}
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// scene pass
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// scene pass
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for (uint32_t j = 0; j < entities[i]->mesh.meshes.size(); ++j) {
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for (uint32_t j = 0; j < entities[i]->mSkeletonMeshes.Length(); ++j) {
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bx::mtxMul(
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bx::mtxMul(
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lightMtx,
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lightMtx,
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entities[i]->mesh.meshMatrices[j].data(),
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entities[i]->mSkeletonMeshes.GetBoneMatrix(j).data(),
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lights[0].mtxShadow
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lights[0].mtxShadow
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);
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);
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// compute world position of the light
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// compute world position of the light
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Vector4f light_pos =
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Vector4f light_pos =
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entities[i]->mesh.meshMatrices[j]
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entities[i]->mSkeletonMeshes.GetBoneMatrix(j)
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* SimpleMath::Map<Vector4f>(lights[0].pos, 4, 1);
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* SimpleMath::Map<Vector4f>(lights[0].pos, 4, 1);
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bgfx::setUniform(lights[0].u_lightPos, light_pos.data());
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bgfx::setUniform(lights[0].u_lightPos, light_pos.data());
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bgfx::setUniform(lights[0].u_lightMtx, lightMtx);
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bgfx::setUniform(u_color, entities[i]->color);
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bgfx::setUniform(u_color, entities[i]->color);
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bgfxutils::meshSubmit (
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bgfx::setUniform(lights[0].u_lightMtx, lightMtx);
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entities[i]->mesh.meshes[j]->mBgfxMesh,
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entities[i]->mSkeletonMeshes.GetMesh(j)->Submit(
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&s_renderStates[RenderState::Scene],
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&s_renderStates[RenderState::Scene],
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1,
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entities[i]->mSkeletonMeshes.GetBoneMatrix(j).data()
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entities[i]->mesh.meshMatrices[j].data()
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);
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);
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}
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}
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//
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//
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//
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// for (uint32_t j = 0; j < entities[i]->mesh.meshes.size(); ++j) {
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// bx::mtxMul(
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// lightMtx,
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// entities[i]->mesh.meshMatrices[j].data(),
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// lights[0].mtxShadow
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// );
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//
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// // compute world position of the light
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// Vector4f light_pos =
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// entities[i]->mesh.meshMatrices[j]
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// * SimpleMath::Map<Vector4f>(lights[0].pos, 4, 1);
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//
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// bgfx::setUniform(lights[0].u_lightPos, light_pos.data());
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// bgfx::setUniform(lights[0].u_lightMtx, lightMtx);
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// bgfxutils::meshSubmit (
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// entities[i]->mesh.meshes[j]->mBgfxMesh,
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// &s_renderStates[RenderState::Scene],
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// 1,
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// entities[i]->mesh.meshMatrices[j].data()
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// );
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//
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// }
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}
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}
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// render debug information
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// render debug information
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@ -9,6 +9,7 @@
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#include <bgfx/bgfx.h>
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#include <bgfx/bgfx.h>
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#include "Globals.h"
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#include "RenderUtils.h"
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#include "RenderUtils.h"
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struct Entity;
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struct Entity;
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@ -230,49 +231,82 @@ struct Transform {
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}
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}
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};
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};
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struct MeshHierarchy {
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struct Skeleton {
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~MeshHierarchy()
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/// index of the mParent. Children must have higher indices than heir
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{
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// mParents
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for (Mesh* mesh : meshes) {
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std::vector<int> mParent;
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delete mesh;
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/// Transforms relative to their mParents.
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}
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std::vector<Transform> mLocalTransforms;
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}
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std::vector<Mesh*> meshes;
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/// index of the parent. Children must have higher indices than heir
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// parents
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std::vector<int> parent;
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/// Transforms relative to their parents.
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std::vector<Transform> localTransforms;
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/// Absolute transforms.
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/// Absolute transforms.
