fix morph animations
This commit is contained in:
@@ -1,6 +1,6 @@
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#include "AssetManager.hpp"
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#include "Log.hpp"
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#include <thread>
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#include <filament/Engine.h>
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#include <filament/TransformManager.h>
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#include <filament/Texture.h>
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@@ -119,11 +119,14 @@ EntityId AssetManager::loadGltf(const char *uri,
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Log("Load complete for GLTF at URI %s", uri);
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SceneAsset sceneAsset(asset);
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utils::Entity e = EntityManager::get().create();
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EntityId eid = Entity::smuggle(e);
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_assets.emplace(eid, sceneAsset);
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_entityIdLookup.emplace(eid, _assets.size());
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_assets.push_back(sceneAsset);
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return eid;
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}
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@@ -131,8 +134,6 @@ EntityId AssetManager::loadGltf(const char *uri,
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EntityId AssetManager::loadGlb(const char *uri, bool unlit) {
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Log("Loading GLB at URI %s", uri);
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_loadResource("BLORTY");
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Log("blorty");
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ResourceBuffer rbuf = _loadResource(uri);
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@@ -183,14 +184,14 @@ EntityId AssetManager::loadGlb(const char *uri, bool unlit) {
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utils::Entity e = EntityManager::get().create();
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EntityId eid = Entity::smuggle(e);
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_assets.emplace(eid, sceneAsset);
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_entityIdLookup.emplace(eid, _assets.size());
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_assets.push_back(sceneAsset);
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return eid;
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}
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void AssetManager::destroyAll() {
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for (auto kp : _assets) {
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auto asset = kp.second;
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for (auto& asset : _assets) {
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_scene->removeEntities(asset.mAsset->getEntities(),
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asset.mAsset->getEntityCount());
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@@ -204,11 +205,11 @@ void AssetManager::destroyAll() {
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}
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FilamentAsset* AssetManager::getAssetByEntityId(EntityId entityId) {
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const auto& pos = _assets.find(entityId);
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if(pos == _assets.end()) {
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const auto& pos = _entityIdLookup.find(entityId);
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if(pos == _entityIdLookup.end()) {
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return nullptr;
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}
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return pos->second.mAsset;
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return _assets[pos->second].mAsset;
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}
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@@ -217,117 +218,118 @@ void AssetManager::updateAnimations() {
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RenderableManager &rm = _engine->getRenderableManager();
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for (auto kp : _assets) {
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auto asset = kp.second;
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if(asset.mAnimating) {
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asset.mAnimating = false;
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// morph animation
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AnimationStatus morphAnimation = asset.mAnimations[0];
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auto elapsed = (now - morphAnimation.mStart).count();
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int lengthInFrames = static_cast<int>(morphAnimation.mDuration / asset.mMorphAnimationBuffer.mFrameLengthInMs);
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if(elapsed >= morphAnimation.mDuration) {
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if(morphAnimation.mLoop) {
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morphAnimation.mStart = now;
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if(morphAnimation.mReverse) {
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morphAnimation.mFrameNumber = lengthInFrames;
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}
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asset.mAnimating = true;
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} else {
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morphAnimation.mStart = time_point_t::max();
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}
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} else {
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asset.mAnimating = true;
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}
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int frameNumber = static_cast<int>(elapsed / asset.mMorphAnimationBuffer.mFrameLengthInMs);
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if(frameNumber < lengthInFrames) {
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if(morphAnimation.mReverse) {
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frameNumber = lengthInFrames - frameNumber;
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}
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rm.setMorphWeights(
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*(asset.mMorphAnimationBuffer.mInstance),
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asset.mMorphAnimationBuffer.mFrameData.data() + (morphAnimation.mFrameNumber * asset.mMorphAnimationBuffer.mNumMorphWeights),
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asset.mMorphAnimationBuffer.mNumMorphWeights);
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}
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// bone animation
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AnimationStatus boneAnimation = asset.mAnimations[1];
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elapsed = (now - boneAnimation.mStart).count();
