This commit is contained in:
Glenn Maynard
2004-08-19 06:22:52 +00:00
parent 6fc52719cc
commit 65c6155f29
+4 -29
View File
@@ -779,16 +779,12 @@ void Model::Update( float fDelta )
vector<RageModelVertex> &tempVertices = tempMesh.Vertices;
for( unsigned j = 0; j < origVertices.size(); j++ )
{
RageVector3& tempPos = tempVertices[j].p;
RageVector3& tempNormal = tempVertices[j].n;
RageVector2& tempTex = tempVertices[j].t;
const RageVector3& originalPos = origVertices[j].p;
RageVector3& tempPos = tempVertices[j].p;
RageVector3& tempNormal = tempVertices[j].n;
const RageVector3& originalPos = origVertices[j].p;
const RageVector3& originalNormal = origVertices[j].n;
const RageVector2& originalTex = origVertices[j].t;
int8_t bone = origVertices[j].bone;
int8_t bone = origVertices[j].bone;
tempTex = originalTex;
if( bone == -1 )
{
tempNormal = originalNormal;
@@ -800,7 +796,6 @@ void Model::Update( float fDelta )
RageVec3TransformCoord( &tempPos, &originalPos, &m_vpBones[bone].mFinal );
}
}
}
// send the new vertices to the graphics card
@@ -846,26 +841,6 @@ void Model::HandleCommand( const ParsedCommand &command )
{
HandleParams;
/* XXX: It would be very useful to be able to tween animations, eg:
*
* play,Dance,1;sleep,2;linear,.5;play,Collapse,1
*
* to play "Dance" for two seconds, then tween to playing "Collapse" over half
* a second, with the tween percentage weighting the animations.
*
* Also, being able to queue animations cleanly without knowing the exact duration
* of the animation, eg:
*
* play,Dance,1;finishanim;play,Collapse,1
*
* to play "Dance", and then play "Collapse" when "Dance" finishes. (In this case,
* Dance would presumably end on the same keyframe that Collapse begins on, since
* it isn't queuing a tween.)
*
* We need more architecture for this, so we can put custom items in the Actor
* tween queue.
*/
const CString& sName = sParam(0);
if( sName=="play" )
PlayAnimation( sParam(1),fParam(2) );