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std::vector<Matrix44f> meshMatrices;
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std::vector<Matrix44f> mBoneMatrices;
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void addMesh(
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int AddBone(
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const int parent_idx,
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const int parent_index,
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const Transform& transform,
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const Transform& transform
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Mesh* mesh) {
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) {
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assert (parent_idx == -1 || parent_idx < parent.size());
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assert (parent_index == -1 || parent_index < mParent.size());
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parent.push_back(parent_idx);
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mParent.push_back(parent_index);
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localTransforms.push_back(transform);
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mLocalTransforms.push_back(transform);
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meshes.push_back(mesh);
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if (parent_idx != -1) {
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if (parent_index != -1) {
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meshMatrices.push_back(transform.toMatrix() * meshMatrices[parent_idx]);
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mBoneMatrices.push_back(transform.toMatrix() * mBoneMatrices[parent_index]);
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} else {
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} else {
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meshMatrices.push_back(transform.toMatrix());
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mBoneMatrices.push_back(transform.toMatrix());
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}
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return mBoneMatrices.size() - 1;
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}
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void UpdateMatrices(const Matrix44f &world_transform);
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int Length() const {
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return mBoneMatrices.size();
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}
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};
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struct SkeletonMeshes {
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Skeleton& mSkeleton;
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typedef std::pair<Mesh*, int> MeshBoneIndex;
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std::vector<MeshBoneIndex> mMeshBoneIndices;
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SkeletonMeshes(Skeleton &skeleton) :
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mSkeleton(skeleton)
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{}
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~SkeletonMeshes() {
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for(MeshBoneIndex& mesh_bone : mMeshBoneIndices) {
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delete mesh_bone.first;
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}
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}
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}
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}
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void updateMatrices(const Matrix44f &world_transform);
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void submit(const RenderState *state);
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void AddMesh (Mesh* mesh, int bone_index) {
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mMeshBoneIndices.push_back (MeshBoneIndex (mesh, bone_index));
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}
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const Matrix44f GetBoneMatrix(int index) const {
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assert (index >= 0 && index < Length());
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assert (mMeshBoneIndices[index].second < mSkeleton.mBoneMatrices.size());
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return mSkeleton.mBoneMatrices[mMeshBoneIndices[index].second];
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}
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const Mesh* GetMesh(int index) const {
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assert (index >= 0 && index < Length());
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return mMeshBoneIndices[index].first;
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}
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int Length() const {
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return mMeshBoneIndices.size();
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}
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};
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};
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struct Entity {
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struct Entity {
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Transform transform;
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Transform mTransform;
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float color[4];
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Vector4f mColor;
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MeshHierarchy mesh;
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Skeleton mSkeleton;
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SkeletonMeshes mSkeletonMeshes;
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Entity() :
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Entity() :
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color { 1.f, 1.f, 1.f, 1.f }
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mColor (1.f, 1.f, 1.f, 1.f ),
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mSkeletonMeshes(mSkeleton)
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{}
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{}
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};
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};
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@ -920,6 +920,15 @@ void Mesh::Merge (const Mesh& other, const Matrix44f &transform) {
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}
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}
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}
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}
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void Mesh::Submit (const RenderState *state, const float* matrix) const {
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bgfxutils::meshSubmit (
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mBgfxMesh,
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state,
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1,
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matrix);
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}
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Mesh* Mesh::sCreateCuboid (float width, float height, float depth) {
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Mesh* Mesh::sCreateCuboid (float width, float height, float depth) {
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Mesh* result = new Mesh();
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Mesh* result = new Mesh();
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@ -22,6 +22,7 @@ struct Mesh {
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~Mesh();
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~Mesh();
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void Update();
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void Update();
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void Merge (const Mesh& other, const Matrix44f &mat = Matrix44f::Identity());
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void Merge (const Mesh& other, const Matrix44f &mat = Matrix44f::Identity());
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void Submit (const RenderState *state, const float* matrix) const;
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static Mesh *sCreateCuboid (float width, float height, float depth);
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static Mesh *sCreateCuboid (float width, float height, float depth);
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static Mesh *sCreateUVSphere (int rows, int segments, float radius = 1.0f);
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static Mesh *sCreateUVSphere (int rows, int segments, float radius = 1.0f);
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Reference in New Issue