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https://github.com/JoeyDeVries/LearnOpenGL.git
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Another source code update on skeletal animation article.
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@@ -48,14 +48,14 @@ public:
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meshes[i].Draw(shader);
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}
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auto& GetOffsetMatMap() { return m_OffsetMatMap; }
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int& GetBoneCount() { return m_BoneCount; }
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auto& GetBoneInfoMap() { return m_BoneInfoMap; }
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int& GetBoneCount() { return m_BoneCounter; }
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private:
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std::map<string, BoneInfo> m_OffsetMatMap;
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int m_BoneCount = 0;
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std::map<string, BoneInfo> m_BoneInfoMap;
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int m_BoneCounter = 0;
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// loads a model with supported ASSIMP extensions from file and stores the resulting meshes in the meshes vector.
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void loadModel(string const &path)
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@@ -97,7 +97,7 @@ private:
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void SetVertexBoneDataToDefault(Vertex& vertex)
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{
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for (int i = 0; i < MAX_BONE_WEIGHTS; i++)
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for (int i = 0; i < MAX_BONE_INFLUENCE; i++)
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{
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vertex.m_BoneIDs[i] = -1;
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vertex.m_Weights[i] = 0.0f;
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@@ -154,7 +154,7 @@ private:
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void SetVertexBoneData(Vertex& vertex, int boneID, float weight)
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{
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for (int i = 0; i < MAX_BONE_WEIGHTS; ++i)
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for (int i = 0; i < MAX_BONE_INFLUENCE; ++i)
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{
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if (vertex.m_BoneIDs[i] < 0)
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{
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@@ -168,8 +168,8 @@ private:
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void ExtractBoneWeightForVertices(std::vector<Vertex>& vertices, aiMesh* mesh, const aiScene* scene)
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{
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auto& boneInfoMap = m_OffsetMatMap;
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int& boneCount = m_BoneCount;
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auto& boneInfoMap = m_BoneInfoMap;
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int& boneCount = m_BoneCounter;
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for (int boneIndex = 0; boneIndex < mesh->mNumBones; ++boneIndex)
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{
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