IQM Support Implemented
More info to come
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49 changed files with 1356 additions and 62 deletions
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@ -615,7 +615,7 @@ FVector3 FOBJModel::CalculateNormalSmooth(unsigned int vidx, unsigned int smooth
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*/
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int FOBJModel::FindFrame(const char* name, bool nodefault)
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{
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return nodefault? FErr_Singleframe : 0; // OBJs are not animated.
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return nodefault ? FErr_Singleframe : 0; // OBJs are not animated.
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}
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/**
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@ -628,7 +628,7 @@ int FOBJModel::FindFrame(const char* name, bool nodefault)
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* @param inter The amount to interpolate the two frames.
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* @param translation The translation for the skin
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*/
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void FOBJModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation, const FTextureID* surfaceskinids)
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void FOBJModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation, const FTextureID* surfaceskinids, const TArray<VSMatrix>& animationData)
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{
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// Prevent the model from rendering if the frame number is < 0
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if (frameno < 0 || frameno2 < 0) return;
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@ -657,7 +657,7 @@ void FOBJModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int f
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}
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renderer->SetMaterial(userSkin, false, translation);
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renderer->SetupFrame(this, surf->vbStart, surf->vbStart, surf->numTris * 3);
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renderer->SetupFrame(this, surf->vbStart, surf->vbStart, surf->numTris * 3, {});
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renderer->DrawArrays(0, surf->numTris * 3);
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}
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}
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@ -700,3 +700,14 @@ FOBJModel::~FOBJModel()
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faces.Clear();
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surfaces.Clear();
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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const TArray<VSMatrix>* FOBJModel::AttachAnimationData()
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{
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return {};
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}
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