Introduce animation trees, remove "standard animations" from core
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11
src/game.c
11
src/game.c
@@ -685,7 +685,7 @@ void game_update() {
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size_t boneCount = Game.entities.render[ci].cache ? k3MdlGetBoneCount(Game.entities.render[ci].cache) : 0;
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if(boneCount) {
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struct CBoned *cb = game_getcomponent(Game.entities.render[ci].entity, boned);
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/*struct CBoned *cb = game_getcomponent(Game.entities.render[ci].entity, boned);
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if(!cb) {
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cb = game_ensurecomponent(Game.entities.render[ci].entity, boned);
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@@ -741,7 +741,7 @@ void game_update() {
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glm_decompose(cb->anim.cache.inter[m], cb->bones[m].translation, rot, scaleignore);
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glm_mat4_quat(cb->anim.cache.inter[m], cb->bones[m].rotation);
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}
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}
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}*/
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}
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dGeomID gid = cp->geom;
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@@ -776,7 +776,7 @@ void game_update() {
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for(size_t cm = 0; cm < Game.entities.movementCount; cm++) {
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struct CBoned *cb = game_getcomponent(Game.entities.movement[cm].entity, boned);
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if(cb && cb->anim.standard) {
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/*if(cb && cb->anim.standard) {
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struct CPhysics *cp = game_getcomponent(Game.entities.movement[cm].entity, physics);
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if(cp && cp->geom) {
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dBodyID bid = dGeomGetBody(cp->geom);
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@@ -789,7 +789,7 @@ void game_update() {
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}
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}
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}
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}
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}*/
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}
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for(size_t i = 0; i < Game.conveyorCount; i++) {
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@@ -876,7 +876,6 @@ void game_update() {
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vec3 dif;
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glm_vec3_sub(conveyor->points[nextPoint], conveyor->points[currentPoint], dif);
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glm_vec3_scale_as(dif, conveyor->speed * (conveyor->active <= 0 ? -1 : 1), dif);
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//printf("set %f %f %f\n", dif[0], dif[1], dif[2]);
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dBodySetLinearVel(bid, dif[0], dif[1], dif[2]); // doesn't affect movement, but necessary for proper collision response
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}
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}
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@@ -950,7 +949,7 @@ void game_cleanup() {
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Game.entities.renderCount = 0;
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for(size_t i = 0; i < Game.entities.bonedCount; i++) {
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free(Game.entities.boned[i].bones);
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//free(Game.entities.boned[i].bones);
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}
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Game.entities.bonedCount = 0;
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