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			448 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			448 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#pragma once
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#include "IAnimatedMesh.h"
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#include "ISceneManager.h"
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#include "CMeshBuffer.h"
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#include "SSkinMeshBuffer.h"
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#include "aabbox3d.h"
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#include "irrMath.h"
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#include "irrTypes.h"
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#include "matrix4.h"
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#include "quaternion.h"
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#include "vector3d.h"
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#include "Transform.h"
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#include <optional>
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#include <string>
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#include <variant>
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#include <vector>
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namespace scene
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{
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class AnimatedMeshSceneNode;
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class IBoneSceneNode;
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class ISceneManager;
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class SkinnedMesh : public IAnimatedMesh
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{
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public:
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	enum class SourceFormat {
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		B3D,
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		X,
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		GLTF,
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		OTHER,
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	};
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	//! constructor
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	SkinnedMesh(SourceFormat src_format) :
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		EndFrame(0.f), FramesPerSecond(25.f),
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		HasAnimation(false), PreparedForSkinning(false),
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		AnimateNormals(true),
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		SrcFormat(src_format)
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	{
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		SkinningBuffers = &LocalBuffers;
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	}
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	//! destructor
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	virtual ~SkinnedMesh();
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	//! The source (file) format the mesh was loaded from.
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	//! Important for legacy reasons pertaining to different mesh loader behavior.
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	SourceFormat getSourceFormat() const { return SrcFormat; }
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	//! If the duration is 0, it is a static (=non animated) mesh.
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	f32 getMaxFrameNumber() const override;
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	//! Gets the default animation speed of the animated mesh.
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	/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
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	f32 getAnimationSpeed() const override;
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	//! Gets the frame count of the animated mesh.
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	/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
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	The actual speed is set in the scene node the mesh is instantiated in.*/
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	void setAnimationSpeed(f32 fps) override;
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	//! Turns the given array of local matrices into an array of global matrices
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	//! by multiplying with respective parent matrices.
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	void calculateGlobalMatrices(std::vector<core::matrix4> &matrices) const;
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	//! Performs a software skin on this mesh based on the given joint matrices
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	void skinMesh(const std::vector<core::matrix4> &animated_transforms);
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	//! returns amount of mesh buffers.
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	u32 getMeshBufferCount() const override;
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	//! returns pointer to a mesh buffer
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	IMeshBuffer *getMeshBuffer(u32 nr) const override;
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	//! Returns pointer to a mesh buffer which fits a material
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	/** \param material: material to search for
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	\return Returns the pointer to the mesh buffer or
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	NULL if there is no such mesh buffer. */
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	IMeshBuffer *getMeshBuffer(const video::SMaterial &material) const override;
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	u32 getTextureSlot(u32 meshbufNr) const override;
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	void setTextureSlot(u32 meshbufNr, u32 textureSlot);
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	//! Returns bounding box of the mesh *in static pose*.
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	const core::aabbox3d<f32> &getBoundingBox() const override {
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		// TODO ideally we shouldn't be forced to implement this
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		return StaticPoseBox;
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	}
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	//! Set bounding box of the mesh *in static pose*.
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	void setBoundingBox(const core::aabbox3df &box) override {
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		StaticPoseBox = box;
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	}
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	//! set the hardware mapping hint, for driver
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	void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override;
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	//! flags the meshbuffer as changed, reloads hardware buffers
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	void setDirty(E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override;
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	//! Returns the type of the animated mesh.
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	E_ANIMATED_MESH_TYPE getMeshType() const override {
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		return EAMT_SKINNED;
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	}
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	//! Gets joint count.
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	u32 getJointCount() const;
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	//! Gets the name of a joint.
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	/** \param number: Zero based index of joint.
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	\return Name of joint and null if an error happened. */
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	const std::optional<std::string> &getJointName(u32 number) const;
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	//! Gets a joint number from its name
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	/** \param name: Name of the joint.
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	\return Number of the joint or std::nullopt if not found. */
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	std::optional<u32> getJointNumber(const std::string &name) const;
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	//! Update Normals when Animating
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	/** \param on If false don't animate, which is faster.
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	Else update normals, which allows for proper lighting of
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	animated meshes (default). */
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	void updateNormalsWhenAnimating(bool on) {
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		AnimateNormals = on;
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	}
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	//! converts the vertex type of all meshbuffers to tangents.
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	/** E.g. used for bump mapping. */
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	void convertMeshToTangents();
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	//! Does the mesh have no animation
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	bool isStatic() const {
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		return !HasAnimation;
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	}
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	//! Refreshes vertex data cached in joints such as positions and normals
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	void refreshJointCache();
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	//! Moves the mesh into static position.
