CAnimSource: Eliminate variable shadowing

Gets rid of two -Wshadow warnings.
This commit is contained in:
Lioncash 2020-04-06 07:04:46 -04:00
parent f7962cb3f7
commit 0e0ca4caa9
1 changed files with 13 additions and 11 deletions

View File

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