independent slots for clothes, converted to .mesh workflow

This commit is contained in:
2026-02-16 09:44:00 +03:00
parent 01c1210b1b
commit be10abda16
15 changed files with 362 additions and 98 deletions

View File

@@ -29,27 +29,27 @@ CharacterAnimationModule::CharacterAnimationModule(flecs::world &ecs)
if (!anim.configured) {
int i, j;
e.set<EventData>({});
ch.mBodyEnt->getSkeleton()->setBlendMode(
Ogre::ANIMBLEND_CUMULATIVE);
Ogre::Entity *ent = static_cast<Ogre::Entity *>(
ch.mBodyNode->getAttachedObject(0));
ent->getSkeleton()->setBlendMode(
Ogre::ANIMBLEND_CUMULATIVE);
Ogre::AnimationStateSet *animStateSet =
ch.mBodyEnt->getAllAnimationStates();
ent->getAllAnimationStates();
const Ogre::AnimationStateMap &animMap =
animStateSet->getAnimationStates();
anim.mAnimationSystem =
new AnimationSystem::AnimationSystem(
false);
ch.mBodyEnt->getSkeleton()
ent->getSkeleton()
->getBone("Root")
->removeAllChildren();
for (auto it = animMap.begin();
it != animMap.end(); it++) {
AnimationSystem::Animation *animation =
new AnimationSystem::Animation(
ch.mBodyEnt
->getSkeleton(),
ent->getSkeleton(),
it->second,
ch.mBodyEnt
->getSkeleton()
ent->getSkeleton()
->getAnimation(
it->first));
#ifdef VDEBUG