Removed mtl_name from MaterialCreateConfig
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5a04295f17
commit
692eeff4a3
@ -42,24 +42,12 @@ private:
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bool InitAutoMaterial()
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{
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mtl::Material2DCreateConfig cfg("VertexColor2D",PrimitiveType::Triangles);
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mtl::Material2DCreateConfig cfg(PrimitiveType::Triangles,
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CoordinateSystem2D::NDC,
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mtl::WithLocalToWorld::Without);
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cfg.coordinate_system=CoordinateSystem2D::NDC;
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cfg.local_to_world=false;
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//AutoDelete<mtl::MaterialCreateInfo> mci=mtl::CreateVertexColor2D(&cfg); //这个是直接创建
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//AutoDelete<mtl::MaterialCreateInfo> mci=mtl::CreateMaterialCreateInfo("VertexColor2D",&cfg); //这个是使用名称创建
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//这两种方式都可以,上一种方式肯定是会快些,主要用于一些程序中直接写死的地方。
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//而下面这种方式很明显是为了可以将使用的材质写入配置文件中。
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//material_instance=CreateMaterialInstance(mci);
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//下面这个方式更直接,在WorkObject中封装了CreateMaterialCreateInfo(name,...)这个方法一步到位
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material_instance=CreateMaterialInstance("VertexColor2D",&cfg); //这个是使用名称创建
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//再下一步我们会更直接将上面的Material2DCreateConfig写在配置文件中,这样只需要一个配置文件名称就可以完全加载了。
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return material_instance;
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}
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@ -74,18 +74,16 @@ namespace hgl
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return render_pass->CreatePipeline(args...);
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}
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graph::MaterialInstance *CreateMaterialInstance(const graph::mtl::MaterialCreateInfo *mci,const graph::VILConfig *vil_cfg=nullptr)
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graph::MaterialInstance *CreateMaterialInstance(const AnsiString &mi_name,const graph::mtl::MaterialCreateInfo *mci,const graph::VILConfig *vil_cfg=nullptr)
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{
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return db->CreateMaterialInstance(mci,vil_cfg);
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return db->CreateMaterialInstance(mi_name,mci,vil_cfg);
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}
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graph::MaterialInstance *CreateMaterialInstance(const AnsiString &mtl_name,graph::mtl::MaterialCreateConfig *mtl_cfg,const graph::VILConfig *vil_cfg=nullptr)
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{
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AutoDelete<graph::mtl::MaterialCreateInfo> mci=graph::mtl::CreateMaterialCreateInfo(
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GetDevAttr(),
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"VertexColor2D",mtl_cfg); //这个是使用名称创建
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AutoDelete<graph::mtl::MaterialCreateInfo> mci=graph::mtl::CreateMaterialCreateInfo(GetDevAttr(),mtl_name,mtl_cfg);
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return db->CreateMaterialInstance(mci,vil_cfg);
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return db->CreateMaterialInstance(mtl_name,mci,vil_cfg);
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}
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graph::Primitive *CreatePrimitive( const AnsiString &name,
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@ -127,7 +127,7 @@ public: //Material
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const ShaderModule *CreateShaderModule(const AnsiString &shader_module_name,const ShaderCreateInfo *);
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Material * CreateMaterial(const mtl::MaterialCreateInfo *);
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Material * CreateMaterial(const AnsiString &mtl_name,const mtl::MaterialCreateInfo *);
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Material * LoadMaterial(const AnsiString &,mtl::Material2DCreateConfig *);
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Material * LoadMaterial(const AnsiString &,mtl::Material3DCreateConfig *);
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@ -141,7 +141,7 @@ public: //Material
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return CreateMaterialInstance(mtl,vil_cfg,data,sizeof(T));
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}
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MaterialInstance * CreateMaterialInstance(const mtl::MaterialCreateInfo *,const VILConfig *vil_cfg=nullptr);
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MaterialInstance * CreateMaterialInstance(const AnsiString &mtl_name,const mtl::MaterialCreateInfo *,const VILConfig *vil_cfg=nullptr);
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Renderable * CreateRenderable(Primitive *r,MaterialInstance *mi,Pipeline *p);
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Renderable * CreateRenderable(PrimitiveCreater *pc,MaterialInstance *mi,Pipeline *p);
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@ -16,14 +16,17 @@ struct Material2DCreateConfig:public MaterialCreateConfig,public Comparator<Mate
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public:
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Material2DCreateConfig(const AnsiString &name,const PrimitiveType &p):MaterialCreateConfig(name,p)
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Material2DCreateConfig(const PrimitiveType &p,
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const CoordinateSystem2D &cs=CoordinateSystem2D::NDC,
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const WithLocalToWorld &l2w=WithLocalToWorld::Without)
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:MaterialCreateConfig(p)
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{
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rt_output.color=1; //输出一个颜色
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rt_output.depth=false; //不输出深度
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rt_output.stencil=false; //不输出stencil
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coordinate_system=CoordinateSystem2D::NDC;
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local_to_world=false;
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coordinate_system=cs;
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local_to_world=(l2w==WithLocalToWorld::With);
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if(prim==PrimitiveType::SolidRectangles
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||prim==PrimitiveType::WireRectangles)
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@ -19,7 +19,7 @@ struct Material3DCreateConfig:public MaterialCreateConfig,public Comparator<Mate
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public:
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Material3DCreateConfig(const AnsiString &name,const PrimitiveType &p):MaterialCreateConfig(name,p)
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Material3DCreateConfig(const PrimitiveType &p):MaterialCreateConfig(p)
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{
