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Reimplement CSkinRules/CSkinnedModel; skinning kinda works!

This commit is contained in:
2022-03-10 01:33:17 -05:00
parent 8714fbf844
commit cd963c4a5c
35 changed files with 346 additions and 284 deletions

View File

@@ -195,9 +195,9 @@ public:
void RecalcPoseBuilder(const CCharAnimTime* time);
void RenderAuxiliary(const zeus::CFrustum& frustum) const;
void Render(CSkinnedModel& model, const CModelFlags& drawFlags, const std::optional<CVertexMorphEffect>& morphEffect,
const float* morphMagnitudes);
TVectorRef morphMagnitudes);
void SetupRender(CSkinnedModel& model, const std::optional<CVertexMorphEffect>& morphEffect,
const float* morphMagnitudes);
TVectorRef morphMagnitudes);
static void DrawSkinnedModel(CSkinnedModel& model, const CModelFlags& flags);
void PreRender();
void BuildPose();
@@ -219,7 +219,7 @@ public:
const TLockedToken<CSkinnedModel>& GetModelData() const { return xd8_modelData; }
static void PoseSkinnedModel(CSkinnedModel& model, const CPoseAsTransforms& pose,
const std::optional<CVertexMorphEffect>& morphEffect, const float* morphMagnitudes);
const std::optional<CVertexMorphEffect>& morphEffect, TVectorRef morphMagnitudes);
void AdvanceParticles(const zeus::CTransform& xf, float dt, const zeus::CVector3f&, CStateManager& stateMgr);
float GetAverageVelocity(int animIn) const;
void ResetPOILists();