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lengthInFrames = static_cast<int>(boneAnimation.mDuration / asset.mBoneAnimationBuffer.mFrameLengthInMs);
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if(elapsed >= boneAnimation.mDuration) {
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if(boneAnimation.mLoop) {
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boneAnimation.mStart = now;
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if(boneAnimation.mReverse) {
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boneAnimation.mFrameNumber = lengthInFrames;
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}
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asset.mAnimating = true;
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} else {
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boneAnimation.mStart = time_point_t::max();
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}
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} else {
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asset.mAnimating = true;
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}
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frameNumber = static_cast<int>(elapsed / asset.mBoneAnimationBuffer.mFrameLengthInMs);
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if(frameNumber < lengthInFrames) {
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if(boneAnimation.mReverse) {
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frameNumber = lengthInFrames - frameNumber;
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}
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boneAnimation.mFrameNumber = frameNumber;
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setBoneTransform(
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asset.mAsset->getInstance(),
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asset.mBoneAnimationBuffer.mAnimations,
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frameNumber
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);
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}
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// GLTF animations
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Animator* animator = asset.mAnimator;
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for(int j = 2; j < asset.mAnimations.size(); j++) {
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AnimationStatus anim = asset.mAnimations[j];
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elapsed = (now - anim.mStart).count();
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if(elapsed < anim.mDuration) {
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if(anim.mLoop) {
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animator->applyAnimation(j-2, anim.mDuration - elapsed);
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} else {
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animator->applyAnimation(j-2, elapsed);
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}
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asset.mAnimating = true;
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} else if(anim.mLoop) {
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animator->applyAnimation(j-2, float(elapsed) ); //% anim.mDuration
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asset.mAnimating = true;
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} else if(elapsed - anim.mDuration < 0.3) {
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// cross-fade
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animator->applyCrossFade(j-2, anim.mDuration - 0.05, elapsed / 0.3);
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asset.mAnimating = true;
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} else {
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// stop
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anim.mStart = time_point_t::max();
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}
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}
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asset.mAnimator->updateBoneMatrices();
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for (auto& asset : _assets) {
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if(!asset.mAnimating) {
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continue;
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}
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asset.mAnimating = false;
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// // morph animation
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// AnimationStatus morphAnimation = asset.mAnimations[0];
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// auto elapsed = (now - morphAnimation.mStart).count();
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// int lengthInFrames = static_cast<int>(morphAnimation.mDuration / asset.mMorphAnimationBuffer.mFrameLengthInMs);
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// if(elapsed >= morphAnimation.mDuration) {
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// if(morphAnimation.mLoop) {
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// morphAnimation.mStart = now;
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// if(morphAnimation.mReverse) {
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// morphAnimation.mFrameNumber = lengthInFrames;
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// }
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// asset.mAnimating = true;
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// } else {
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// morphAnimation.mStart = time_point_t::max();
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// }
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// } else {
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// asset.mAnimating = true;
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// }
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// int frameNumber = static_cast<int>(elapsed / asset.mMorphAnimationBuffer.mFrameLengthInMs);
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// if(frameNumber < lengthInFrames) {
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// if(morphAnimation.mReverse) {
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// frameNumber = lengthInFrames - frameNumber;
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// }
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// rm.setMorphWeights(
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// *(asset.mMorphAnimationBuffer.mInstance),
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// asset.mMorphAnimationBuffer.mFrameData.data() + (morphAnimation.mFrameNumber * asset.mMorphAnimationBuffer.mNumMorphWeights),
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// asset.mMorphAnimationBuffer.mNumMorphWeights);
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// }
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// // bone animation
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// AnimationStatus boneAnimation = asset.mAnimations[1];
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// elapsed = (now - boneAnimation.mStart).count();
