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Start wiring up wgpu+winit
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@@ -43,8 +43,7 @@ CAnimData::CAnimData(CAssetId id, const CCharacterInfo& character, int defaultAn
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TLockedToken<CCharLayoutInfo> layout, TToken<CSkinnedModel> model,
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const std::optional<TToken<CMorphableSkinnedModel>>& iceModel,
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const std::weak_ptr<CAnimSysContext>& ctx, std::shared_ptr<CAnimationManager> animMgr,
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std::shared_ptr<CTransitionManager> transMgr, TLockedToken<CCharacterFactory> charFactory,
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int drawInstCount)
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std::shared_ptr<CTransitionManager> transMgr, TLockedToken<CCharacterFactory> charFactory)
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: x0_charFactory(charFactory)
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, xc_charInfo(character)
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, xcc_layoutData(layout)
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@@ -56,8 +55,7 @@ CAnimData::CAnimData(CAssetId id, const CCharacterInfo& character, int defaultAn
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, x204_charIdx(charIdx)
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, x208_defaultAnim(defaultAnim)
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, x224_pose(layout->GetSegIdList().GetList().size())
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, x2fc_poseBuilder(CLayoutDescription{layout})
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, m_drawInstCount(drawInstCount) {
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, x2fc_poseBuilder(CLayoutDescription{layout}) {
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x220_25_loop = loop;
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if (iceModel)
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@@ -797,12 +795,11 @@ void CAnimData::AdvanceAnim(CCharAnimTime& time, zeus::CVector3f& offset, zeus::
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}
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void CAnimData::SetXRayModel(const TLockedToken<CModel>& model, const TLockedToken<CSkinRules>& skinRules) {
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xf4_xrayModel = std::make_shared<CSkinnedModel>(model, skinRules, xd8_modelData->GetLayoutInfo(), 0, m_drawInstCount);
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xf4_xrayModel = std::make_shared<CSkinnedModel>(model, skinRules, xd8_modelData->GetLayoutInfo(), 0);
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}
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void CAnimData::SetInfraModel(const TLockedToken<CModel>& model, const TLockedToken<CSkinRules>& skinRules) {
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xf8_infraModel =
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std::make_shared<CSkinnedModel>(model, skinRules, xd8_modelData->GetLayoutInfo(), 0, m_drawInstCount);
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xf8_infraModel = std::make_shared<CSkinnedModel>(model, skinRules, xd8_modelData->GetLayoutInfo(), 0);
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}
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void CAnimData::PoseSkinnedModel(CSkinnedModel& model, const CPoseAsTransforms& pose, const CModelFlags& drawFlags,
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