mirror of
https://github.com/AxioDL/PrimeWorldEditor.git
synced 2025-12-17 17:05:37 +00:00
CBoneTransformData: Pass by const where applicable
These don't modify their input.
This commit is contained in:
@@ -12,8 +12,8 @@ class CBoneTransformData
|
||||
|
||||
public:
|
||||
CBoneTransformData() = default;
|
||||
explicit CBoneTransformData(CSkeleton *pSkel) { ResizeToSkeleton(pSkel); }
|
||||
void ResizeToSkeleton(CSkeleton *pSkel) { mBoneMatrices.resize(pSkel ? pSkel->MaxBoneID() + 1 : 0); }
|
||||
explicit CBoneTransformData(const CSkeleton *pSkel) { ResizeToSkeleton(pSkel); }
|
||||
void ResizeToSkeleton(const CSkeleton *pSkel) { mBoneMatrices.resize(pSkel ? pSkel->MaxBoneID() + 1 : 0); }
|
||||
CTransform4f& BoneMatrix(size_t BoneID) { return mBoneMatrices[BoneID]; }
|
||||
const CTransform4f& BoneMatrix(size_t BoneID) const { return mBoneMatrices[BoneID]; }
|
||||
const void* Data() const { return mBoneMatrices.data(); }
|
||||
|
||||
@@ -28,7 +28,9 @@ void CCharacterNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkView
|
||||
{
|
||||
// todo: frustum check. Currently don't have a means of pulling the AABox for the
|
||||
// current animation so this isn't in yet.
|
||||
if (!mpCharacter) return;
|
||||
if (!mpCharacter)
|
||||
return;
|
||||
|
||||
UpdateTransformData();
|
||||
|
||||
CModel *pModel = mpCharacter->Character(mActiveCharSet)->pModel;
|
||||
@@ -54,9 +56,7 @@ void CCharacterNode::Draw(FRenderOptions Options, int ComponentIndex, ERenderCom
|
||||
LoadModelMatrix();
|
||||
pSkel->Draw(Options, &mTransformData);
|
||||
}
|
||||
|
||||
// Draw mesh
|
||||
else
|
||||
else // Draw mesh
|
||||
{
|
||||
// Set lighting
|
||||
CGraphics::SetDefaultLighting();
|
||||
@@ -89,15 +89,15 @@ SRayIntersection CCharacterNode::RayNodeIntersectTest(const CRay& rkRay, uint32
|
||||
if (pSkel)
|
||||
{
|
||||
UpdateTransformData();
|
||||
std::pair<int32,float> Hit = pSkel->RayIntersect(rkRay, mTransformData);
|
||||
const auto [index, distance] = pSkel->RayIntersect(rkRay, mTransformData);
|
||||
|
||||
if (Hit.first != -1)
|
||||
if (index != -1)
|
||||
{
|
||||
SRayIntersection Intersect;
|
||||
Intersect.Hit = true;
|
||||
Intersect.ComponentIndex = Hit.first;
|
||||
Intersect.Distance = Hit.second;
|
||||
Intersect.HitPoint = rkRay.PointOnRay(Hit.second);
|
||||
Intersect.ComponentIndex = index;
|
||||
Intersect.Distance = distance;
|
||||
Intersect.HitPoint = rkRay.PointOnRay(distance);
|
||||
Intersect.pNode = this;
|
||||
return Intersect;
|
||||
}
|
||||
@@ -110,11 +110,12 @@ SRayIntersection CCharacterNode::RayNodeIntersectTest(const CRay& rkRay, uint32
|
||||
CVector3f CCharacterNode::BonePosition(uint32 BoneID)
|
||||
{
|
||||
UpdateTransformData();
|
||||
CSkeleton *pSkel = (mpCharacter ? mpCharacter->Character(mActiveCharSet)->pSkeleton : nullptr);
|
||||
CBone *pBone = (pSkel ? pSkel->BoneByID(BoneID) : nullptr);
|
||||
const CSkeleton* pSkel = mpCharacter ? mpCharacter->Character(mActiveCharSet)->pSkeleton : nullptr;
|
||||
const CBone* pBone = pSkel ? pSkel->BoneByID(BoneID) : nullptr;
|
||||
|
||||
CVector3f Out = AbsolutePosition();
|
||||
if (pBone) Out += pBone->TransformedPosition(mTransformData);
|
||||
if (pBone)
|
||||
Out += pBone->TransformedPosition(mTransformData);
|
||||
return Out;
|
||||
}
|
||||
|
||||
@@ -136,7 +137,7 @@ void CCharacterNode::SetActiveChar(uint32 CharIndex)
|
||||
|
||||
if (mpCharacter)
|
||||
{
|
||||
CModel *pModel = mpCharacter->Character(CharIndex)->pModel;
|
||||
const CModel* pModel = mpCharacter->Character(CharIndex)->pModel;
|
||||
mTransformData.ResizeToSkeleton(mpCharacter->Character(CharIndex)->pSkeleton);
|
||||
mLocalAABox = pModel ? pModel->AABox() : CAABox::Zero();
|
||||
MarkTransformChanged();
|
||||
@@ -154,8 +155,9 @@ void CCharacterNode::UpdateTransformData()
|
||||
{
|
||||
if (mTransformDataDirty)
|
||||
{
|
||||
CSkeleton *pSkel = mpCharacter->Character(mActiveCharSet)->pSkeleton;
|
||||
if (pSkel) pSkel->UpdateTransform(mTransformData, CurrentAnim(), mAnimTime, false);
|
||||
if (CSkeleton* pSkel = mpCharacter->Character(mActiveCharSet)->pSkeleton)
|
||||
pSkel->UpdateTransform(mTransformData, CurrentAnim(), mAnimTime, false);
|
||||
|
||||
mTransformDataDirty = false;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user