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	void resetAnimation();
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	//! Creates an array of joints from this mesh as children of node
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	std::vector<IBoneSceneNode *> addJoints(
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			AnimatedMeshSceneNode *node, ISceneManager *smgr);
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	//! A vertex weight
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	struct SWeight
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	{
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		//! Index of the mesh buffer
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		u16 buffer_id; // I doubt 32bits is needed
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		//! Index of the vertex
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		u32 vertex_id; // Store global ID here
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		//! Weight Strength/Percentage (0-1)
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		f32 strength;
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	private:
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		//! Internal members used by SkinnedMesh
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		friend class SkinnedMesh;
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		char *Moved;
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		core::vector3df StaticPos;
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		core::vector3df StaticNormal;
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	};
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	template <class T>
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	struct Channel {
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		struct Frame {
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			f32 time;
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			T value;
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		};
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		std::vector<Frame> frames;
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		bool interpolate = true;
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		bool empty() const {
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			return frames.empty();
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		}
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		f32 getEndFrame() const {
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			return frames.empty() ? 0 : frames.back().time;
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		}
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		void pushBack(f32 time, const T &value) {
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			frames.push_back({time, value});
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		}
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		void append(const Channel<T> &other) {
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			frames.insert(frames.end(), other.frames.begin(), other.frames.end());
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		}
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		void cleanup() {
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			if (frames.empty())
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				return;
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			std::vector<Frame> ordered;
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			ordered.push_back(frames.front());
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			// Drop out-of-order frames
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			for (auto it = frames.begin() + 1; it != frames.end(); ++it) {
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				if (it->time > ordered.back().time) {
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					ordered.push_back(*it);
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				}
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			}
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			frames.clear();
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			// Drop redundant middle keys
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			frames.push_back(ordered.front());
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			for (u32 i = 1; i < ordered.size() - 1; ++i) {
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				if (ordered[i - 1].value != ordered[i].value
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						|| ordered[i + 1].value != ordered[i].value) {
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					frames.push_back(ordered[i]);
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				}
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			}
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			if (ordered.size() > 1)
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				frames.push_back(ordered.back());
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			frames.shrink_to_fit();
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		}
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		static core::quaternion interpolateValue(core::quaternion from, core::quaternion to, f32 time) {
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			core::quaternion result;
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			result.slerp(from, to, time);
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			return result;
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		}
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		static core::vector3df interpolateValue(core::vector3df from, core::vector3df to, f32 time) {
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			// Note: `from` and `to` are swapped here compared to quaternion slerp
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			return to.getInterpolated(from, time);
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		}
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		std::optional<T> get(f32 time) const {
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			if (frames.empty())
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				return std::nullopt;
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			const auto next = std::lower_bound(frames.begin(), frames.end(), time, [](const auto& frame, f32 time) {
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				return frame.time < time;
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			});
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			if (next == frames.begin())
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				return next->value;
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			if (next == frames.end())
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				return frames.back().value;
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			const auto prev = next - 1;
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			if (!interpolate)
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				return prev->value;
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			return interpolateValue(prev->value, next->value, (time - prev->time) / (next->time - prev->time));
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		}
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	};
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	struct Keys {
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		Channel<core::vector3df> position;
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		Channel<core::quaternion> rotation;
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		Channel<core::vector3df> scale;
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		bool empty() const {
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			return position.empty() && rotation.empty() && scale.empty();
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		}
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		void append(const Keys &other) {
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			position.append(other.position);
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			rotation.append(other.rotation);
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			scale.append(other.scale);
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		}
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		f32 getEndFrame() const {
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			return std::max({
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				position.getEndFrame(),
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				rotation.getEndFrame(),
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				scale.getEndFrame()
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			});
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		}
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		void updateTransform(f32 frame, core::Transform &transform) const
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		{
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			if (auto pos = position.get(frame))
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				transform.translation = *pos;
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			if (auto rot = rotation.get(frame))
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				transform.rotation = *rot;
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			if (auto scl = scale.get(frame))
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				transform.scale = *scl;
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		}
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		void cleanup() {
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			position.cleanup();
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			rotation.cleanup();
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			scale.cleanup();
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		}
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	};
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	//! Joints
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	struct SJoint
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	{
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		SJoint() {}
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		//! The name of this joint
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		std::optional<std::string> Name;
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		//! Local transformation to be set by loaders. Mutated by animation.
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		using VariantTransform = std::variant<core::Transform, core::matrix4>;
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		VariantTransform transform{core::Transform{}};
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		VariantTransform animate(f32 frame) const {
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			if (keys.empty())
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				return transform;
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			if (std::holds_alternative<core::matrix4>(transform)) {
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				// .x lets animations override matrix transforms entirely,
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				// which is what we implement here.
