mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-07-04 18:21:49 +00:00
chore: replace custom vector, quaternion, matrix implementation with eigen library
This commit is contained in:
@ -1,7 +1,6 @@
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#include "AssetDumperXModel.h"
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#include "Game/IW3/CommonIW3.h"
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#include "Math/Quaternion.h"
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#include "ObjWriting.h"
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#include "Utils/DistinctMapper.h"
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#include "Utils/HalfFloat.h"
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@ -125,25 +124,31 @@ namespace
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bone.globalOffset[0] = model->baseMat[boneNum].trans[0];
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bone.globalOffset[1] = model->baseMat[boneNum].trans[1];
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bone.globalOffset[2] = model->baseMat[boneNum].trans[2];
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bone.globalRotation = Quaternion32(
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model->baseMat[boneNum].quat[0], model->baseMat[boneNum].quat[1], model->baseMat[boneNum].quat[2], model->baseMat[boneNum].quat[3]);
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bone.globalRotation = {
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model->baseMat[boneNum].quat[0],
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model->baseMat[boneNum].quat[1],
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model->baseMat[boneNum].quat[2],
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model->baseMat[boneNum].quat[3],
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};
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if (boneNum < model->numRootBones)
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{
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bone.localOffset[0] = 0;
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bone.localOffset[1] = 0;
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bone.localOffset[2] = 0;
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bone.localRotation = Quaternion32(0, 0, 0, 1);
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bone.localRotation = {0, 0, 0, 1};
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}
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else
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{
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bone.localOffset[0] = model->trans[boneNum - model->numRootBones][0];
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bone.localOffset[1] = model->trans[boneNum - model->numRootBones][1];
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bone.localOffset[2] = model->trans[boneNum - model->numRootBones][2];
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bone.localRotation = Quaternion32(QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][0]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][1]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][2]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][3]));
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bone.localRotation = {
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][0]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][1]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][2]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][3]),
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};
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}
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out.m_bones.emplace_back(std::move(bone));
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@ -3,9 +3,9 @@
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#include "Game/IW4/MaterialConstantsIW4.h"
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#include "Game/IW4/ObjConstantsIW4.h"
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#include "Game/IW4/TechsetConstantsIW4.h"
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#include "Math/Vector.h"
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#include "Utils/ClassUtils.h"
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#include <Eigen>
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#include <iomanip>
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#include <nlohmann/json.hpp>
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#include <sstream>
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@ -450,7 +450,7 @@ namespace IW4
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class ConstantsInfo
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{
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public:
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Vector4f m_color_tint = Vector4f(1.0f, 1.0f, 1.0f, 1.0f);
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Eigen::Vector4f m_color_tint = Eigen::Vector4f(1.0f, 1.0f, 1.0f, 1.0f);
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float m_env_map_min = 0.2f;
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float m_env_map_max = 1.0f;
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float m_env_map_exponent = 2.5f;
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@ -460,13 +460,13 @@ namespace IW4
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float m_falloff_end_angle = 65.0f;
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float m_dist_falloff_begin_distance = 200.0f;
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float m_dist_falloff_end_distance = 10.0f;
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Vector4f m_falloff_begin_color = Vector4f(1.0f, 1.0f, 1.0f, 1.0f);
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Vector4f m_falloff_end_color = Vector4f(0.5f, 0.5f, 0.5f, 0.5f);
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Vector2f m_detail_scale = Vector2f(8.0f, 8.0f);
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Vector2f m_distortion_scale = Vector2f(0.5f, 0.5f);
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Vector4f m_color_obj_min = Vector4f(0.0f, 0.0f, 0.0f, 0.0f);
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Vector4f m_color_obj_max = Vector4f(1.0f, 1.0f, 1.0f, 1.0f);
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Vector4f m_water_color = Vector4f(1.0f, 1.0f, 1.0f, 1.0f);
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Eigen::Vector4f m_falloff_begin_color = Eigen::Vector4f(1.0f, 1.0f, 1.0f, 1.0f);
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Eigen::Vector4f m_falloff_end_color = Eigen::Vector4f(0.5f, 0.5f, 0.5f, 0.5f);
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Eigen::Vector2f m_detail_scale = Eigen::Vector2f(8.0f, 8.0f);
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Eigen::Vector2f m_distortion_scale = Eigen::Vector2f(0.5f, 0.5f);
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Eigen::Vector4f m_color_obj_min = Eigen::Vector4f(0.0f, 0.0f, 0.0f, 0.0f);
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Eigen::Vector4f m_color_obj_max = Eigen::Vector4f(1.0f, 1.0f, 1.0f, 1.0f);
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Eigen::Vector4f m_water_color = Eigen::Vector4f(1.0f, 1.0f, 1.0f, 1.0f);
