mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Fixed various memory leaks + ModelLoader cleanup
This commit is contained in:
@@ -13,11 +13,8 @@ namespace GlitchyEngine.Content
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static readonly Matrix RightToLeftHand = .Scaling(1, 1, -1);
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public static void LoadModel(String filename, Effect validationEffect, Material material, EcsWorld world,
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List<(Matrix Transform, GeometryBinding Model)> output, out Skeleton skeleton, out List<AnimationClip> clips)
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List<AnimationClip> outClips)
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{
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skeleton = null;
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removeMe___Clips = null;
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CGLTF.Options options = .();
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CGLTF.Data* data;
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CGLTF.Result result = CGLTF.ParseFile(options, filename, out data);
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@@ -30,44 +27,13 @@ namespace GlitchyEngine.Content
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for(var node in data.Scenes[0].Nodes)
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{
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NodesToEntities(data, node, null, world, validationEffect, material);
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NodesToEntities(data, node, null, world, validationEffect, material, outClips);
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}
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clips = removeMe___Clips;
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for(var node in data.Nodes)
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{
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if(node.Mesh != null)
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{
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Matrix transform = ?;
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CGLTF.NodeTransformLocal(&node, (float*)&transform);
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transform = RightToLeftHand * transform;
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for(var primitive in node.Mesh.Primitives)
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{
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GeometryBinding binding = ModelLoader.PrimitiveToGeoBinding(primitive, validationEffect);
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output.Add((transform, binding));
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}
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}
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if(node.Skin != null)
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{
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AnimationClip clip;
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(skeleton, clip) = ExtractBonestuff(node.Skin, data);
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clips.Add(clip);
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}
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}
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CGLTF.Free(data);
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}
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static List<AnimationClip> removeMe___Clips;
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private static void NodesToEntities(CGLTF.Data* data, CGLTF.Node* node, Entity? parentEntity, EcsWorld world, Effect validationEffect, Material material)
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private static void NodesToEntities(CGLTF.Data* data, CGLTF.Node* node, Entity? parentEntity, EcsWorld world, Effect validationEffect, Material material, List<AnimationClip> clips)
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{
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Entity entity = world.NewEntity();
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@@ -116,8 +82,7 @@ namespace GlitchyEngine.Content
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{
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skeleton = ExtractSkeleton(node.Skin);
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removeMe___Clips = new List<AnimationClip>();
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LoadAnimationClips(data, node.Skin, skeleton, removeMe___Clips);
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LoadAnimationClips(data, node.Skin, skeleton, clips);
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}
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if(node.Mesh != null)
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@@ -126,7 +91,11 @@ namespace GlitchyEngine.Content
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if(node.Mesh.Primitives.Length == 1)
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{
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var mesh = world.AssignComponent<MeshComponent>(entity);
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mesh.Mesh = ModelLoader.PrimitiveToGeoBinding(node.Mesh.Primitives[0], validationEffect);
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using (var geo = PrimitiveToGeoBinding(node.Mesh.Primitives[0], validationEffect))
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{
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mesh.Mesh = geo;
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}
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if(skeleton == null)
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{
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@@ -168,9 +137,11 @@ namespace GlitchyEngine.Content
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}
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}
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skeleton?.ReleaseRef();
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for(var child in node.Children)
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{
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NodesToEntities(data, child, entity, world, validationEffect, material);
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NodesToEntities(data, child, entity, world, validationEffect, material, clips);
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}
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}
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@@ -464,6 +435,9 @@ namespace GlitchyEngine.Content
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ref JointAnimation jointAnimation = ref clip.JointAnimations[nodeIndex];
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if(jointAnimation == null)
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jointAnimation = new JointAnimation();
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Log.EngineLogger.AssertDebug(channel.Sampler.Input.Count == channel.Sampler.Output.Count);
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int samples = (int)channel.Sampler.Input.Count;
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@@ -536,131 +510,6 @@ namespace GlitchyEngine.Content
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}
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}
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static (Skeleton, AnimationClip) ExtractBonestuff(CGLTF.Skin* skin, CGLTF.Data* data)
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{