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				// .gltf does not allow animation of nodes using matrix transforms.
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				// Note that a decomposition into a TRS transform need not exist!
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				core::Transform trs;
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				keys.updateTransform(frame, trs);
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				return {trs};
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			}
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			auto trs = std::get<core::Transform>(transform);
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			keys.updateTransform(frame, trs);
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			return {trs};
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		}
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		//! List of attached meshes
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		std::vector<u32> AttachedMeshes;
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		// Animation keyframes for translation, rotation, scale
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		Keys keys;
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		//! Skin weights
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		std::vector<SWeight> Weights;
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		//! Bounding box of all affected vertices, in local space
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		core::aabbox3df LocalBoundingBox{{0, 0, 0}};
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		//! Unnecessary for loaders, will be overwritten on finalize
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		core::matrix4 GlobalMatrix; // loaders may still choose to set this (temporarily) to calculate absolute vertex data.
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		// The .x and .gltf formats pre-calculate this
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		std::optional<core::matrix4> GlobalInversedMatrix;
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		void setParent(SJoint *parent) {
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			ParentJointID = parent ? parent->JointID : std::optional<u16>{};
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		}
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		u16 JointID; // TODO refactor away: pointers -> IDs (problem: .x loader abuses SJoint)
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		std::optional<u16> ParentJointID;
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	};
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	//! Animates joints based on frame input
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	std::vector<SJoint::VariantTransform> animateMesh(f32 frame);
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	//! Calculates a bounding box given an animation in the form of global joint transforms.
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	core::aabbox3df calculateBoundingBox(
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			const std::vector<core::matrix4> &global_transforms);
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	void recalculateBaseBoundingBoxes();
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	const std::vector<SJoint *> &getAllJoints() const {
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		return AllJoints;
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	}
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protected:
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	bool checkForAnimation() const;
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	void topoSortJoints();
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	void prepareForSkinning();
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	void calculateStaticBoundingBox();
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	void calculateJointBoundingBoxes();
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	void calculateBufferBoundingBoxes();
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	void normalizeWeights();
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	void calculateTangents(core::vector3df &normal,
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			core::vector3df &tangent, core::vector3df &binormal,
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			const core::vector3df &vt1, const core::vector3df &vt2, const core::vector3df &vt3,
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			const core::vector2df &tc1, const core::vector2df &tc2, const core::vector2df &tc3);
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	std::vector<SSkinMeshBuffer *> *SkinningBuffers; // Meshbuffer to skin, default is to skin localBuffers
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	std::vector<SSkinMeshBuffer *> LocalBuffers;
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	//! Mapping from meshbuffer number to bindable texture slot
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	std::vector<u32> TextureSlots;
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	//! Joints, topologically sorted (parents come before their children).
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	std::vector<SJoint *> AllJoints;
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	// bool can't be used here because std::vector<bool>
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	// doesn't allow taking a reference to individual elements.
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	std::vector<std::vector<char>> Vertices_Moved;
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	//! Bounding box of just the static parts of the mesh
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	core::aabbox3df StaticPartsBox{{0, 0, 0}};
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	//! Bounding box of the mesh in static pose
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	core::aabbox3df StaticPoseBox{{0, 0, 0}};
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	f32 EndFrame;
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	f32 FramesPerSecond;
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	bool HasAnimation;
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	bool PreparedForSkinning;
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	bool AnimateNormals;
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	SourceFormat SrcFormat;
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};
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// Interface for mesh loaders
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class SkinnedMeshBuilder : public SkinnedMesh {
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public:
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	SkinnedMeshBuilder(SourceFormat src_format) : SkinnedMesh(src_format) {}
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	//! loaders should call this after populating the mesh
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	// returns *this, so do not try to drop the mesh builder instance
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	SkinnedMesh *finalize();
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	//! alternative method for adding joints
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	std::vector<SJoint *> &getAllJoints() {
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		return AllJoints;
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	}
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	//! Adds a new meshbuffer to the mesh, access it as last one
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	SSkinMeshBuffer *addMeshBuffer();
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	//! Adds a new meshbuffer to the mesh, access it as last one
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	void addMeshBuffer(SSkinMeshBuffer *meshbuf);
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	//! Adds a new joint to the mesh, access it as last one
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	SJoint *addJoint(SJoint *parent = nullptr);
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	void addPositionKey(SJoint *joint, f32 frame, core::vector3df pos);
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	void addRotationKey(SJoint *joint, f32 frame, core::quaternion rotation);
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	void addScaleKey(SJoint *joint, f32 frame, core::vector3df scale);
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	//! Adds a new weight to the mesh, access it as last one
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	SWeight *addWeight(SJoint *joint);
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};
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} // end namespace scene
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