Merge remote-tracking branch 'origin/master' into 1.9
# Conflicts: # Content/Editor/Camera/M_Camera.flax # Content/Editor/CubeTexturePreviewMaterial.flax # Content/Editor/DebugMaterials/DDGIDebugProbes.flax # Content/Editor/DebugMaterials/SingleColor/Decal.flax # Content/Editor/DebugMaterials/SingleColor/Particle.flax # Content/Editor/DebugMaterials/SingleColor/Surface.flax # Content/Editor/DebugMaterials/SingleColor/SurfaceAdditive.flax # Content/Editor/DebugMaterials/SingleColor/Terrain.flax # Content/Editor/DefaultFontMaterial.flax # Content/Editor/Gizmo/FoliageBrushMaterial.flax # Content/Editor/Gizmo/Material.flax # Content/Editor/Gizmo/MaterialWire.flax # Content/Editor/Gizmo/SelectionOutlineMaterial.flax # Content/Editor/Gizmo/VertexColorsPreviewMaterial.flax # Content/Editor/Highlight Material.flax # Content/Editor/Icons/IconsMaterial.flax # Content/Editor/IesProfilePreviewMaterial.flax # Content/Editor/Particles/Particle Material Color.flax # Content/Editor/Particles/Smoke Material.flax # Content/Editor/SpriteMaterial.flax # Content/Editor/Terrain/Circle Brush Material.flax # Content/Editor/Terrain/Highlight Terrain Material.flax # Content/Editor/TexturePreviewMaterial.flax # Content/Editor/Wires Debug Material.flax # Content/Engine/DefaultDeformableMaterial.flax # Content/Engine/DefaultMaterial.flax # Content/Engine/DefaultTerrainMaterial.flax # Content/Engine/SingleColorMaterial.flax # Content/Engine/SkyboxMaterial.flax # Source/Engine/Graphics/Materials/MaterialShader.h
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@@ -55,10 +55,10 @@ void AnimatedModel::UpdateAnimation()
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|| !IsActiveInHierarchy()
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|| SkinnedModel == nullptr
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|| !SkinnedModel->IsLoaded()
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|| _lastUpdateFrame == Engine::FrameCount
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|| _lastUpdateFrame == Engine::UpdateCount
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|| _masterPose)
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return;
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_lastUpdateFrame = Engine::FrameCount;
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_lastUpdateFrame = Engine::UpdateCount;
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if (AnimationGraph && AnimationGraph->IsLoaded() && AnimationGraph->Graph.IsReady())
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{
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@@ -113,7 +113,7 @@ void AnimatedModel::PreInitSkinningData()
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for (int32 boneIndex = 0; boneIndex < bonesCount; boneIndex++)
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{
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auto& bone = skeleton.Bones[boneIndex];
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identityMatrices[boneIndex] = bone.OffsetMatrix * GraphInstance.NodesPose[bone.NodeIndex];
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identityMatrices.Get()[boneIndex] = bone.OffsetMatrix * GraphInstance.NodesPose[bone.NodeIndex];
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}
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_skinningData.SetData(identityMatrices.Get(), true);
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@@ -640,7 +640,7 @@ void AnimatedModel::RunBlendShapeDeformer(const MeshBase* mesh, MeshDeformationD
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ASSERT_LOW_LAYER(blendShapeVertex.VertexIndex < vertexCount);
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VB0SkinnedElementType& vertex = *(data + blendShapeVertex.VertexIndex);
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vertex.Position = vertex.Position + blendShapeVertex.PositionDelta * q.Second;
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Float3 normal = (vertex.Normal.ToFloat3() * 2.0f - 1.0f) + blendShapeVertex.NormalDelta;
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Float3 normal = (vertex.Normal.ToFloat3() * 2.0f - 1.0f) + blendShapeVertex.NormalDelta * q.Second;
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vertex.Normal = normal * 0.5f + 0.5f;
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}
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}
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@@ -346,7 +346,7 @@ void StaticModel::Draw(RenderContext& renderContext)
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draw.World = &world;
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draw.DrawState = &_drawState;
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draw.Deformation = _deformation;
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draw.Lightmap = _scene->LightmapsData.GetReadyLightmap(Lightmap.TextureIndex);
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draw.Lightmap = _scene ? _scene->LightmapsData.GetReadyLightmap(Lightmap.TextureIndex) : nullptr;
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draw.LightmapUVs = &Lightmap.UVsArea;
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draw.Flags = _staticFlags;
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draw.DrawModes = DrawModes;
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@@ -380,7 +380,7 @@ void StaticModel::Draw(RenderContextBatch& renderContextBatch)
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draw.World = &world;
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draw.DrawState = &_drawState;
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draw.Deformation = _deformation;
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draw.Lightmap = _scene->LightmapsData.GetReadyLightmap(Lightmap.TextureIndex);
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draw.Lightmap = _scene ? _scene->LightmapsData.GetReadyLightmap(Lightmap.TextureIndex) : nullptr;
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draw.LightmapUVs = &Lightmap.UVsArea;
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draw.Flags = _staticFlags;
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draw.DrawModes = DrawModes;
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