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rt_output.color=1; //输出一个颜色
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rt_output.depth=true; //不输出深度
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@ -14,8 +14,6 @@ class MaterialCreateInfo;
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*/
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struct MaterialCreateConfig:public Comparator<MaterialCreateConfig>
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{
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AnsiString mtl_name; ///<材质名称
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bool material_instance; ///<是否包含材质实例
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RenderTargetOutputConfig rt_output; ///<渲染目标输出配置
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@ -26,10 +24,8 @@ struct MaterialCreateConfig:public Comparator<MaterialCreateConfig>
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public:
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MaterialCreateConfig(const AnsiString &name,const PrimitiveType &p)
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MaterialCreateConfig(const PrimitiveType &p)
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{
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mtl_name=name;
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material_instance=false;
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hgl_zero(rt_output);
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@ -23,9 +23,11 @@ namespace hgl::graph
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namespace mtl
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{
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namespace func
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enum class WithLocalToWorld:uint8
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{
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}//namespace func
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Without=0,
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With
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};
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class MaterialCreateInfo;
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struct MaterialCreateConfig;
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@ -45,8 +45,6 @@ namespace hgl::graph
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public:
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const AnsiString &GetName ()const{return config->mtl_name;}
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const uint32 GetShaderStage ()const{return config->shader_stage_flag_bit;}
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bool hasShader (const VkShaderStageFlagBits ss)const{return config->shader_stage_flag_bit&ss;}
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@ -70,9 +70,9 @@ MaterialInstance *RenderResource::CreateMaterialInstance(Material *mtl,const VIL
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return mi;
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}
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MaterialInstance *RenderResource::CreateMaterialInstance(const mtl::MaterialCreateInfo *mci,const VILConfig *vil_cfg)
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MaterialInstance *RenderResource::CreateMaterialInstance(const AnsiString &mtl_name,const mtl::MaterialCreateInfo *mci,const VILConfig *vil_cfg)
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{
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Material *mtl=this->CreateMaterial(mci);
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Material *mtl=this->CreateMaterial(mtl_name,mci);
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if(!mtl)
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return(nullptr);
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@ -74,13 +74,11 @@ const ShaderModule *RenderResource::CreateShaderModule(const AnsiString &sm_name
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return sm;
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}
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Material *RenderResource::CreateMaterial(const mtl::MaterialCreateInfo *mci)
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Material *RenderResource::CreateMaterial(const AnsiString &mtl_name,const mtl::MaterialCreateInfo *mci)
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{
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if(!mci)
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return(nullptr);
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const AnsiString &mtl_name=mci->GetName();
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{
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Material *mtl;
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@ -130,7 +128,7 @@ Material *RenderResource::CreateMaterial(const mtl::MaterialCreateInfo *mci)
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const auto &mdi=mci->GetMDI();
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if(mdi.GetCount()>0)
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mtl->desc_manager=new MaterialDescriptorManager(mci->GetName(),mdi.Get());
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mtl->desc_manager=new MaterialDescriptorManager(mtl_name,mdi.Get());
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}
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mtl->pipeline_layout_data=device->CreatePipelineLayoutData(mtl->desc_manager);
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@ -191,13 +189,15 @@ Material *RenderResource::LoadMaterial(const AnsiString &mtl_name,mtl::Material2
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{
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AutoDelete<mtl::MaterialCreateInfo> mci=mtl::LoadMaterialFromFile(device->GetDevAttr(),mtl_name,cfg);
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return this->CreateMaterial(mci);
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//这里直接用这个mtl_name有些不太对,因为同一个材质,也有可能因为不同的cfg会有不同的版本,所以这里不能直接使用mtl_name.目前只是做一个暂时方案
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return this->CreateMaterial(mtl_name,mci);
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}
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Material *RenderResource::LoadMaterial(const AnsiString &mtl_name,mtl::Material3DCreateConfig *cfg)
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{
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AutoDelete<mtl::MaterialCreateInfo> mci=mtl::LoadMaterialFromFile(device->GetDevAttr(),mtl_name,cfg);
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return this->CreateMaterial(mci);
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//这里直接用这个mtl_name有些不太对,因为同一个材质,也有可能因为不同的cfg会有不同的版本,所以这里不能直接使用mtl_name.目前只是做一个暂时方案
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return this->CreateMaterial(mtl_name,mci);
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}
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VK_NAMESPACE_END
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@ -14,7 +14,8 @@ bool Std2DMaterial::CustomVertexShader(ShaderCreateInfoVertex *vsc)
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const bool is_rect=(cfg->prim==PrimitiveType::SolidRectangles||cfg->prim==PrimitiveType::WireRectangles);
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if(cfg->local_to_world||cfg->material_instance)
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if(cfg->local_to_world
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||cfg->material_instance)
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{
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mci->AddStruct(SBS_LocalToWorld);
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