cleanup
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@@ -488,11 +488,11 @@ void Model::DrawMesh( int i ) const
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const msMesh *pMesh = &m_pGeometry->m_Meshes[i];
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const msMesh *pMesh = &m_pGeometry->m_Meshes[i];
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// apply mesh-specific bone (if any)
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// apply mesh-specific bone (if any)
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if( pMesh->nBoneIndex != -1 )
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if( pMesh->m_iBoneIndex != -1 )
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{
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{
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DISPLAY->PushMatrix();
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DISPLAY->PushMatrix();
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const RageMatrix &mat = m_vpBones[pMesh->nBoneIndex].m_Final;
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const RageMatrix &mat = m_vpBones[pMesh->m_iBoneIndex].m_Final;
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DISPLAY->PreMultMatrix( mat );
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DISPLAY->PreMultMatrix( mat );
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}
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}
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@@ -500,7 +500,7 @@ void Model::DrawMesh( int i ) const
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const RageCompiledGeometry* TempGeometry = m_pTempGeometry ? m_pTempGeometry : m_pGeometry->m_pCompiledGeometry;
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const RageCompiledGeometry* TempGeometry = m_pTempGeometry ? m_pTempGeometry : m_pGeometry->m_pCompiledGeometry;
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DISPLAY->DrawCompiledGeometry( TempGeometry, i, m_pGeometry->m_Meshes );
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DISPLAY->DrawCompiledGeometry( TempGeometry, i, m_pGeometry->m_Meshes );
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if( pMesh->nBoneIndex != -1 )
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if( pMesh->m_iBoneIndex != -1 )
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DISPLAY->PopMatrix();
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DISPLAY->PopMatrix();
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}
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}
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@@ -561,7 +561,7 @@ void Model::PlayAnimation( const RString &sAniName, float fPlayRate )
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vector<RageModelVertex> &Vertices = pMesh->Vertices;
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vector<RageModelVertex> &Vertices = pMesh->Vertices;
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for( unsigned j = 0; j < Vertices.size(); j++ )
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for( unsigned j = 0; j < Vertices.size(); j++ )
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{
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{
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// int nBoneIndex = (pMesh->nBoneIndex!=-1) ? pMesh->nBoneIndex : bone;
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// int iBoneIndex = (pMesh->m_iBoneIndex!=-1) ? pMesh->m_iBoneIndex : bone;
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RageVector3 &pos = Vertices[j].p;
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RageVector3 &pos = Vertices[j].p;
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int8_t bone = Vertices[j].bone;
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int8_t bone = Vertices[j].bone;
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if( bone != -1 )
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if( bone != -1 )
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@@ -21,7 +21,7 @@ struct msMesh
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// OPTIMIZATION: If all verts in a mesh are transformed by the same bone,
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// OPTIMIZATION: If all verts in a mesh are transformed by the same bone,
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// then send the transform to the graphics card for the whole mesh instead
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// then send the transform to the graphics card for the whole mesh instead
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// of transforming each vertex on the CPU;
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// of transforming each vertex on the CPU;
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char nBoneIndex; // -1 = no bone
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char m_iBoneIndex; // -1 = no bone
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vector<msTriangle> Triangles;
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vector<msTriangle> Triangles;
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};
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};
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@@ -30,11 +30,11 @@ void RageModelGeometry::OptimizeBones()
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// check to see if all vertices have the same bone index
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// check to see if all vertices have the same bone index
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bool bAllVertsUseSameBone = true;
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bool bAllVertsUseSameBone = true;
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char nBoneIndex = mesh.Vertices[0].bone;
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char iBoneIndex = mesh.Vertices[0].bone;
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for (unsigned j = 1; j < mesh.Vertices.size(); j++)
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for (unsigned j = 1; j < mesh.Vertices.size(); j++)
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{
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{
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if( mesh.Vertices[j].bone != nBoneIndex )
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if( mesh.Vertices[j].bone != iBoneIndex )
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{
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{
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bAllVertsUseSameBone = false;
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bAllVertsUseSameBone = false;
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break;
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break;
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@@ -43,7 +43,7 @@ void RageModelGeometry::OptimizeBones()
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if( bAllVertsUseSameBone )
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if( bAllVertsUseSameBone )
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{
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{
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mesh.nBoneIndex = nBoneIndex;
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mesh.m_iBoneIndex = iBoneIndex;
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// clear all vertex/bone associations;
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// clear all vertex/bone associations;
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for (unsigned j = 0; j < mesh.Vertices.size(); j++)
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for (unsigned j = 0; j < mesh.Vertices.size(); j++)
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@@ -149,7 +149,7 @@ void RageModelGeometry::LoadMilkshapeAscii( const RString& _sPath, bool bNeedsNo
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// mesh.nFlags = nFlags;
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// mesh.nFlags = nFlags;
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mesh.nMaterialIndex = (uint8_t) nIndex;
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mesh.nMaterialIndex = (uint8_t) nIndex;
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mesh.nBoneIndex = -1;
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mesh.m_iBoneIndex = -1;
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//
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//
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// vertices
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// vertices
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