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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@ -91,7 +91,7 @@ void HWDrawInfo::DrawPSprite(HUDSprite *huds, FRenderState &state)
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state.AlphaFunc(Alpha_GEqual, 0);
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FHWModelRenderer renderer(this, state, huds->lightindex);
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RenderHUDModel(&renderer, huds->weapon, huds->translation, huds->rotation + FVector3(huds->mx / 4., (huds->my - WEAPONTOP) / -4., 0), huds->pivot, huds->mframe);
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RenderHUDModel(&renderer, huds->weapon, huds->translation, huds->rotation + FVector3(huds->mx / 4., (huds->my - WEAPONTOP) / -4., 0), huds->pivot, huds->mframe, Viewpoint.TicFrac);
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state.SetVertexBuffer(screen->mVertexData);
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}
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else
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@ -68,7 +68,7 @@
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#include "i_interface.h"
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#include "d_main.h"
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const float MY_SQRT2 = 1.41421356237309504880; // sqrt(2)
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const float MY_SQRT2 = float(1.41421356237309504880); // sqrt(2)
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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extern bool DrawFSHUD; // [RH] Defined in d_main.cpp
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