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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-23 17:49:16 +01:00
CClumpModelInfo; little fixes
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@ -382,7 +382,11 @@ CWorld::ProcessVerticalLine(const CVector &point1, float z2, CColPoint &point, C
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{
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AdvanceCurrentScanCode();
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CVector point2(point1.x, point1.y, z2);
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return ProcessVerticalLineSector(*GetSector(GetSectorIndexX(point1.x), GetSectorIndexY(point1.y)),
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int secX = GetSectorIndexX(point1.x);
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int secY = GetSectorIndexY(point1.y);
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secX = clamp(secX, 0, NUMSECTORS_X-1);
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secY = clamp(secY, 0, NUMSECTORS_Y-1);
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return ProcessVerticalLineSector(*GetSector(secX, secY),
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CColLine(point1, point2), point, entity, checkBuildings, checkVehicles,
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checkPeds, checkObjects, checkDummies, ignoreSeeThrough, poly);
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}
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@ -5,6 +5,7 @@
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#include "NodeName.h"
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#include "VisibilityPlugins.h"
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#include "ModelInfo.h"
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#include "AnimManager.h"
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void
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CClumpModelInfo::DeleteRwObject(void)
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@ -13,17 +14,17 @@ CClumpModelInfo::DeleteRwObject(void)
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RpClumpDestroy(m_clump);
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m_clump = nil;
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RemoveTexDictionaryRef();
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if(GetAnimFileIndex() != -1)
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CAnimManager::RemoveAnimBlockRef(GetAnimFileIndex());
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}
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}
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#ifdef PED_SKIN
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static RpAtomic*
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SetHierarchyForSkinAtomic(RpAtomic *atomic, void *data)
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{
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RpSkinAtomicSetHAnimHierarchy(atomic, (RpHAnimHierarchy*)data);
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return nil;
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}
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#endif
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RwObject*
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CClumpModelInfo::CreateInstance(void)
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@ -31,24 +32,17 @@ CClumpModelInfo::CreateInstance(void)
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if(m_clump == nil)
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return nil;
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RpClump *clone = RpClumpClone(m_clump);
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#ifdef PED_SKIN
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if(IsClumpSkinned(clone)){
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RpHAnimHierarchy *hier;
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RpHAnimAnimation *anim;
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hier = GetAnimHierarchyFromClump(clone);
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assert(hier);
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// This seems dangerous as only the first atomic will get a hierarchy
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// can we guarantee this if hands and head are also in the clump?
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RpClumpForAllAtomics(clone, SetHierarchyForSkinAtomic, hier);
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anim = HAnimAnimationCreateForHierarchy(hier);
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RpHAnimHierarchySetCurrentAnim(hier, anim);
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// RpHAnimHierarchySetFlags(hier, (RpHAnimHierarchyFlag)(rpHANIMHIERARCHYUPDATEMODELLINGMATRICES|rpHANIMHIERARCHYUPDATELTMS));
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// the rest is xbox only:
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// RpSkinGetNumBones(RpSkinGeometryGetSkin(RpAtomicGetGeometry(IsClumpSkinned(clone))));
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RpHAnimHierarchyUpdateMatrices(hier);
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RpHAnimHierarchySetFlags(hier, (RpHAnimHierarchyFlag)(rpHANIMHIERARCHYUPDATEMODELLINGMATRICES|rpHANIMHIERARCHYUPDATELTMS));
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}
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#endif
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return (RwObject*)clone;
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}
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@ -76,31 +70,19 @@ CClumpModelInfo::SetClump(RpClump *clump)
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m_clump = clump;
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CVisibilityPlugins::SetClumpModelInfo(m_clump, this);
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AddTexDictionaryRef();
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RpClumpForAllAtomics(clump, SetAtomicRendererCB, nil);
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if(GetAnimFileIndex() != -1)
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CAnimManager::AddAnimBlockRef(GetAnimFileIndex());
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// TODO: also set for player?