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// lengthInFrames = static_cast<int>(boneAnimation.mDuration / asset.mBoneAnimationBuffer.mFrameLengthInMs);
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// if(elapsed >= boneAnimation.mDuration) {
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// if(boneAnimation.mLoop) {
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// boneAnimation.mStart = now;
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// if(boneAnimation.mReverse) {
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// boneAnimation.mFrameNumber = lengthInFrames;
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// }
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// asset.mAnimating = true;
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// } else {
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// boneAnimation.mStart = time_point_t::max();
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// }
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// } else {
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// asset.mAnimating = true;
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// }
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// frameNumber = static_cast<int>(elapsed / asset.mBoneAnimationBuffer.mFrameLengthInMs);
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// if(frameNumber < lengthInFrames) {
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// if(boneAnimation.mReverse) {
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// frameNumber = lengthInFrames - frameNumber;
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// }
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// boneAnimation.mFrameNumber = frameNumber;
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// setBoneTransform(
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// asset.mAsset->getInstance(),
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// asset.mBoneAnimationBuffer.mAnimations,
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// frameNumber
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// );
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// }
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// GLTF animations
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Animator* animator = asset.mAnimator;
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for(int j = 2; j < asset.mAnimations.size(); j++) {
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AnimationStatus& anim = asset.mAnimations[j];
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auto elapsed = float(std::chrono::duration_cast<std::chrono::milliseconds>(now - anim.mStart).count()) / 1000.0f;
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if(elapsed < anim.mDuration) {
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if(anim.mLoop) {
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animator->applyAnimation(j-2, anim.mDuration - elapsed);
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} else {
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animator->applyAnimation(j-2, elapsed);
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}
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asset.mAnimating = true;
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} else if(anim.mLoop) {
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animator->applyAnimation(j-2, float(elapsed) ); //% anim.mDuration
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asset.mAnimating = true;
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} else if(elapsed - anim.mDuration < 0.3) {
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// cross-fade
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// animator->applyCrossFade(j-2, anim.mDuration - 0.05, elapsed / 0.3);
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// asset.mAnimating = true;
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anim.mStart = time_point_t::max();
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} else {
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// stop
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anim.mStart = time_point_t::max();
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}
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}
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asset.mAnimator->updateBoneMatrices();
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}
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}
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void AssetManager::remove(EntityId entityId) {
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const auto& pos = _assets.find(entityId);
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if(pos == _assets.end()) {
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const auto& pos = _entityIdLookup.find(entityId);
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if(pos == _entityIdLookup.end()) {
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Log("Couldn't find asset under specified entity id.");
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return;
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}
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auto sceneAsset = pos->second;
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SceneAsset& sceneAsset = _assets[pos->second];
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_scene->removeEntities(sceneAsset.mAsset->getEntities(),
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sceneAsset.mAsset->getEntityCount());
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@@ -342,7 +344,7 @@ void AssetManager::remove(EntityId entityId) {
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}
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EntityManager& em = EntityManager::get();
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em.destroy(Entity::import(entityId));
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_assets.erase(entityId);
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sceneAsset.mAsset = nullptr; // still need to remove this somewhere...
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}
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void AssetManager::setMorphTargetWeights(const char* const entityName, float *weights, int count) {
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@@ -371,12 +373,12 @@ bool AssetManager::setMorphAnimationBuffer(
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int numFrames,
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float frameLengthInMs) {
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const auto& pos = _assets.find(entityId);
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if(pos == _assets.end()) {
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const auto& pos = _entityIdLookup.find(entityId);
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if(pos == _entityIdLookup.end()) {
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Log("ERROR: asset not found for entity.");
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return false;
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}
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auto asset = pos->second;
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auto asset = _assets[pos->second];
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auto entity = findEntityByName(asset, entityName);