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// Speed in which the wave animation is played
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float m_flag_speed = 1.0f;
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@ -497,7 +497,7 @@ namespace IW4
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m_entry.m_properties.emplace(std::make_pair(key, std::move(value)));
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}
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void SetValue(const std::string& key, const Vector4f& v)
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void SetValue(const std::string& key, const Eigen::Vector4f& v)
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{
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std::ostringstream ss;
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ss << v.x() << " " << v.y() << " " << v.z() << " " << v.w();
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@ -1183,7 +1183,7 @@ namespace IW4
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if (constant.nameHash == Common::R_HashString("colorTint"))
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{
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m_constants_info.m_color_tint = Vector4f(constant.literal);
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m_constants_info.m_color_tint = Eigen::Vector4f(constant.literal);
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}
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else if (constant.nameHash == Common::R_HashString("envMapParms"))
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{
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@ -1198,11 +1198,11 @@ namespace IW4
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}
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else if (constant.nameHash == Common::R_HashString("falloffBeginColor"))
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{
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m_constants_info.m_falloff_begin_color = Vector4f(constant.literal);
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m_constants_info.m_falloff_begin_color = Eigen::Vector4f(constant.literal);
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}
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else if (constant.nameHash == Common::R_HashString("falloffEndColor"))
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{
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m_constants_info.m_falloff_end_color = Vector4f(constant.literal);
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m_constants_info.m_falloff_end_color = Eigen::Vector4f(constant.literal);
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}
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else if (constant.nameHash == Common::R_HashString("eyeOffsetParms"))
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{
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@ -1227,14 +1227,15 @@ namespace IW4
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{
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const auto detailScaleFactorX = static_cast<float>(colorMapTexture->width) / static_cast<float>(detailMapTexture->width);
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const auto detailScaleFactorY = static_cast<float>(colorMapTexture->height) / static_cast<float>(detailMapTexture->height);
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m_constants_info.m_detail_scale = Vector2f(constant.literal[0] / detailScaleFactorX, constant.literal[1] / detailScaleFactorY);
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m_constants_info.m_detail_scale =
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Eigen::Vector2f(constant.literal[0] / detailScaleFactorX, constant.literal[1] / detailScaleFactorY);
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}
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else
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m_constants_info.m_detail_scale = Vector2f(constant.literal[0], constant.literal[1]);
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m_constants_info.m_detail_scale = Eigen::Vector2f(constant.literal[0], constant.literal[1]);
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}
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else
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{
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m_constants_info.m_detail_scale = Vector2f(constant.literal[0], constant.literal[1]);
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m_constants_info.m_detail_scale = Eigen::Vector2f(constant.literal[0], constant.literal[1]);
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}
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}
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else if (constant.nameHash == Common::R_HashString("flagParms"))
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@ -1252,7 +1253,7 @@ namespace IW4
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}
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else if (constant.nameHash == Common::R_HashString("distortionScale"))
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{
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m_constants_info.m_distortion_scale = Vector2f(constant.literal[0], constant.literal[1]);
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m_constants_info.m_distortion_scale = Eigen::Vector2f(constant.literal[0], constant.literal[1]);
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}
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else if (constant.nameHash == Common::R_HashString("uvAnimParms"))
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{
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@ -1262,15 +1263,15 @@ namespace IW4
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}
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else if (constant.nameHash == Common::R_HashString("colorObjMin"))
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{
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m_constants_info.m_color_obj_min = Vector4f(constant.literal);
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m_constants_info.m_color_obj_min = Eigen::Vector4f(constant.literal);
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}
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else if (constant.nameHash == Common::R_HashString("colorObjMax"))
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{
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m_constants_info.m_color_obj_max = Vector4f(constant.literal);
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m_constants_info.m_color_obj_max = Eigen::Vector4f(constant.literal);
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}
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else if (constant.nameHash == Common::R_HashString("waterColor"))
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{
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m_constants_info.m_water_color = Vector4f(constant.literal);
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m_constants_info.m_water_color = Eigen::Vector4f(constant.literal);
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}
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else
