remove some unused/non-working Model Lua bindings

This commit is contained in:
AJ Kelly
2010-06-26 15:02:23 -05:00
parent 5f9bbda7dd
commit d0536e2544
+15 -28
View File
@@ -80,11 +80,11 @@ void Model::LoadPieces( const RString &sMeshesPath, const RString &sMaterialsPat
ASSERT( m_pGeometry == NULL );
m_pGeometry = MODELMAN->LoadMilkshapeAscii( sMeshesPath, this->MaterialsNeedNormals() );
/* Validate material indices. */
// Validate material indices.
for( unsigned i = 0; i < m_pGeometry->m_Meshes.size(); ++i )
{
const msMesh *pMesh = &m_pGeometry->m_Meshes[i];
if( pMesh->nMaterialIndex >= (int) m_Materials.size() )
RageException::Throw( "Model \"%s\" mesh \"%s\" references material index %i, but there are only %i materials.",
sMeshesPath.c_str(), pMesh->sName.c_str(), pMesh->nMaterialIndex, (int)m_Materials.size() );
@@ -93,10 +93,7 @@ void Model::LoadPieces( const RString &sMeshesPath, const RString &sMaterialsPat
if( LoadMilkshapeAsciiBones( DEFAULT_ANIMATION_NAME, sBonesPath ) )
PlayAnimation( DEFAULT_ANIMATION_NAME );
//
// Setup temp vertices (if necessary)
//
if( m_pGeometry->HasAnyPerVertexBones() )
{
m_vTempMeshes = m_pGeometry->m_Meshes;
@@ -154,10 +151,7 @@ void Model::LoadMaterialsFromMilkshapeAscii( const RString &_sPath )
// m_pModel->nFrame = nFrame;
}
//
// materials
//
int nNumMaterials = 0;
if( sscanf(sLine, "Materials: %d", &nNumMaterials) == 1 )
{
@@ -312,7 +306,7 @@ void Model::DrawPrimitives()
{
Actor::SetGlobalRenderStates(); // set Actor-specified render states
/* Don't if we're fully transparent */
// Don't if we're fully transparent
if( m_pTempState->diffuse[0].a < 0.001f && m_pTempState->glow.a < 0.001f )
return;
@@ -329,7 +323,6 @@ void Model::DrawPrimitives()
{
const msMesh *pMesh = &m_pGeometry->m_Meshes[i];
if( pMesh->nMaterialIndex != -1 ) // has a material
{
// apply material
@@ -352,8 +345,8 @@ void Model::DrawPrimitives()
DISPLAY->TextureTranslate( vTexTranslate.x, vTexTranslate.y );
}
/* There's some common code that could be folded out here, but it seems
* clearer to keep it separate. */
/* There's some common code that could be folded out here, but
* it seems clearer to keep it separate. */
bool bUseMultitexture = PREFSMAN->m_bAllowMultitexture && DISPLAY->GetNumTextureUnits() >= 2;
if( bUseMultitexture )
{
@@ -361,12 +354,12 @@ void Model::DrawPrimitives()
DISPLAY->SetTexture( TextureUnit_1, mat.diffuse.GetCurrentTexture() ? mat.diffuse.GetCurrentTexture()->GetTexHandle() : 0 );
Actor::SetTextureRenderStates(); // set Actor-specified render states
DISPLAY->SetSphereEnvironmentMapping( TextureUnit_1, mat.diffuse.m_bSphereMapped );
// render the additive texture with texture unit 2
if( mat.alpha.GetCurrentTexture() )
{
DISPLAY->SetTexture( TextureUnit_2, mat.alpha.GetCurrentTexture() ? mat.alpha.GetCurrentTexture()->GetTexHandle() : 0 );
Actor::SetTextureRenderStates(); // set Actor-specified render states
Actor::SetTextureRenderStates(); // set Actor-specified render states
DISPLAY->SetSphereEnvironmentMapping( TextureUnit_2, mat.alpha.m_bSphereMapped );
DISPLAY->SetTextureMode( TextureUnit_2, TextureMode_Add );
DISPLAY->SetTextureFiltering( TextureUnit_2, true );
@@ -375,12 +368,12 @@ void Model::DrawPrimitives()
{
DISPLAY->SetTexture( TextureUnit_2, 0 );
// set current texture back to 0 or else texture transform applied above
// isn't used. Why?!?
