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https://github.com/AxioDL/PrimeWorldEditor.git
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Refactor so PWE compiles with the newly externalized LibCommon
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@@ -2,7 +2,7 @@
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#include "Core/Render/CRenderer.h"
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#include <Common/CTimer.h>
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CCharacterNode::CCharacterNode(CScene *pScene, u32 NodeID, CAnimSet *pChar /*= 0*/, CSceneNode *pParent /*= 0*/)
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CCharacterNode::CCharacterNode(CScene *pScene, uint32 NodeID, CAnimSet *pChar /*= 0*/, CSceneNode *pParent /*= 0*/)
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: CSceneNode(pScene, NodeID, pParent)
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, mAnimated(true)
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, mAnimTime(0.f)
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@@ -19,7 +19,7 @@ void CCharacterNode::PostLoad()
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{
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if (mpCharacter)
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{
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for (u32 iChar = 0; iChar < mpCharacter->NumCharacters(); iChar++)
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for (uint32 iChar = 0; iChar < mpCharacter->NumCharacters(); iChar++)
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mpCharacter->Character(iChar)->pModel->BufferGL();
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}
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}
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@@ -78,7 +78,7 @@ void CCharacterNode::Draw(FRenderOptions Options, int ComponentIndex, ERenderCom
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}
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}
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SRayIntersection CCharacterNode::RayNodeIntersectTest(const CRay& rkRay, u32 /*AssetID*/, const SViewInfo& rkViewInfo)
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SRayIntersection CCharacterNode::RayNodeIntersectTest(const CRay& rkRay, uint32 /*AssetID*/, const SViewInfo& rkViewInfo)
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{
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// Check for bone under ray. Doesn't check for model intersections atm
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if (mpCharacter && rkViewInfo.ShowFlags.HasFlag(eShowSkeletons))
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@@ -88,7 +88,7 @@ SRayIntersection CCharacterNode::RayNodeIntersectTest(const CRay& rkRay, u32 /*A
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if (pSkel)
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{
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UpdateTransformData();
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std::pair<s32,float> Hit = pSkel->RayIntersect(rkRay, mTransformData);
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std::pair<int32,float> Hit = pSkel->RayIntersect(rkRay, mTransformData);
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if (Hit.first != -1)
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{
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@@ -106,7 +106,7 @@ SRayIntersection CCharacterNode::RayNodeIntersectTest(const CRay& rkRay, u32 /*A
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return SRayIntersection();
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}
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CVector3f CCharacterNode::BonePosition(u32 BoneID)
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CVector3f CCharacterNode::BonePosition(uint32 BoneID)
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{
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UpdateTransformData();
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CSkeleton *pSkel = (mpCharacter ? mpCharacter->Character(mActiveCharSet)->pSkeleton : nullptr);
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@@ -128,7 +128,7 @@ void CCharacterNode::SetCharSet(CAnimSet *pChar)
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mLocalAABox = CAABox::skOne;
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}
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void CCharacterNode::SetActiveChar(u32 CharIndex)
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void CCharacterNode::SetActiveChar(uint32 CharIndex)
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{
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mActiveCharSet = CharIndex;
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ConditionalSetDirty();
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@@ -142,7 +142,7 @@ void CCharacterNode::SetActiveChar(u32 CharIndex)
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}
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}
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void CCharacterNode::SetActiveAnim(u32 AnimIndex)
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void CCharacterNode::SetActiveAnim(uint32 AnimIndex)
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{
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mActiveAnim = AnimIndex;
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ConditionalSetDirty();
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