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if(!entity) {
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@@ -409,12 +411,12 @@ bool AssetManager::setBoneAnimationBuffer(
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int numFrames,
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float frameLengthInMs) {
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const auto& pos = _assets.find(entity);
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if(pos == _assets.end()) {
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const auto& pos = _entityIdLookup.find(entity);
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if(pos == _entityIdLookup.end()) {
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Log("ERROR: asset not found for entity.");
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return false;
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}
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auto asset = pos->second;
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auto& asset = _assets[pos->second];
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auto filamentInstance = asset.mAsset->getInstance();
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@@ -515,36 +517,39 @@ void AssetManager::setBoneTransform(
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}
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void AssetManager::playAnimation(EntityId e, int index, bool loop, bool reverse) {
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const auto& pos = _assets.find(e);
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if(pos == _assets.end()) {
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const auto& pos = _entityIdLookup.find(e);
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if(pos == _entityIdLookup.end()) {
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Log("ERROR: asset not found for entity.");
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return;
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}
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auto asset = pos->second;
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auto& asset = _assets[pos->second];
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Log("prev start %d", std::chrono::duration_cast<std::chrono::milliseconds>(asset.mAnimations[index+2].mStart.time_since_epoch()).count());
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asset.mAnimations[index+2].mStart = high_resolution_clock::now();
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asset.mAnimations[index+2].mStart = std::chrono::high_resolution_clock::now();
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asset.mAnimations[index+2].mLoop = loop;
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asset.mAnimations[index+2].mReverse = reverse;
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asset.mAnimating = true;
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}
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void AssetManager::stopAnimation(EntityId entityId, int index) {
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const auto& pos = _assets.find(entityId);
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if(pos == _assets.end()) {
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const auto& pos = _entityIdLookup.find(entityId);
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if(pos == _entityIdLookup.end()) {
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Log("ERROR: asset not found for entity.");
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return;
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}
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auto asset = pos->second;
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auto& asset = _assets[pos->second];
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asset.mAnimations[index+2].mStart = time_point_t::max();
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}
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void AssetManager::loadTexture(EntityId entity, const char* resourcePath, int renderableIndex) {
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const auto& pos = _assets.find(entity);
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if(pos == _assets.end()) {
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const auto& pos = _entityIdLookup.find(entity);
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if(pos == _entityIdLookup.end()) {
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Log("ERROR: asset not found for entity.");
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return;
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}
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auto asset = pos->second;
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auto& asset = _assets[pos->second];
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Log("Loading texture at %s for renderableIndex %d", resourcePath, renderableIndex);
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@@ -609,12 +614,12 @@ void AssetManager::loadTexture(EntityId entity, const char* resourcePath, int re
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void AssetManager::setAnimationFrame(EntityId entity, int animationIndex, int animationFrame) {
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const auto& pos = _assets.find(entity);
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if(pos == _assets.end()) {
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const auto& pos = _entityIdLookup.find(entity);
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if(pos == _entityIdLookup.end()) {
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Log("ERROR: asset not found for entity.");
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return;
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}
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auto asset = pos->second;
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auto& asset = _assets[pos->second];
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auto offset = 60 * animationFrame * 1000; // TODO - don't hardcore 60fps framerate
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asset.mAnimator->applyAnimation(animationIndex, offset);
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asset.mAnimator->updateBoneMatrices();
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@@ -622,15 +627,15 @@ void AssetManager::setAnimationFrame(EntityId entity, int animationIndex, int an
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unique_ptr<vector<string>> AssetManager::getAnimationNames(EntityId entity) {
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const auto& pos = _assets.find(entity);
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const auto& pos = _entityIdLookup.find(entity);
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unique_ptr<vector<string>> names = make_unique<vector<string>>();
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if(pos == _assets.end()) {
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if(pos == _entityIdLookup.end()) {
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Log("ERROR: asset not found for entity id.");
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return names;
