mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
465 lines
16 KiB
C++
465 lines
16 KiB
C++
#include "object.hpp"
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#include "p3d\parser.hpp"
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#include "glm\gtc\matrix_transform.hpp"
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ace::simulation::vertex::vertex(vertex_table & _table, ace::vector3<float> _vertex, uint32_t _id) : table(_table), vertex_id(_id)
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{
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this->original_vertex = _vertex;
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this->animated_vertex = _vertex;
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}
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ace::simulation::vertex::~vertex()
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{
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}
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ace::simulation::face::face(
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const ace::p3d::face_p p3d_face,
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const ace::p3d::lod_p p3d_lod,
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const ace::p3d::model_p p3d,
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ace::simulation::lod *object_lod)
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{
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this->type = p3d_face->type;
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for (uint16_t vertex_id : p3d_face->vertex_table) {
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this->vertices.push_back(object_lod->vertices[vertex_id]);
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object_lod->vertices[vertex_id]->faces.push_back(this);
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}
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}
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ace::simulation::face::~face()
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{
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}
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void ace::simulation::vertex::animate(const glm::mat4 &matrix, ace::vector3<float> rotation_offset, bool offset)
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{
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ace::vector3<float> temp_vector = this->original_vertex;
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if (offset) {
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temp_vector = temp_vector - rotation_offset;
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}
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glm::vec4 temp_gl_vector = glm::vec4(temp_vector.x(), temp_vector.y(), temp_vector.z(), 1.0f);
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temp_gl_vector = matrix*temp_gl_vector;
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this->animated_vertex = ace::vector3<float>(temp_gl_vector.x, temp_gl_vector.y, temp_gl_vector.z);
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if (offset) {
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// this->animated_vertex = this->animated_vertex + rotation_offset;
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}
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}
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ace::simulation::named_selection::named_selection(
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const ace::p3d::named_selection_p p3d_selection,
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const ace::p3d::lod_p p3d_lod,
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const ace::p3d::model_p p3d,
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ace::simulation::lod *object_lod)
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{
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this->name = p3d_selection->name;
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for (uint16_t vertex_id : p3d_selection->vertex_table.data) {
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this->vertices.push_back(object_lod->vertices[vertex_id]);
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object_lod->vertices[vertex_id]->selections.push_back(this);
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}
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for (uint16_t face_id : p3d_selection->faces.data) {
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this->faces.push_back(object_lod->faces[face_id]);
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}
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}
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ace::simulation::named_selection::~named_selection()
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{
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}
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void ace::simulation::named_selection::animate(const glm::mat4 &matrix, ace::vector3<float> rotation_offset)
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{
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bool offset = !rotation_offset.zero_distance();
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for (auto selection_vertex : this->vertices) {
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selection_vertex->animate(matrix, rotation_offset, offset);
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}
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}
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ace::simulation::vertex_table::vertex_table(const ace::p3d::vertex_table_p p3d_vertex_table, const ace::p3d::lod_p p3d_lod, const ace::p3d::model_p p3d) : animated(false)
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{
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this->vertices.resize(p3d_vertex_table->points.size);
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for (uint32_t i = 0; i <= p3d_vertex_table->points.size - 1; ++i) {
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if (p3d->info->autocenter) {
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ace::vector3<float> new_vertex = ace::vector3<float>(
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p3d_vertex_table->points[i].x() + (p3d_lod->autocenter_pos.x()*-1),
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p3d_vertex_table->points[i].y() + (p3d_lod->autocenter_pos.y()*-1),
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p3d_vertex_table->points[i].z() + (p3d_lod->autocenter_pos.z()*-1)
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);
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this->vertices[i] = std::make_shared<vertex>(*this, new_vertex, i);
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}
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else {
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this->vertices[i] = std::make_shared<vertex>(*this, p3d_vertex_table->points[i], i);
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}
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}
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}
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ace::simulation::vertex_table::~vertex_table()
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{
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}
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ace::simulation::lod::lod(const ace::p3d::lod_p p3d_lod, const ace::p3d::model_p p3d)
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{
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this->id = p3d_lod->id;
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this->vertices = vertex_table(p3d_lod->vertices, p3d_lod, p3d);
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this->autocenter_pos = p3d_lod->autocenter_pos;
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for (ace::p3d::face_p p3d_face : p3d_lod->faces) {
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this->faces.push_back(std::make_shared<face>(p3d_face, p3d_lod, p3d, this));
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}
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for (ace::p3d::named_selection_p p3d_selection : p3d_lod->selections) {
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this->selections[p3d_selection->name] = std::make_shared<named_selection>(p3d_selection, p3d_lod, p3d, this);