// set current texture back to 0 or else texture
// transform applied above isn't used. Why?!?
DISPLAY->SetTexture( TextureUnit_1, mat.diffuse.GetCurrentTexture() ? mat.diffuse.GetCurrentTexture()->GetTexHandle() : 0 );
}
/* go */
// go
DrawMesh( i );
// Turn off environment mapping on tex unit 0.
@@ -401,7 +394,7 @@ void Model::DrawPrimitives()
Actor::SetTextureRenderStates(); // set Actor-specified render states
DISPLAY->SetSphereEnvironmentMapping( TextureUnit_1, mat.alpha.m_bSphereMapped );
// UGLY: This overrides the Actor's BlendMode
// UGLY: This overrides the Actor's BlendMode.
DISPLAY->SetBlendMode( BLEND_ADD );
DISPLAY->SetTextureFiltering( TextureUnit_1, true );
DrawMesh( i );
@@ -429,9 +422,7 @@ void Model::DrawPrimitives()
}
}
//////////////////////
// render the glow pass
//////////////////////
if( m_pTempState->glow.a > 0.0001f )
{
DISPLAY->SetTextureMode( TextureUnit_1, TextureMode_Glow );
@@ -541,7 +532,7 @@ void Model::PlayAnimation( const RString &sAniName, float fPlayRate )
vector<RageModelVertex> &Vertices = pMesh->Vertices;
for( unsigned j = 0; j < Vertices.size(); j++ )
{
// int iBoneIndex = (pMesh->m_iBoneIndex!=-1) ? pMesh->m_iBoneIndex : bone;
// int iBoneIndex = (pMesh->m_iBoneIndex!=-1) ? pMesh->m_iBoneIndex : bone;
RageVector3 &pos = Vertices[j].p;
int8_t bone = Vertices[j].bone;
if( bone != -1 )
@@ -561,7 +552,7 @@ void Model::PlayAnimation( const RString &sAniName, float fPlayRate )
}
}
/* Set up m_vpBones, just in case we're drawn without being Update()d. */
// Set up m_vpBones, just in case we're drawn without being Update()d.
SetBones( m_pCurAnimation, m_fCurFrame, m_vpBones );
UpdateTempGeometry();
}
@@ -578,10 +569,10 @@ void Model::AdvanceFrame( float fDeltaTime )
m_pGeometry->m_Meshes.empty() ||
!m_pCurAnimation )
{
return; // bail early
return; // bail early
}
// LOG->Trace( "m_fCurFrame = %f", m_fCurFrame );
// LOG->Trace( "m_fCurFrame = %f", m_fCurFrame );
m_fCurFrame += FRAMES_PER_SECOND * fDeltaTime * m_fCurAnimationRate;
if( m_fCurFrame < 0 || m_fCurFrame >= m_pCurAnimation->nTotalFrames )
@@ -613,9 +604,7 @@ void Model::SetBones( const msAnimation* pAnimation, float fFrame, vector<myBone
continue;
}
//
// search for the adjacent position keys
//
const msPositionKey *pLastPositionKey = NULL, *pThisPositionKey = NULL;
for( size_t j = 0; j < pBone->PositionKeys.size(); ++j )
{
@@ -639,9 +628,7 @@ void Model::SetBones( const msAnimation* pAnimation, float fFrame, vector<myBone
else if( pThisPositionKey == NULL )
vPos = pLastPositionKey->Position;
//
// search for the adjacent rotation keys
//
const msRotationKey *pLastRotationKey = NULL, *pThisRotationKey = NULL;
for( size_t j = 0; j < pBone->RotationKeys.size(); ++j )
{