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
This commit is contained in:
Ricardo Luís Vaz Silva 2025-05-09 17:06:16 -03:00 committed by GitHub
commit 9e2b1f9c4c
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37 changed files with 1109 additions and 261 deletions

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@ -1701,8 +1701,6 @@ int P_LookForTID (AActor *actor, INTBOOL allaround, FLookExParams *params)
AActor *LookForEnemiesInBlock (AActor *lookee, int index, void *extparam)
{
FBlockNode *block;
AActor *link;
AActor *other;
FLookExParams *params = (FLookExParams *)extparam;
for (block = lookee->Level->blockmap.blocklinks[index]; block != NULL; block = block->NextActor)