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