- remaining changes for moving bone data to the backend

This commit is contained in:
Christoph Oelckers 2022-11-06 10:43:58 +01:00
parent c2f64b3a90
commit 4ebcff8573
4 changed files with 3 additions and 16 deletions

View file

@ -3510,7 +3510,6 @@ static int D_InitGame(const FIWADInfo* iwad_info, TArray<FString>& allwads, TArr
static int D_DoomMain_Internal (void) static int D_DoomMain_Internal (void)
{ {
const char *v;
const char *wad; const char *wad;
FIWadManager *iwad_man; FIWadManager *iwad_man;

View file

@ -47,8 +47,7 @@
#include "g_level.h" #include "g_level.h"
#include "tflags.h" #include "tflags.h"
#include "portal.h" #include "portal.h"
#include "matrix.h" #include "bonecomponents.h"
#include "TRS.h"
struct subsector_t; struct subsector_t;
struct FBlockNode; struct FBlockNode;
@ -691,16 +690,6 @@ public:
virtual void Serialize(FSerializer& arc) override; virtual void Serialize(FSerializer& arc) override;
}; };
class DBoneComponents : public DObject
{
DECLARE_CLASS(DBoneComponents, DObject);
public:
TArray<TArray<TRS>> trscomponents;
TArray<TArray<VSMatrix>> trsmatrix;
DBoneComponents() = default;
};
class DViewPosition : public DObject class DViewPosition : public DObject
{ {
DECLARE_CLASS(DViewPosition, DObject); DECLARE_CLASS(DViewPosition, DObject);

View file

@ -159,7 +159,6 @@ CVAR (Int, cl_bloodtype, 0, CVAR_ARCHIVE);
// CODE -------------------------------------------------------------------- // CODE --------------------------------------------------------------------
IMPLEMENT_CLASS(DActorModelData, false, false); IMPLEMENT_CLASS(DActorModelData, false, false);
IMPLEMENT_CLASS(DBoneComponents, false, false);
IMPLEMENT_CLASS(AActor, false, true) IMPLEMENT_CLASS(AActor, false, true)
IMPLEMENT_POINTERS_START(AActor) IMPLEMENT_POINTERS_START(AActor)

View file

@ -372,7 +372,7 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
if (!(smf->flags & MDL_MODELSAREATTACHMENTS) || evaluatedSingle == false) if (!(smf->flags & MDL_MODELSAREATTACHMENTS) || evaluatedSingle == false)
{ {
boneData = animation->CalculateBones(modelframe, nextFrame ? modelframenext : modelframe, nextFrame ? inter : 0.f, *animationData, actor, i); boneData = animation->CalculateBones(modelframe, nextFrame ? modelframenext : modelframe, nextFrame ? inter : 0.f, *animationData, actor->boneComponentData, i);
boneStartingPosition = renderer->SetupFrame(animation, 0, 0, 0, boneData, -1); boneStartingPosition = renderer->SetupFrame(animation, 0, 0, 0, boneData, -1);
evaluatedSingle = true; evaluatedSingle = true;
} }
@ -381,7 +381,7 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
{ {
if (!(smf->flags & MDL_MODELSAREATTACHMENTS) || evaluatedSingle == false) if (!(smf->flags & MDL_MODELSAREATTACHMENTS) || evaluatedSingle == false)
{ {
boneData = mdl->CalculateBones(modelframe, nextFrame ? modelframenext : modelframe, nextFrame ? inter : 0.f, *animationData, actor, i); boneData = mdl->CalculateBones(modelframe, nextFrame ? modelframenext : modelframe, nextFrame ? inter : 0.f, *animationData, actor->boneComponentData, i);
boneStartingPosition = renderer->SetupFrame(mdl, 0, 0, 0, boneData, -1); boneStartingPosition = renderer->SetupFrame(mdl, 0, 0, 0, boneData, -1);
evaluatedSingle = true; evaluatedSingle = true;
} }