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