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# Unit animation improvements.

Description

Unit animation improvements.

Animate props much more sensibly.
Move ammo code out of CUnit.
Move animation logic out of CModel.
Launch projectiles from the correct location.
Use entity's speeds and sounds in actor viewer.
Add -nosound option to disable audio, and allow audio by default in Atlas.
Remove some obsolete options.

Details

Committed
philipJun 5 2010, 2:49 AM
Parents
rP7608: Automated build.
Branches
Unknown
Tags
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Event Timeline

Silier added a subscriber: Silier.Nov 11 2019, 2:53 PM
Silier added inline comments.
/ps/trunk/source/graphics/Model.cpp
344

So here are 2 mane cases we cannot set animation.
1st there are not bones
2nd animation is not valid

I am not sure what will happen if we do not have bones and we do not have animation. In that case no one from these condition is true so animation is going to be set ?

But I would expect as we do not have animation and bones, we cannot set animation eighter. Or am I missing anything here?

That being said, these conditions can be merged into one if if (!m_BoneMatricess || !anim->m_AnimDef)

Stan added a subscriber: Stan.Nov 11 2019, 3:00 PM
Stan added inline comments.
/ps/trunk/source/graphics/Model.cpp
344

Is it possible that those cases are handled beforehand when converting DAE TO PMD/PSA ?

Silier added inline comments.Nov 11 2019, 3:16 PM
/ps/trunk/source/graphics/Model.cpp
344

Did not find them (but maybe i did not look at right places).
As far as I tracked code back, bone matrix is created only if bones are there and model is valid even without bones.

Anyway it is better to catch that here mainly if that can reduce number of conditions :)

Stan added inline comments.Nov 11 2019, 4:19 PM
/ps/trunk/source/graphics/Model.cpp
344

Well eventually the goal is to use GLTF everywhere...

Silier added inline comments.Dec 9 2019, 3:48 PM
/ps/trunk/source/graphics/Model.cpp
344

actually it was rP3653, sorry