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Skeleton skeleton = new Skeleton();
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skeleton.Joints = new Joint[skin.Joints.Length];
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AnimationClip testClip = new AnimationClip(skeleton);
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testClip.IsLooping = true;
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for(int i < skin.Joints.Length)
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{
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ref Joint joint = ref skeleton.Joints[i];
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joint.InverseBindPose = GetEntry<Matrix>(skin.InverseBindMatrices, i);
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joint.Name = new String(skin.Joints[i].Name);
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int parentId = skin.Joints.IndexOf(skin.Joints[i].Parent);
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Log.EngineLogger.AssertDebug(parentId < uint8.MaxValue, scope $"A skeleton must not have more than {uint8.MaxValue - 1} bones.");
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if(parentId == -1)
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joint.ParentID = uint8.MaxValue;
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else
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joint.ParentID = (uint8)parentId;
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}
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for(var channel in data.Animations[0].Channels)
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{
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int nodeIndex = skin.Joints.IndexOf(channel.TargetNode);
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Log.EngineLogger.AssertDebug(nodeIndex != -1);
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ref JointAnimation jointAnimation = ref testClip.JointAnimations[nodeIndex];
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Log.EngineLogger.AssertDebug(channel.Sampler.Input.Count == channel.Sampler.Output.Count);
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int samples = (int)channel.Sampler.Input.Count;
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Log.EngineLogger.AssertDebug(channel.Sampler.Input.ComponentType == .R_32f);
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Log.EngineLogger.AssertDebug(channel.Sampler.Input.Type == .Scalar);
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InterpolationMode interpolationMode;
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switch(channel.Sampler.Interpolation)
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{
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case .Step:
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interpolationMode = .Step;
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case .Linear:
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interpolationMode = .Linear;
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case .CubicSpline:
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interpolationMode = .CubicSpline;
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}
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switch(channel.TargetPath)
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{
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case .Translation:
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jointAnimation.TranslationChannel = new .(samples, interpolationMode);
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Log.EngineLogger.AssertDebug(channel.Sampler.Output.ComponentType == .R_32f);
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Log.EngineLogger.AssertDebug(channel.Sampler.Output.Type == .Vec3);
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for(int i < samples)
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{
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float timeStamp = GetEntry<float>(channel.Sampler.Input, i);
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Vector3 sample = GetEntry<Vector3>(channel.Sampler.Output, i);
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/*
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float timeStamp = GetEntry<float>(channel.Sampler.Input, i);
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float timeStamp2 = ?;
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CGLTF.AccessorReadFloat(channel.Sampler.Input, (uint)i, (float*)&timeStamp2, 1);
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Log.EngineLogger.Assert(timeStamp == timeStamp2);
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Vector3 sample2 = ?;
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CGLTF.AccessorReadFloat(channel.Sampler.Output, (uint)i, (float*)&sample2, 3);
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Log.EngineLogger.Assert(sample == sample2);
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*/
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jointAnimation.TranslationChannel.TimeStamps[i] = timeStamp;
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jointAnimation.TranslationChannel.Values[i] = sample;
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}
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case .Rotation:
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jointAnimation.RotationChannel = new .(samples, interpolationMode);
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Log.EngineLogger.AssertDebug(channel.Sampler.Output.ComponentType == .R_32f);
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Log.EngineLogger.AssertDebug(channel.Sampler.Output.Type == .Vec4);
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for(int i < samples)
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{
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float timeStamp = GetEntry<float>(channel.Sampler.Input, i);
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Quaternion sample = GetEntry<Quaternion>(channel.Sampler.Output, i);
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jointAnimation.RotationChannel.TimeStamps[i] = timeStamp;
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jointAnimation.RotationChannel.Values[i] = sample;
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}
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case .Scale:
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jointAnimation.ScaleChannel = new .(samples, interpolationMode);
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Log.EngineLogger.AssertDebug(channel.Sampler.Output.ComponentType == .R_32f);
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Log.EngineLogger.AssertDebug(channel.Sampler.Output.Type == .Vec3);
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for(int i < samples)
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{
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float timeStamp = GetEntry<float>(channel.Sampler.Input, i);
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Vector3 sample = GetEntry<Vector3>(channel.Sampler.Output, i);
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jointAnimation.ScaleChannel.TimeStamps[i] = timeStamp;
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jointAnimation.ScaleChannel.Values[i] = sample;
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}
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default:
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Log.EngineLogger.Error($"Unknown channel target path \"{channel.TargetPath}\"");
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}
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//channel.