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{
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@ -1,7 +1,6 @@
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#include "AssetDumperXModel.h"
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#include "Game/IW4/CommonIW4.h"
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#include "Math/Quaternion.h"
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#include "ObjWriting.h"
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#include "Utils/DistinctMapper.h"
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#include "Utils/HalfFloat.h"
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@ -120,25 +119,31 @@ namespace
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bone.globalOffset[0] = model->baseMat[boneNum].trans[0];
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bone.globalOffset[1] = model->baseMat[boneNum].trans[1];
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bone.globalOffset[2] = model->baseMat[boneNum].trans[2];
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bone.globalRotation = Quaternion32(
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model->baseMat[boneNum].quat[0], model->baseMat[boneNum].quat[1], model->baseMat[boneNum].quat[2], model->baseMat[boneNum].quat[3]);
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bone.globalRotation = {
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model->baseMat[boneNum].quat[0],
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model->baseMat[boneNum].quat[1],
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model->baseMat[boneNum].quat[2],
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model->baseMat[boneNum].quat[3],
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};
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if (boneNum < model->numRootBones)
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{
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bone.localOffset[0] = 0;
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bone.localOffset[1] = 0;
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bone.localOffset[2] = 0;
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bone.localRotation = Quaternion32(0, 0, 0, 1);
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bone.localRotation = {0, 0, 0, 1};
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}
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else
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{
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bone.localOffset[0] = model->trans[boneNum - model->numRootBones][0];
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bone.localOffset[1] = model->trans[boneNum - model->numRootBones][1];
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bone.localOffset[2] = model->trans[boneNum - model->numRootBones][2];
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bone.localRotation = Quaternion32(QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][0]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][1]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][2]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][3]));
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bone.localRotation = {
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][0]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][1]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][2]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][3]),
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};
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}
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out.m_bones.emplace_back(std::move(bone));
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@ -1,7 +1,6 @@
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#include "AssetDumperXModel.h"
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#include "Game/IW5/CommonIW5.h"
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#include "Math/Quaternion.h"
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#include "ObjWriting.h"
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#include "Utils/DistinctMapper.h"
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#include "Utils/HalfFloat.h"
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@ -120,25 +119,31 @@ namespace
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bone.globalOffset[0] = model->baseMat[boneNum].trans[0];
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bone.globalOffset[1] = model->baseMat[boneNum].trans[1];
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bone.globalOffset[2] = model->baseMat[boneNum].trans[2];
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bone.globalRotation = Quaternion32(
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model->baseMat[boneNum].quat[0], model->baseMat[boneNum].quat[1], model->baseMat[boneNum].quat[2], model->baseMat[boneNum].quat[3]);
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bone.globalRotation = {
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model->baseMat[boneNum].quat[0],
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model->baseMat[boneNum].quat[1],
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model->baseMat[boneNum].quat[2],
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model->baseMat[boneNum].quat[3],
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};
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if (boneNum < model->numRootBones)
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{
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bone.localOffset[0] = 0;
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bone.localOffset[1] = 0;
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bone.localOffset[2] = 0;
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bone.localRotation = Quaternion32(0, 0, 0, 1);
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bone.localRotation = {0, 0, 0, 1};
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}
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else
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{
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bone.localOffset[0] = model->trans[boneNum - model->numRootBones][0];
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bone.localOffset[1] = model->trans[boneNum - model->numRootBones][1];
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bone.localOffset[2] = model->trans[boneNum - model->numRootBones][2];
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bone.localRotation = Quaternion32(QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][0]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][1]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][2]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][3]));
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bone.localRotation = {
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][0]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][1]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][2]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][3]),
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};
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}
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out.m_bones.emplace_back(std::move(bone));