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}
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}
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ace::simulation::lod::~lod()
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{
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}
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ace::simulation::lod_animation_info::lod_animation_info(
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animation *_animation,
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lod_p _lod,
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const ace::p3d::animate_bone_p p3d_animate_bone,
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const ace::p3d::animation_p p3d_animation,
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const ace::p3d::model_p p3d) : animation_definition(_animation), lod(_lod)
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{
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this->index = p3d_animate_bone->index;
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if (p3d->info->autocenter) {
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this->axis_position = p3d_animate_bone->axis_position + (lod->autocenter_pos*-1);
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this->axis_direction = p3d_animate_bone->axis_direction.normalize();
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}
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else {
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this->axis_position = p3d_animate_bone->axis_position;
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this->axis_direction = p3d_animate_bone->axis_direction.normalize();
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}
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}
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ace::simulation::lod_animation_info::~lod_animation_info()
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{
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}
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ace::simulation::animation::animation(object *parent_object, const ace::p3d::animation_p p3d_animation, const ace::p3d::model_p p3d)
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{
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this->type = p3d_animation->type;
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this->name = p3d_animation->name;
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this->source = p3d_animation->source;
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this->source_address = p3d_animation->source_address;
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this->min_value = p3d_animation->min_value;
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this->max_value = p3d_animation->max_value;
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this->min_phase = p3d_animation->min_phase;
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this->max_phase = p3d_animation->max_phase;
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switch (type) {
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// rotations
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case 0:
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case 1:
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case 2:
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case 3:
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angle0 = p3d_animation->angle0;
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angle1 = p3d_animation->angle1;
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break;
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// translations
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case 4:
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case 5:
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case 6:
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case 7:
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offset0 = p3d_animation->offset0;
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offset1 = p3d_animation->offset1;
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break;
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case 8:
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direct_axis_pos = p3d_animation->direct_axis_pos;
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direct_axis_dir = p3d_animation->direct_axis_dir;
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direct_angle = p3d_animation->direct_angle;
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direct_axis_offset = p3d_animation->direct_axis_offset;
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break;
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case 9:
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hide_value = p3d_animation->hide_value;
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default:
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offset0 = 0.0f;
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offset1 = 0.0f;
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}
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for (ace::p3d::animate_bone_p animation_bone : p3d_animation->bones) {
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this->lod_info[animation_bone->lod] = std::make_shared<lod_animation_info>(this, parent_object->lods[animation_bone->lod], animation_bone, p3d_animation, p3d);
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}
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}
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ace::simulation::animation::~animation()
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{
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}
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typedef union {
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float f;
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struct {
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uint32_t sh1 : 32;
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} parts;
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} double_cast;
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#define RAD2DEG(rad) (rad * 180.0f / 3.1415926f);
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typedef std::map<uint32_t, std::pair<glm::mat4, ace::vector3<float>>> animation_transform;
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animation_transform ace::simulation::animation::animate(const float phase, const std::vector<uint32_t> &lods, animation_transform base_transforms)
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{
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animation_transform return_matrices;
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for (auto lod_id : lods) {
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glm::mat4 base_matrix = base_transforms[lod_id].first;
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ace::vector3<float> base_rotation_offset = base_transforms[lod_id].second;
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glm::mat4 animation_matrix, direction_matrix;
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ace::vector3<float> rotation_offset = ace::vector3<float>(0, 0, 0);
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float scale = get_scale(phase);
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glm::vec3 axis_position = glm::vec3(this->lod_info[lod_id]->axis_position.x(), this->lod_info[lod_id]->axis_position.y(), this->lod_info[lod_id]->axis_position.z());
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glm::vec3 axis_direction = glm::vec3(this->lod_info[lod_id]->axis_direction.x(), this->lod_info[lod_id]->axis_direction.y(), this->lod_info[lod_id]->axis_direction.z());
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if (this->type < 4) {
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switch (this->type) {
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//rotation
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case 0: {
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scale = (scale / (max_value - min_value)) * (angle1 - angle0);
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animation_matrix = glm::rotate(glm::mat4(1.0f), scale, axis_direction);