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if(strncmp(GetName(), "playerh", 8) == 0)
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RpClumpForAllAtomics(clump, SetAtomicRendererCB, (void*)CVisibilityPlugins::RenderPlayerCB);
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#ifdef PED_SKIN
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if(IsClumpSkinned(clump)){
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int i;
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RpHAnimHierarchy *hier;
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RpAtomic *skinAtomic;
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RpSkin *skin;
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// mobile:
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// hier = nil;
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// RwFrameForAllChildren(RpClumpGetFrame(clump), GetHierarchyFromChildNodesCB, &hier);
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// assert(hier);
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// RpClumpForAllAtomics(clump, SetHierarchyForSkinAtomic, hier);
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// skinAtomic = GetFirstAtomic(clump);
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// xbox:
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hier = GetAnimHierarchyFromClump(clump);
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assert(hier);
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RpSkinAtomicSetHAnimHierarchy(IsClumpSkinned(clump), hier);
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skinAtomic = IsClumpSkinned(clump);
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RpClumpForAllAtomics(clump, SetHierarchyForSkinAtomic, hier);
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skinAtomic = GetFirstAtomic(clump);
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assert(skinAtomic);
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skin = RpSkinGeometryGetSkin(RpAtomicGetGeometry(skinAtomic));
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@ -113,9 +95,29 @@ CClumpModelInfo::SetClump(RpClump *clump)
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weights->w2 /= sum;
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weights->w3 /= sum;
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}
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// RpHAnimHierarchySetFlags(hier, (RpHAnimHierarchyFlag)(rpHANIMHIERARCHYUPDATEMODELLINGMATRICES|rpHANIMHIERARCHYUPDATELTMS));
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RpHAnimHierarchySetFlags(hier, (RpHAnimHierarchyFlag)(rpHANIMHIERARCHYUPDATEMODELLINGMATRICES|rpHANIMHIERARCHYUPDATELTMS));
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}
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}
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void
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CClumpModelInfo::SetAnimFile(const char *file)
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{
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if(strcasecmp(file, "null") == 0)
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return;
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m_animFileName = new char[strlen(file)+1];
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strcpy(m_animFileName, file);
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}
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void
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CClumpModelInfo::ConvertAnimFileIndex(void)
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{
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if(m_animFileIndex != -1){
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// we have a string pointer in that union
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int32 index = CAnimManager::GetAnimationBlockIndex(m_animFileName);
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delete[] m_animFileName;
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m_animFileIndex = index;
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}
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#endif
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}
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void
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@ -139,27 +141,26 @@ CClumpModelInfo::FindFrameFromIdCB(RwFrame *frame, void *data)
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{
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RwObjectIdAssociation *assoc = (RwObjectIdAssociation*)data;
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if(CVisibilityPlugins::GetFrameHierarchyId(frame) != assoc->id){
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RwFrameForAllChildren(frame, FindFrameFromIdCB, assoc);
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return assoc->frame ? nil : frame;
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}else{
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if(CVisibilityPlugins::GetFrameHierarchyId(frame) == assoc->id){
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assoc->frame = frame;
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return nil;
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}
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RwFrameForAllChildren(frame, FindFrameFromIdCB, assoc);
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return assoc->frame ? nil : frame;
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}
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//--MIAMI: unused
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RwFrame*
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CClumpModelInfo::FindFrameFromNameCB(RwFrame *frame, void *data)
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{
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RwObjectNameAssociation *assoc = (RwObjectNameAssociation*)data;
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if(CGeneral::faststricmp(GetFrameNodeName(frame), assoc->name)){
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RwFrameForAllChildren(frame, FindFrameFromNameCB, assoc);
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return assoc->frame ? nil : frame;
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}else{
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if(!CGeneral::faststricmp(GetFrameNodeName(frame), assoc->name)){
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assoc->frame = frame;
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return nil;
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}
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RwFrameForAllChildren(frame, FindFrameFromNameCB, assoc);
