IQM Refactor Milestone

- Removed bone manipulation code
- Implemented an index in calculateBones to optimize multi-armature actors
- Moved the bone storage object's creation to RenderModels so that the armature array can be sized there
This commit is contained in:
Shiny Metagross 2022-10-28 15:09:42 -07:00 committed by Christoph Oelckers
commit f7c3615d3b
9 changed files with 26 additions and 145 deletions

View file

@ -356,6 +356,15 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
bool nextFrame = smfNext && modelframe != modelframenext;
if (actor->boneComponentData == nullptr)
{
auto ptr = Create<DBoneComponents>();
ptr->trscomponents.Resize(modelsamount);
ptr->trsmatrix.Resize(modelsamount);
actor->boneComponentData = ptr;
GC::WriteBarrier(actor, ptr);
}
if (animationid >= 0)
{
FModel* animation = Models[animationid];
@ -363,7 +372,7 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
if (!(smf->flags & MDL_MODELSAREATTACHMENTS) || evaluatedSingle == false)
{
boneData = animation->CalculateBones(modelframe, nextFrame ? modelframenext : modelframe, nextFrame ? inter : 0.f, *animationData, actor);
boneData = animation->CalculateBones(modelframe, nextFrame ? modelframenext : modelframe, nextFrame ? inter : 0.f, *animationData, actor, i);
boneStartingPosition = renderer->SetupFrame(animation, 0, 0, 0, boneData, -1);
evaluatedSingle = true;
}
@ -372,7 +381,7 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
{
if (!(smf->flags & MDL_MODELSAREATTACHMENTS) || evaluatedSingle == false)
{
boneData = mdl->CalculateBones(modelframe, nextFrame ? modelframenext : modelframe, nextFrame ? inter : 0.f, *animationData, actor);
boneData = mdl->CalculateBones(modelframe, nextFrame ? modelframenext : modelframe, nextFrame ? inter : 0.f, *animationData, actor, i);
boneStartingPosition = renderer->SetupFrame(mdl, 0, 0, 0, boneData, -1);
evaluatedSingle = true;
}