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direction_matrix = glm::translate(glm::mat4(1.0f), axis_position);
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animation_matrix = animation_matrix * direction_matrix;
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rotation_offset = this->lod_info[lod_id]->axis_position;
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break;
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}
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//rotationX
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case 1: {
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scale = (scale / (max_value - min_value)) * (angle1 - angle0);
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glm::vec3 rotation_axis = glm::vec3(1.0f, 0.0f, 0.0f);
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animation_matrix = glm::rotate(glm::mat4(1.0f), -scale, rotation_axis);
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direction_matrix = glm::translate(glm::mat4(1.0f), axis_position);
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animation_matrix = animation_matrix * direction_matrix;
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rotation_offset = this->lod_info[lod_id]->axis_position;
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break;
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}
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//rotationY
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case 2: {
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scale = (scale / (max_value - min_value)) * (angle1 - angle0);
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glm::vec3 rotation_axis = glm::vec3(0.0f, 1.0f, 0.0f);
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animation_matrix = glm::rotate(glm::mat4(1.0f), scale, rotation_axis);
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direction_matrix = glm::translate(glm::mat4(1.0f), axis_position);
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animation_matrix = animation_matrix * direction_matrix;
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rotation_offset = this->lod_info[lod_id]->axis_position;
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break;
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}
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//rotationZ
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case 3: {
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scale = (scale / (max_value - min_value)) * (angle1 - angle0);
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glm::vec3 rotation_axis = glm::vec3(0.0f, 0.0f, 1.0f);
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direction_matrix = glm::translate(glm::mat4(1.0f), axis_position);
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animation_matrix = glm::rotate(direction_matrix, -scale, rotation_axis);
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animation_matrix = animation_matrix * direction_matrix;
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rotation_offset = this->lod_info[lod_id]->axis_position;
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break;
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}
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//translation
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case 4: {
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scale = (scale / (max_value - min_value)) * (offset1 - offset0);
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glm::vec3 direction(
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this->lod_info[lod_id]->axis_direction.x(),
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this->lod_info[lod_id]->axis_direction.y(),
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this->lod_info[lod_id]->axis_direction.z()
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);
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direction = direction * scale;
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direction_matrix = glm::translate(glm::mat4(1.0f), axis_position);
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animation_matrix = glm::translate(glm::mat4(1.0f), direction);
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animation_matrix = animation_matrix * direction_matrix;
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break;
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}
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//translationX
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case 5: {
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scale = (scale / (max_value - min_value)) * (offset1 - offset0);
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animation_matrix = glm::translate(animation_matrix, glm::vec3(
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scale,
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0.0f,
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0.0f
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));
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break;
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}
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//translationY
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case 6: {
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scale = (scale / (max_value - min_value)) * (offset1 - offset0);
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animation_matrix = glm::translate(animation_matrix, glm::vec3(
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0.0f,
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scale,
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0.0f
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));
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break;
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}
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//translationZ
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case 7: {
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scale = (scale / (max_value - min_value)) * (offset1 - offset0);
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animation_matrix = glm::translate(animation_matrix, glm::vec3(
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0.0f,
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0.0f,
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scale
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));
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break;
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}
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case 8: {
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// fuck direct for now
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break;
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}
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//hide
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case 9: {
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if (phase >= hide_value)
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animation_matrix = glm::mat4x4(0.0f);
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break;
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}
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default: {}
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}
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return_matrices[lod_id].first = animation_matrix * base_matrix;
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return_matrices[lod_id].second = base_rotation_offset + rotation_offset;
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}
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}
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return return_matrices;
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}
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float ace::simulation::animation::get_scale(float phase)
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{
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float scale = 0;
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switch (source_address)
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{
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case 1:
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scale = fmod(phase - min_value, (max_value - min_value) * 2) + min_value;
