Fixed skeleton raycasting using the incorrect bone position + renamed a variable
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59d8de0f31
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@ -72,7 +72,7 @@ public:
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void RenderBuckets(const SViewInfo& rkViewInfo);
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void RenderBuckets(const SViewInfo& rkViewInfo);
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void RenderBloom();
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void RenderBloom();
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void RenderSky(CModel *pSkyboxModel, const SViewInfo& rkViewInfo);
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void RenderSky(CModel *pSkyboxModel, const SViewInfo& rkViewInfo);
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void AddMesh(IRenderable *pRenderable, int AssetID, const CAABox& rkAABox, bool Transparent, ERenderCommand Command, EDepthGroup DepthGroup = eMidground);
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void AddMesh(IRenderable *pRenderable, int ComponentIndex, const CAABox& rkAABox, bool Transparent, ERenderCommand Command, EDepthGroup DepthGroup = eMidground);
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void BeginFrame();
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void BeginFrame();
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void EndFrame();
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void EndFrame();
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void ClearDepthBuffer();
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void ClearDepthBuffer();
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@ -123,7 +123,7 @@ std::pair<s32,float> CSkeleton::RayIntersect(const CRay& rkRay, const CBoneTrans
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for (u32 iBone = 0; iBone < mBones.size(); iBone++)
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for (u32 iBone = 0; iBone < mBones.size(); iBone++)
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{
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{
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CBone *pBone = mBones[iBone];
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CBone *pBone = mBones[iBone];
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CVector3f BonePos = rkData[pBone->ID()].ExtractTranslation();
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CVector3f BonePos = pBone->TransformedPosition(rkData);
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std::pair<bool,float> Intersect = Math::RaySphereIntersection(rkRay, BonePos, skSphereRadius);
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std::pair<bool,float> Intersect = Math::RaySphereIntersection(rkRay, BonePos, skSphereRadius);
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if (Intersect.first && Intersect.second < Out.second)
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if (Intersect.first && Intersect.second < Out.second)
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