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}
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auto asset = pos->second;
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auto& asset = _assets[pos->second];
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size_t count = asset.mAnimator->getAnimationCount();
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@@ -646,12 +651,12 @@ unique_ptr<vector<string>> AssetManager::getMorphTargetNames(EntityId entity, co
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unique_ptr<vector<string>> names = make_unique<vector<string>>();
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const auto& pos = _assets.find(entity);
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if(pos == _assets.end()) {
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const auto& pos = _entityIdLookup.find(entity);
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if(pos == _entityIdLookup.end()) {
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Log("ERROR: asset not found for entity.");
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return names;
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}
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auto asset = pos->second;
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auto& asset = _assets[pos->second];
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const utils::Entity *entities = asset.mAsset->getEntities();
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@@ -673,12 +678,12 @@ unique_ptr<vector<string>> AssetManager::getMorphTargetNames(EntityId entity, co
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}
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void AssetManager::transformToUnitCube(EntityId entity) {
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const auto& pos = _assets.find(entity);
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if(pos == _assets.end()) {
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const auto& pos = _entityIdLookup.find(entity);
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if(pos == _entityIdLookup.end()) {
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Log("ERROR: asset not found for entity.");
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return;
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}
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auto asset = pos->second;
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auto& asset = _assets[pos->second];
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Log("Transforming asset to unit cube.");
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auto &tm = _engine->getTransformManager();
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@@ -701,75 +706,75 @@ void AssetManager::updateTransform(SceneAsset asset) {
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}
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void AssetManager::setScale(EntityId entity, float scale) {
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const auto& pos = _assets.find(entity);
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if(pos == _assets.end()) {
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const auto& pos = _entityIdLookup.find(entity);
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if(pos == _entityIdLookup.end()) {
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Log("ERROR: asset not found for entity.");
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return;
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}
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auto asset = pos->second;
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auto& asset = _assets[pos->second];
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asset.mScale = scale;
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updateTransform(asset);
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}
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void AssetManager::setPosition(EntityId entity, float x, float y, float z) {
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const auto& pos = _assets.find(entity);
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if(pos == _assets.end()) {
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const auto& pos = _entityIdLookup.find(entity);
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if(pos == _entityIdLookup.end()) {
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Log("ERROR: asset not found for entity.");
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return;
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}
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auto asset = pos->second;
|
||||
auto& asset = _assets[pos->second];
|
||||
asset.mPosition = math::mat4f::translation(math::float3(x,y,z));
|
||||
updateTransform(asset);
|
||||
}
|
||||
|
||||
void AssetManager::setRotation(EntityId entity, float rads, float x, float y, float z) {
|
||||
const auto& pos = _assets.find(entity);
|
||||
if(pos == _assets.end()) {
|
||||
const auto& pos = _entityIdLookup.find(entity);
|
||||
if(pos == _entityIdLookup.end()) {
|
||||
Log("ERROR: asset not found for entity.");
|
||||
return;
|
||||
}
|
||||
auto asset = pos->second;
|
||||
auto& asset = _assets[pos->second];
|
||||
asset.mRotation = math::mat4f::rotation(rads, math::float3(x,y,z));
|
||||
updateTransform(asset);
|
||||
}
|
||||
|
||||
const utils::Entity *AssetManager::getCameraEntities(EntityId entity) {
|
||||
const auto& pos = _assets.find(entity);
|
||||
if(pos == _assets.end()) {
|
||||
const auto& pos = _entityIdLookup.find(entity);
|
||||
if(pos == _entityIdLookup.end()) {
|
||||
Log("ERROR: asset not found for entity.");
|
||||
return nullptr;
|
||||
}
|
||||
auto asset = pos->second;
|
||||
auto& asset = _assets[pos->second];
|
||||
return asset.mAsset->getCameraEntities();
|
||||
}
|
||||
|
||||
size_t AssetManager::getCameraEntityCount(EntityId entity) {
|
||||
const auto& pos = _assets.find(entity);
|
||||
if(pos == _assets.end()) {
|
||||
const auto& pos = _entityIdLookup.find(entity);
|
||||
if(pos == _entityIdLookup.end()) {
|
||||
Log("ERROR: asset not found for entity.");
|
||||
return 0;
|
||||
}
|
||||
auto asset = pos->second;
|
||||
auto& asset = _assets[pos->second];
|
||||
return asset.mAsset->getCameraEntityCount();
|
||||
}
|
||||
|
||||
const utils::Entity* AssetManager::getLightEntities(EntityId entity) const noexcept {
|
||||
const auto& pos = _assets.find(entity);
|
||||
if(pos == _assets.end()) {
|
||||
const auto& pos = _entityIdLookup.find(entity);
|
||||
if(pos == _entityIdLookup.end()) {
|
||||
Log("ERROR: asset not found for entity.");
|
||||
return nullptr;
|
||||
}
|
||||
auto asset = pos->second;
|
||||
auto& asset = _assets[pos->second];
|
||||
return asset.mAsset->getLightEntities();
|
||||
}
|
||||
|
||||
size_t AssetManager::getLightEntityCount(EntityId entity) const noexcept {
|
||||
const auto& pos = _assets.find(entity);
|
||||
if(pos == _assets.end()) {
|
||||
const auto& pos = _entityIdLookup.find(entity);
|
||||
if(pos == _entityIdLookup.end()) {
|
||||
Log("ERROR: asset not found for entity.");
|
||||
return 0;
|
||||
}
|
||||
auto asset = pos->second;
|
||||
auto& asset = _assets[pos->second];
|
||||
return asset.mAsset->getLightEntityCount();
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user