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|
@ -1,7 +1,6 @@
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#include "AssetDumperXModel.h"
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#include "Game/T5/CommonT5.h"
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#include "Math/Quaternion.h"
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#include "ObjWriting.h"
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#include "Utils/DistinctMapper.h"
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#include "Utils/HalfFloat.h"
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@ -125,25 +124,31 @@ namespace
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bone.globalOffset[0] = model->baseMat[boneNum].trans[0];
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bone.globalOffset[1] = model->baseMat[boneNum].trans[1];
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bone.globalOffset[2] = model->baseMat[boneNum].trans[2];
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bone.globalRotation = Quaternion32(
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model->baseMat[boneNum].quat[0], model->baseMat[boneNum].quat[1], model->baseMat[boneNum].quat[2], model->baseMat[boneNum].quat[3]);
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bone.globalRotation = {
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model->baseMat[boneNum].quat[0],
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model->baseMat[boneNum].quat[1],
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model->baseMat[boneNum].quat[2],
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model->baseMat[boneNum].quat[3],
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};
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if (boneNum < model->numRootBones)
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{
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bone.localOffset[0] = 0;
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bone.localOffset[1] = 0;
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bone.localOffset[2] = 0;
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bone.localRotation = Quaternion32(0, 0, 0, 1);
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bone.localRotation = {0, 0, 0, 1};
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}
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else
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{
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bone.localOffset[0] = model->trans[boneNum - model->numRootBones][0];
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bone.localOffset[1] = model->trans[boneNum - model->numRootBones][1];
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bone.localOffset[2] = model->trans[boneNum - model->numRootBones][2];
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bone.localRotation = Quaternion32(QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][0]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][1]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][2]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][3]));
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bone.localRotation = {
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][0]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][1]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][2]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][3]),
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};
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}
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out.m_bones.emplace_back(std::move(bone));
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|
@ -1,7 +1,6 @@
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#include "AssetDumperXModel.h"
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#include "Game/T6/CommonT6.h"
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#include "Math/Quaternion.h"
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#include "ObjWriting.h"
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#include "Utils/DistinctMapper.h"
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#include "Utils/QuatInt16.h"
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@ -136,25 +135,31 @@ namespace
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bone.globalOffset[0] = model->baseMat[boneNum].trans.x;
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bone.globalOffset[1] = model->baseMat[boneNum].trans.y;
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bone.globalOffset[2] = model->baseMat[boneNum].trans.z;
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bone.globalRotation =
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Quaternion32(model->baseMat[boneNum].quat.x, model->baseMat[boneNum].quat.y, model->baseMat[boneNum].quat.z, model->baseMat[boneNum].quat.w);
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bone.globalRotation = {
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model->baseMat[boneNum].quat.x,
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model->baseMat[boneNum].quat.y,
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model->baseMat[boneNum].quat.z,
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model->baseMat[boneNum].quat.w,
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};
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if (boneNum < model->numRootBones)
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{
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bone.localOffset[0] = 0;
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bone.localOffset[1] = 0;
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bone.localOffset[2] = 0;
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bone.localRotation = Quaternion32(0, 0, 0, 1);
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bone.localRotation = {0, 0, 0, 1};
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}
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else
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{
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bone.localOffset[0] = model->trans[boneNum - model->numRootBones][0];
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bone.localOffset[1] = model->trans[boneNum - model->numRootBones][1];
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bone.localOffset[2] = model->trans[boneNum - model->numRootBones][2];
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bone.localRotation = Quaternion32(QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][0]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][1]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][2]),
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QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][3]));
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||||
bone.localRotation = {
|
||||
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][0]),
|
||||
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][1]),
|
||||
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][2]),
|
||||
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][3]),
|
||||
};
|
||||
}
|
||||
|
||||
out.m_bones.emplace_back(std::move(bone));
|
||||
|
Reference in New Issue
Block a user