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Refactor: Merge [IC]SkinnedMesh
into SkinnedMesh
(#15511)
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@@ -7,7 +7,7 @@
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#include "ISceneManager.h"
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#include "S3DVertex.h"
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#include "os.h"
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#include "CSkinnedMesh.h"
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#include "SkinnedMesh.h"
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#include "IDummyTransformationSceneNode.h"
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#include "IBoneSceneNode.h"
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#include "IMaterialRenderer.h"
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@@ -165,7 +165,7 @@ IMesh *CAnimatedMeshSceneNode::getMeshForCurrentFrame()
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// As multiple scene nodes may be sharing the same skinned mesh, we have to
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// re-animate it every frame to ensure that this node gets the mesh that it needs.
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CSkinnedMesh *skinnedMesh = static_cast<CSkinnedMesh *>(Mesh);
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SkinnedMesh *skinnedMesh = static_cast<SkinnedMesh *>(Mesh);
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if (JointMode == EJUOR_CONTROL) // write to mesh
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skinnedMesh->transferJointsToMesh(JointChildSceneNodes);
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@@ -299,8 +299,8 @@ void CAnimatedMeshSceneNode::render()
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if (Mesh->getMeshType() == EAMT_SKINNED) {
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// draw skeleton
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for (u32 g = 0; g < ((ISkinnedMesh *)Mesh)->getAllJoints().size(); ++g) {
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ISkinnedMesh::SJoint *joint = ((ISkinnedMesh *)Mesh)->getAllJoints()[g];
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for (u32 g = 0; g < ((SkinnedMesh *)Mesh)->getAllJoints().size(); ++g) {
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auto *joint = ((SkinnedMesh *)Mesh)->getAllJoints()[g];
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for (u32 n = 0; n < joint->Children.size(); ++n) {
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driver->draw3DLine(joint->GlobalAnimatedMatrix.getTranslation(),
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@@ -404,7 +404,7 @@ IBoneSceneNode *CAnimatedMeshSceneNode::getJointNode(const c8 *jointName)
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checkJoints();
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ISkinnedMesh *skinnedMesh = (ISkinnedMesh *)Mesh;
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auto *skinnedMesh = (SkinnedMesh *)Mesh;
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const std::optional<u32> number = skinnedMesh->getJointNumber(jointName);
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@@ -446,7 +446,7 @@ u32 CAnimatedMeshSceneNode::getJointCount() const
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if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
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return 0;
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ISkinnedMesh *skinnedMesh = (ISkinnedMesh *)Mesh;
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auto *skinnedMesh = (SkinnedMesh *)Mesh;
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return skinnedMesh->getJointCount();
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}
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@@ -596,7 +596,7 @@ void CAnimatedMeshSceneNode::animateJoints(bool CalculateAbsolutePositions)
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checkJoints();
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const f32 frame = getFrameNr(); // old?
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CSkinnedMesh *skinnedMesh = static_cast<CSkinnedMesh *>(Mesh);
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SkinnedMesh *skinnedMesh = static_cast<SkinnedMesh *>(Mesh);
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skinnedMesh->transferOnlyJointsHintsToMesh(JointChildSceneNodes);
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skinnedMesh->animateMesh(frame, 1.0f);
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@@ -671,8 +671,8 @@ void CAnimatedMeshSceneNode::checkJoints()
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JointChildSceneNodes.clear();
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// Create joints for SkinnedMesh
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((CSkinnedMesh *)Mesh)->addJoints(JointChildSceneNodes, this, SceneManager);
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((CSkinnedMesh *)Mesh)->recoverJointsFromMesh(JointChildSceneNodes);
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((SkinnedMesh *)Mesh)->addJoints(JointChildSceneNodes, this, SceneManager);
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((SkinnedMesh *)Mesh)->recoverJointsFromMesh(JointChildSceneNodes);
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JointsUsed = true;
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JointMode = EJUOR_READ;
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