mirror of https://github.com/AxioDL/metaforce.git
CAnimSource: Eliminate variable shadowing
Gets rid of two -Wshadow warnings.
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@ -117,31 +117,33 @@ CAnimSource::CAnimSource(CInputStream& in, IObjectStore& store)
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}
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void CAnimSource::GetSegStatementSet(const CSegIdList& list, CSegStatementSet& set, const CCharAnimTime& time) const {
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u32 frameIdx = unsigned(time / x8_interval);
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const auto frameIdx = u32(time / x8_interval);
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float remTime = time.GetSeconds() - frameIdx * x8_interval.GetSeconds();
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if (std::fabs(remTime) < 0.00001f)
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if (std::fabs(remTime) < 0.00001f) {
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remTime = 0.f;
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float t = ClampZeroToOne(remTime / x8_interval.GetSeconds());
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}
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const float t = ClampZeroToOne(remTime / x8_interval.GetSeconds());
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const u32 floatsPerFrame = x40_data.x10_transPerFrame * 3 + x40_data.xc_rotPerFrame * 4;
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const u32 rotFloatsPerFrame = x40_data.xc_rotPerFrame * 4;
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for (const CSegId& id : list.GetList()) {
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u8 rotIdx = x20_rotationChannels[id];
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const u8 rotIdx = x20_rotationChannels[id];
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if (rotIdx != 0xff) {
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const float* frameDataA = &x40_data.x0_storage[frameIdx * floatsPerFrame + rotIdx * 4];
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const float* frameDataB = &x40_data.x0_storage[(frameIdx + 1) * floatsPerFrame + rotIdx * 4];
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zeus::CQuaternion quatA(frameDataA[0], frameDataA[1], frameDataA[2], frameDataA[3]);
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zeus::CQuaternion quatB(frameDataB[0], frameDataB[1], frameDataB[2], frameDataB[3]);
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const zeus::CQuaternion quatA(frameDataA[0], frameDataA[1], frameDataA[2], frameDataA[3]);
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const zeus::CQuaternion quatB(frameDataB[0], frameDataB[1], frameDataB[2], frameDataB[3]);
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set[id].x0_rotation = zeus::CQuaternion::slerp(quatA, quatB, t);
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u8 transIdx = x30_translationChannels[rotIdx];
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const u8 transIdx = x30_translationChannels[rotIdx];
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if (transIdx != 0xff) {
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const float* frameDataA = &x40_data.x0_storage[frameIdx * floatsPerFrame + rotFloatsPerFrame + transIdx * 3];
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const float* frameDataB =
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const float* frameVecDataA = &x40_data.x0_storage[frameIdx * floatsPerFrame + rotFloatsPerFrame + transIdx * 3];
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const float* frameVecDataB =
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&x40_data.x0_storage[(frameIdx - 1) * floatsPerFrame + rotFloatsPerFrame + transIdx * 3];
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zeus::CVector3f vecA(frameDataA[0], frameDataA[1], frameDataA[2]);
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zeus::CVector3f vecB(frameDataB[0], frameDataB[1], frameDataB[2]);
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const zeus::CVector3f vecA(frameVecDataA[0], frameVecDataA[1], frameVecDataA[2]);
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const zeus::CVector3f vecB(frameVecDataB[0], frameVecDataB[1], frameVecDataB[2]);
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set[id].x10_offset = zeus::CVector3f::lerp(vecA, vecB, t);
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set[id].x1c_hasOffset = true;
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}
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