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return assoc->frame ? nil : frame;
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}
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RwFrame*
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@ -167,14 +168,13 @@ CClumpModelInfo::FindFrameFromNameWithoutIdCB(RwFrame *frame, void *data)
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{
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RwObjectNameAssociation *assoc = (RwObjectNameAssociation*)data;
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if(CVisibilityPlugins::GetFrameHierarchyId(frame) ||
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CGeneral::faststricmp(GetFrameNodeName(frame), assoc->name)){
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RwFrameForAllChildren(frame, FindFrameFromNameWithoutIdCB, assoc);
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return assoc->frame ? nil : frame;
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}else{
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if(CVisibilityPlugins::GetFrameHierarchyId(frame) == 0 &&
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!CGeneral::faststricmp(GetFrameNodeName(frame), assoc->name)){
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assoc->frame = frame;
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return nil;
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}
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RwFrameForAllChildren(frame, FindFrameFromNameWithoutIdCB, assoc);
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return assoc->frame ? nil : frame;
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}
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RwFrame*
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@ -30,9 +30,13 @@ class CClumpModelInfo : public CBaseModelInfo
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{
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public:
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RpClump *m_clump;
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union {
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int32 m_animFileIndex;
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char *m_animFileName;
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};
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CClumpModelInfo(void) : CBaseModelInfo(MITYPE_CLUMP) {}
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CClumpModelInfo(ModelInfoType id) : CBaseModelInfo(id) {}
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CClumpModelInfo(void) : CBaseModelInfo(MITYPE_CLUMP) { m_animFileIndex = -1; }
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CClumpModelInfo(ModelInfoType id) : CBaseModelInfo(id) { m_animFileIndex = -1; }
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~CClumpModelInfo() {}
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void DeleteRwObject(void);
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RwObject *CreateInstance(void);
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@ -40,6 +44,9 @@ public:
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RwObject *GetRwObject(void) { return (RwObject*)m_clump; }
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virtual void SetClump(RpClump *);
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virtual void SetAnimFile(const char *file);
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virtual void ConvertAnimFileIndex(void);
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virtual int GetAnimFileIndex(void) { return m_animFileIndex; }
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static RpAtomic *SetAtomicRendererCB(RpAtomic *atomic, void *data);
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void SetFrameIds(RwObjectNameIdAssocation *assocs);
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@ -4,6 +4,8 @@
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#include "AnimManager.h"
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#include "VisibilityPlugins.h"
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//--MIAMI: file done
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void
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CWeaponModelInfo::SetAnimFile(const char *file)
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{
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@ -398,10 +398,10 @@ CBoat::ProcessControl(void)
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}
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// Slow down or push down boat as it approaches the world limits
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m_vecMoveSpeed.x = Min(m_vecMoveSpeed.x, -(GetPosition().x - 1900.0f)*0.01f); // east
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m_vecMoveSpeed.x = Max(m_vecMoveSpeed.x, -(GetPosition().x - -1515.0f)*0.01f); // west
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m_vecMoveSpeed.y = Min(m_vecMoveSpeed.y, -(GetPosition().y - 600.0f)*0.01f); // north
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m_vecMoveSpeed.y = Max(m_vecMoveSpeed.y, -(GetPosition().y - -1900.0f)*0.01f); // south
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m_vecMoveSpeed.x = Min(m_vecMoveSpeed.x, -(GetPosition().x - (WORLD_MAX_X-50.0f))*0.01f); // east
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m_vecMoveSpeed.x = Max(m_vecMoveSpeed.x, -(GetPosition().x - (WORLD_MIN_X+50.0f))*0.01f); // west
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m_vecMoveSpeed.y = Min(m_vecMoveSpeed.y, -(GetPosition().y - (WORLD_MAX_Y-50.0f))*0.01f); // north
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m_vecMoveSpeed.y = Max(m_vecMoveSpeed.y, -(GetPosition().y - (WORLD_MIN_Y+50.0f))*0.01f); // south
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if(!onLand && bBoatInWater)
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ApplyWaterResistance();
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@ -806,7 +806,7 @@ CPlane::LoadPath(char const *filename, int32 &numNodes, float &totalLength, bool
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for(i = 0; i < numNodes; i++){
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*gString = '\0';
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for(lp = 0; work_buff[bp] != '\n'; bp++, lp++)
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for(lp = 0; work_buff[bp] != '\n' && work_buff[bp] != '\0'; bp++, lp++)
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gString[lp] = work_buff[bp];
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bp++;
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// BUG: game doesn't terminate string
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