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//
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//testClip.JointAnimations[i].
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testClip.Duration = Math.Max(testClip.Duration, jointAnimation.Duration);
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}
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return (skeleton, testClip);
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}
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static T GetEntry<T>(CGLTF.Accessor* accessor, int index)
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{
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Log.EngineLogger.AssertDebug((uint)index < accessor.Count);
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@@ -68,8 +68,7 @@ namespace GlitchyEngine.Renderer.Animation
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class AnimationClip : RefCounter
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{
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private Skeleton _skeleton ~ _.ReleaseRef();
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//public float FramesPerSecond;
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public JointAnimation[] JointAnimations;
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public JointAnimation[] JointAnimations ~ delete _;
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public bool IsLooping;
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public float Duration;
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@@ -78,7 +77,7 @@ namespace GlitchyEngine.Renderer.Animation
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[AllowAppend]
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public this(Skeleton skeleton)
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{
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var jointAnimations = append JointAnimation[skeleton.Joints.Count];
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var jointAnimations = new JointAnimation[skeleton.Joints.Count];
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Log.EngineLogger.AssertDebug(skeleton != null);
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@@ -91,7 +90,8 @@ namespace GlitchyEngine.Renderer.Animation
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{
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for(var jointAnimation in JointAnimations)
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{
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jointAnimation.Dispose();
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//jointAnimation.Dispose();
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delete jointAnimation;
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}
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}
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}
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@@ -186,11 +186,11 @@ namespace GlitchyEngine.Renderer.Animation
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}
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}
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struct JointAnimation : IDisposable
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class JointAnimation// : IDisposable
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{
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public JointAnimationChannel<Vector3> TranslationChannel;
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public JointAnimationChannel<Quaternion> RotationChannel;
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public JointAnimationChannel<Vector3> ScaleChannel;
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public JointAnimationChannel<Vector3> TranslationChannel ~ delete _;
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public JointAnimationChannel<Quaternion> RotationChannel ~ delete _;
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public JointAnimationChannel<Vector3> ScaleChannel ~ delete _;
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public float Duration
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{
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@@ -200,14 +200,14 @@ namespace GlitchyEngine.Renderer.Animation
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TranslationChannel?.Duration ?? 0, RotationChannel?.Duration ?? 0), ScaleChannel?.Duration ?? 0);
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}
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}
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/*
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public void Dispose()
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{
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delete TranslationChannel;
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delete RotationChannel;
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delete ScaleChannel;
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}
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*/
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public JointPose GetCurrentPose(float timeStamp)
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{
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JointPose result;
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@@ -1,7 +1,29 @@
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using System;
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using GlitchyEngine.World;
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namespace GlitchyEngine.Renderer
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{
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public struct MeshComponent
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public struct MeshComponent : IDisposableComponent
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{
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public GeometryBinding Mesh;
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private GeometryBinding _mesh;
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public GeometryBinding Mesh
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{
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[Inline]
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get => _mesh;
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set mut
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{
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if(_mesh == value)
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return;
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SetReference!(_mesh, value);
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}
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}
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public static void DisposeComponent(void* component)
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{
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Self* self = (Self*)component;
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ReleaseRefAndNullify!(self._mesh);
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}
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}
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}
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@@ -16,9 +16,7 @@ namespace GlitchyEngine.World
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if(_animationClip == value)
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return;
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_animationClip?.ReleaseRef();
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_animationClip = value;
