Fix (more) character model rendering artifacts when a freeze segment

lies on beat 0: m_pTempGeometry was not being set up
This commit is contained in:
Glenn Maynard
2004-09-17 01:32:57 +00:00
parent 928a3d42f8
commit 971279f1af
2 changed files with 39 additions and 36 deletions
+38 -36
View File
@@ -512,6 +512,7 @@ void Model::PlayAnimation( CString sAniName, float fPlayRate )
/* Set up m_vpBones, just in case we're drawn without being Update()d. */
SetBones( m_pCurAnimation, m_fCurFrame, m_vpBones );
UpdateTempGeometry();
}
void Model::AdvanceFrame( float fDeltaTime )
@@ -539,6 +540,7 @@ void Model::AdvanceFrame( float fDeltaTime )
}
SetBones( m_pCurAnimation, m_fCurFrame, m_vpBones );
UpdateTempGeometry();
}
void Model::SetBones( const msAnimation* pAnimation, float fFrame, vector<myBone_t> &vpBones )
@@ -635,6 +637,42 @@ void Model::SetBones( const msAnimation* pAnimation, float fFrame, vector<myBone
}
}
void Model::UpdateTempGeometry()
{
if( m_pGeometry == NULL || m_pTempGeometry == NULL )
return;
for( unsigned i = 0; i < m_pGeometry->m_Meshes.size(); ++i )
{
const msMesh &origMesh = m_pGeometry->m_Meshes[i];
msMesh &tempMesh = m_vTempMeshes[i];
const vector<RageModelVertex> &origVertices = origMesh.Vertices;
vector<RageModelVertex> &tempVertices = tempMesh.Vertices;
for( unsigned j = 0; j < origVertices.size(); j++ )
{
RageVector3& tempPos = tempVertices[j].p;
RageVector3& tempNormal = tempVertices[j].n;
const RageVector3& originalPos = origVertices[j].p;
const RageVector3& originalNormal = origVertices[j].n;
int8_t bone = origVertices[j].bone;
if( bone == -1 )
{
tempNormal = originalNormal;
tempPos = originalPos;
}
else
{
RageVec3TransformNormal( &tempNormal, &originalNormal, &m_vpBones[bone].mFinal );
RageVec3TransformCoord( &tempPos, &originalPos, &m_vpBones[bone].mFinal );
}
}
}
// send the new vertices to the graphics card
m_pTempGeometry->Change( m_vTempMeshes );
}
void Model::Update( float fDelta )
{
Actor::Update( fDelta );
@@ -645,42 +683,6 @@ void Model::Update( float fDelta )
m_Materials[i].diffuse.Update( fDelta );
m_Materials[i].alpha.Update( fDelta );
}
//
// process per-vertex bones
//
if( m_pGeometry && m_pTempGeometry )
{
for( unsigned i = 0; i < m_pGeometry->m_Meshes.size(); ++i )
{
const msMesh &origMesh = m_pGeometry->m_Meshes[i];
msMesh &tempMesh = m_vTempMeshes[i];
const vector<RageModelVertex> &origVertices = origMesh.Vertices;
vector<RageModelVertex> &tempVertices = tempMesh.Vertices;
for( unsigned j = 0; j < origVertices.size(); j++ )
{
RageVector3& tempPos = tempVertices[j].p;
RageVector3& tempNormal = tempVertices[j].n;
const RageVector3& originalPos = origVertices[j].p;
const RageVector3& originalNormal = origVertices[j].n;
int8_t bone = origVertices[j].bone;
if( bone == -1 )
{
tempNormal = originalNormal;
tempPos = originalPos;
}
else
{
RageVec3TransformNormal( &tempNormal, &originalNormal, &m_vpBones[bone].mFinal );
RageVec3TransformCoord( &tempPos, &originalPos, &m_vpBones[bone].mFinal );
}
}
}
// send the new vertices to the graphics card
m_pTempGeometry->Change( m_vTempMeshes );
}
}
int Model::GetNumStates() const
+1
View File
@@ -58,6 +58,7 @@ private:
// If any vertex has a bone weight, then then render from m_pTempGeometry.
// Otherwise, render directly from m_pGeometry.
RageCompiledGeometry* m_pTempGeometry;
void UpdateTempGeometry();
/* Keep a copy of the mesh data only if m_pTempGeometry is in use. The normal and
* position data will be changed; the rest is static and kept only to prevent making