Bone Getters Part 2/3, plus fixed warnings for MSVC
* add getters for frame poses * fix missing joint in GetJointPose * clean up models_iqm.cpp * clean up usage of I_GetTimeFrac, split out matrix calculation into its own function * clean up SetModelBoneRotationInternal * clean up a few float <-> double and unsigned <-> signed warnings * fix more warnings * further clean up warnings * split mode ObjectToWorldMatrix stuff * initial work on bone getters, matrix hell (the matrix/vec3 multiplications are probably wrong af, just gotta add more stuff 'till i can test it) * clean up matrix math * GetBone/TransformByBone * fix GetBoneFramePose * fix ObjectToWorldMatrix * fix missing array resize * raw matrix getters (for use with gutamatics/etc) * reverse matrix mult order * replace GetBoneLength/GetBoneDir with GetBoneBaseTRS * fix GetBonePosition, remove GetBoneWorldMatrix as it's useless * GetBonePosition * deduplicate code * rename GetBonePosition to GetBoneBasePosition to avoid confusion * GetBoneBaseRotation * GetBonePosition helper function * forgot include_offsets
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37 changed files with 1109 additions and 261 deletions
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@ -680,14 +680,14 @@ int PClass::FindVirtualIndex(FName name, PFunction::Variant *variant, PFunction
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auto vproto = Virtuals[i]->Proto;
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auto &vflags = Virtuals[i]->ArgFlags;
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int n = flags.size();
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int n = flags.SSize();
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bool flagsOk = true;
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for(int i = 0; i < n; i++)
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{
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int argA = i >= vflags.size() ? 0 : vflags[i];
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int argB = i >= flags.size() ? 0 : flags[i];
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int argA = i >= vflags.SSize() ? 0 : vflags[i];
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int argB = i >= flags.SSize() ? 0 : flags[i];
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bool AisRef = argA & (VARF_Out | VARF_Ref);
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bool BisRef = argB & (VARF_Out | VARF_Ref);
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