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_animationClip?.AddRef();
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SetReference!(_animationClip, value);
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}
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}
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@@ -215,25 +215,10 @@ namespace Sandbox
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TestLoadModel();
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}
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//GeometryBinding _modelTest ~ _?.ReleaseRef();
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List<(Matrix Transform, GeometryBinding Model)> _modelTest = new .() ~ UnloadModelTest!();
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Skeleton Skeleton;
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List<AnimationClip> Clips ~ delete _;
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List<AnimationClip> Clips = new List<AnimationClip>() ~ DeleteContainerAndReleaseItems!(_);
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Material animationMat;
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mixin UnloadModelTest()
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{
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for(var entry in _modelTest)
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{
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entry.Model?.ReleaseRef();
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}
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delete _modelTest;
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}
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void TestLoadModel()
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{
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var testEffect = Application.Get().EffectLibrary.Get("testShader");
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@@ -255,13 +240,7 @@ namespace Sandbox
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materialTestMaterial.SetVariable("BaseColor", Color.White);
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materialTestMaterial.SetVariable("LightDir", Vector3(1, 1, -0.5f).Normalized());
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//ModelLoader.LoadModel("content\\Models\\Test\\axisTest.glb", testEffect, _modelTest, out Skeleton, out Clip);
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//ModelLoader.LoadModel("content\\Models\\RiggedSimple\\RiggedSimple.glb", testEffect, _modelTest, out Skeleton, out Clip);
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//ModelLoader.LoadModel("content\\Models\\Fox\\Fox.glb", testEffect, _modelTest, out Skeleton, out Clip);
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//ModelLoader.LoadModel("content\\Models\\Fox\\Fox_2.glb", testEffect, materialTestMaterial, _world, _modelTest, out Skeleton, out Clips);
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//ModelLoader.LoadModel("content\\Models\\DancingCylinder\\DancingCylinder.glb", testEffect, _modelTest, out Skeleton, out Clip);
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ModelLoader.LoadModel("content\\Models\\Figure\\Figure.gltf", testEffect, materialTestMaterial, _world, _modelTest, out Skeleton, out Clips);
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//ModelLoader.LoadModel("content\\Models\\RiggedFigure\\RiggedFigure.glb", testEffect, materialTestMaterial, _world, _modelTest, out Skeleton, out Clips);
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ModelLoader.LoadModel("content\\Models\\Figure\\Figure.gltf", testEffect, materialTestMaterial, _world, Clips);
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materialTestMaterial.ReleaseRef();
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testEffect.ReleaseRef();
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@@ -275,28 +254,6 @@ namespace Sandbox
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animation.IsPlaying = true;
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animation.[Friend]_pose = new SkeletonPose(meshRenderer.Skeleton);
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}
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/*
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CGLTF.Options options = .();
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CGLTF.Data* data;
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CGLTF.Result result = CGLTF.ParseFile(options, "content\\Models\\box.gltf", out data);
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CGLTF.LoadBuffers(options, data, "content\\Models\\box.gltf");
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Log.EngineLogger.Assert(result == .Success, "Failed to load model");
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var mesh = data.Meshes[0];
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var primitive = mesh.Primitives[0];
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var testEffect = _effectLibrary.Get("testShader");
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_modelTest = ModelLoader.PrimitiveToGeoBinding(_context, primitive, testEffect);
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testEffect.ReleaseRef();
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/* TODO make awesome stuff */
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CGLTF.Free(data);
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*/
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}
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Entity evenCrazierParent;
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@@ -436,8 +393,10 @@ namespace Sandbox
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}
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}
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var skeleton = currentClip.Skeleton;
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// Update joints
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for(int i < Skeleton.Joints.Count)
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for(int i < skeleton.Joints.Count)
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{
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ref JointPose localPose = ref pose.LocalPose[i];
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@@ -448,7 +407,7 @@ namespace Sandbox
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Matrix.RotationQuaternion(localPose.Rotation) *
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Matrix.Scaling(localPose.Scale);
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uint8 parentIndex = Skeleton.Joints[i].ParentID;
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uint8 parentIndex = skeleton.Joints[i].ParentID;
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ref Matrix globalPose = ref pose.GlobalPose[i];
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@@ -461,7 +420,7 @@ namespace Sandbox
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globalPose = pose.GlobalPose[parentIndex] * jointToParent;
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}
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pose.SkinningMatricies[i] = globalPose * Skeleton.Joints[i].InverseBindPose;
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pose.SkinningMatricies[i] = globalPose * skeleton.Joints[i].InverseBindPose;
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pose.InvTransSkinningMatricies[i] = ((Matrix3x3)pose.SkinningMatricies[i]).Inverse().Transpose();
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}
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