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https://github.com/ZDoom/gzdoom.git
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- remaining changes for moving bone data to the backend
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parent
c2f64b3a90
commit
4ebcff8573
4 changed files with 3 additions and 16 deletions
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@ -3510,7 +3510,6 @@ static int D_InitGame(const FIWADInfo* iwad_info, TArray<FString>& allwads, TArr
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static int D_DoomMain_Internal (void)
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{
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const char *v;
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const char *wad;
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FIWadManager *iwad_man;
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@ -47,8 +47,7 @@
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#include "g_level.h"
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#include "tflags.h"
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#include "portal.h"
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#include "matrix.h"
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#include "TRS.h"
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#include "bonecomponents.h"
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struct subsector_t;
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struct FBlockNode;
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@ -691,16 +690,6 @@ public:
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virtual void Serialize(FSerializer& arc) override;
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};
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class DBoneComponents : public DObject
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{
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DECLARE_CLASS(DBoneComponents, DObject);
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public:
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TArray<TArray<TRS>> trscomponents;
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TArray<TArray<VSMatrix>> trsmatrix;
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DBoneComponents() = default;
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};
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class DViewPosition : public DObject
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{
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DECLARE_CLASS(DViewPosition, DObject);
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@ -159,7 +159,6 @@ CVAR (Int, cl_bloodtype, 0, CVAR_ARCHIVE);
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// CODE --------------------------------------------------------------------
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IMPLEMENT_CLASS(DActorModelData, false, false);
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IMPLEMENT_CLASS(DBoneComponents, false, false);
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IMPLEMENT_CLASS(AActor, false, true)
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IMPLEMENT_POINTERS_START(AActor)
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@ -372,7 +372,7 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
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if (!(smf->flags & MDL_MODELSAREATTACHMENTS) || evaluatedSingle == false)
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{
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boneData = animation->CalculateBones(modelframe, nextFrame ? modelframenext : modelframe, nextFrame ? inter : 0.f, *animationData, actor, i);
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boneData = animation->CalculateBones(modelframe, nextFrame ? modelframenext : modelframe, nextFrame ? inter : 0.f, *animationData, actor->boneComponentData, i);
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boneStartingPosition = renderer->SetupFrame(animation, 0, 0, 0, boneData, -1);
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evaluatedSingle = true;
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}
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@ -381,7 +381,7 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
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{
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if (!(smf->flags & MDL_MODELSAREATTACHMENTS) || evaluatedSingle == false)
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{
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boneData = mdl->CalculateBones(modelframe, nextFrame ? modelframenext : modelframe, nextFrame ? inter : 0.f, *animationData, actor, i);
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boneData = mdl->CalculateBones(modelframe, nextFrame ? modelframenext : modelframe, nextFrame ? inter : 0.f, *animationData, actor->boneComponentData, i);
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boneStartingPosition = renderer->SetupFrame(mdl, 0, 0, 0, boneData, -1);
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evaluatedSingle = true;
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}
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