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// when over limit, mirror
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if (phase > max_value) phase = max_value - (phase - max_value);
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scale = std::min(std::max(scale, min_phase), max_phase);
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break;
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case 2:
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scale = fmod(phase - min_value, (max_value - min_value)) + min_value;
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if (scale > max_value) scale = max_value - (scale - max_value);
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scale = std::min(std::max(scale, min_phase), max_phase);
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break;
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default:
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scale = std::min(std::max(phase, min_phase), max_phase);
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}
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return scale;
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}
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ace::simulation::bone::bone(
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const std::string _name,
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const std::vector<std::string> &children,
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const std::map<std::string, ace::p3d::bone_p> &p3d_bones,
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bone *_parent,
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const ace::p3d::model_p p3d,
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object * sim_object
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) : parent(_parent), name(_name), base_object(sim_object)
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{
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for (auto const child_bone : children) {
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if (sim_object->all_bones.find(child_bone) == sim_object->all_bones.end()) {
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ace::p3d::bone_p p3d_bone = p3d_bones.find(child_bone)->second;
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sim_object->all_bones[child_bone] = std::make_shared<bone>(p3d_bone->name, p3d_bone->children, p3d_bones, this, p3d, sim_object);
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}
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this->children.push_back(sim_object->all_bones[child_bone]);
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}
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if (parent) {
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for (auto p3d_animation : p3d_bones.find(name)->second->animations) {
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this->animations.push_back(sim_object->animations[p3d_animation]);
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}
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}
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}
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void ace::simulation::bone::animate(const std::map<std::string, float> &animation_state, const std::vector<uint32_t> &lods, animation_transform base_transforms)
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{
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if (animations.size() > 0) {
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for (auto bone_animation : animations) {
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if (animation_state.find(bone_animation->name) != animation_state.end()) {
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base_transforms = bone_animation->animate(animation_state.find(bone_animation->name)->second, lods, base_transforms);
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}
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}
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}
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for (auto child_bone : children) {
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child_bone->animate(animation_state, lods, base_transforms);
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}
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if (animations.size() > 0) {
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for (auto bone_animation : animations) {
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for (auto lod_id : lods) {
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auto selection = this->base_object->lods[lod_id]->selections.find(this->name);
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if (selection != this->base_object->lods[lod_id]->selections.end()) {
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selection->second->animate(base_transforms[lod_id].first, base_transforms[lod_id].second);
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}
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}
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}
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}
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}
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ace::simulation::object::object()
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{
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}
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ace::simulation::object::object(const ace::p3d::model_p model)
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{
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for (ace::p3d::lod_p p3d_lod : model->lods) {
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lod_p new_lod = std::make_shared<lod>(p3d_lod, model);
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this->lods.push_back(new_lod);
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this->lods[p3d_lod->id]->type = model->info->resolutions[p3d_lod->id];
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}
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for (ace::p3d::animation_p p3d_animation : model->animations) {
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this->animations.push_back(std::make_shared<animation>(this, p3d_animation, model));
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}
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std::map<std::string, ace::p3d::bone_p> p3d_bones;
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for (auto const skeleton_bone : model->skeleton->all_bones) {
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p3d_bones[skeleton_bone->name] = skeleton_bone;
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}
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std::vector<std::string> root_bones;
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for (auto const root_bone : model->skeleton->root_bones) {
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root_bones.push_back(root_bone.first);
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}
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this->root_bone = std::make_shared<bone>("", root_bones, p3d_bones, nullptr, model, this);
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}
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ace::simulation::object::~object()
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{
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}
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void ace::simulation::object::animate(const std::map<std::string, float> &animation_state, const std::vector<uint32_t> &selected_lods)
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{
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animation_transform identity_transform;
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for (uint32_t lod_id : selected_lods) {
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identity_transform[lod_id].first = glm::mat4();
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identity_transform[lod_id].second = ace::vector3<float>(0, 0, 0);
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}
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this->root_bone->animate(animation_state, selected_lods, identity_transform);
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}
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