Use reference instead of pointer

This commit is contained in:
Sezz 2022-09-08 18:08:48 +10:00
parent df152aa391
commit 004e9d1651
3 changed files with 14 additions and 16 deletions

View file

@ -580,7 +580,7 @@ Vector3i GetLaraJointPosition(int jointIndex, const Vector3i& offset)
jointIndex = LM_HEAD; jointIndex = LM_HEAD;
auto pos = offset.ToVector3(); auto pos = offset.ToVector3();
g_Renderer.GetLaraAbsBonePosition(&pos, jointIndex); g_Renderer.GetLaraAbsBonePosition(pos, jointIndex);
return Vector3i(pos); return Vector3i(pos);
} }

View file

@ -629,8 +629,7 @@ namespace TEN::Renderer
bool IsFullsScreen(); bool IsFullsScreen();
void RenderTitleImage(); void RenderTitleImage();
void AddLine2D(int x1, int y1, int x2, int y2, byte r, byte g, byte b, byte a); void AddLine2D(int x1, int y1, int x2, int y2, byte r, byte g, byte b, byte a);
void AddLine3D(Vector3 start, Vector3 end, void AddLine3D(Vector3 start, Vector3 end, Vector4 color);
Vector4 color);
void AddBox(Vector3 min, Vector3 max, Vector4 color); void AddBox(Vector3 min, Vector3 max, Vector4 color);
void AddBox(Vector3* corners, Vector4 color); void AddBox(Vector3* corners, Vector4 color);
void AddDebugBox(BoundingOrientedBox box, Vector4 color, RENDERER_DEBUG_PAGE page); void AddDebugBox(BoundingOrientedBox box, Vector4 color, RENDERER_DEBUG_PAGE page);
@ -642,12 +641,11 @@ namespace TEN::Renderer
void ResetAnimations(); void ResetAnimations();
void UpdateLaraAnimations(bool force); void UpdateLaraAnimations(bool force);
void UpdateItemAnimations(int itemNumber, bool force); void UpdateItemAnimations(int itemNumber, bool force);
void GetLaraAbsBonePosition(Vector3* pos, int joint); void GetLaraAbsBonePosition(Vector3& pos, int jointIndex);
void GetItemAbsBonePosition(int itemNumber, Vector3* pos, int joint); void GetItemAbsBonePosition(int itemNumber, Vector3* pos, int jointIndex);
int GetSpheres(short itemNumber, BoundingSphere* ptr, char worldSpace, Matrix local); int GetSpheres(short itemNumber, BoundingSphere* ptr, char worldSpace, Matrix local);
void GetBoneMatrix(short itemNumber, int joint, Matrix* outMatrix); void GetBoneMatrix(short itemNumber, int joint, Matrix* outMatrix);
void DrawObjectOn2DPosition(short x, short y, short objectNum, short rotX, short rotY, short rotZ, void DrawObjectOn2DPosition(short x, short y, short objectNum, short rotX, short rotY, short rotZ, float scale1);
float scale1);
void SetLoadingScreen(std::wstring& fileName); void SetLoadingScreen(std::wstring& fileName);
void SetTextureOrDefault(Texture2D& texture, std::wstring path); void SetTextureOrDefault(Texture2D& texture, std::wstring path);
std::string GetDefaultAdapterName(); std::string GetDefaultAdapterName();

View file

@ -384,17 +384,17 @@ namespace TEN::Renderer
return m_meshes[meshIndex]; return m_meshes[meshIndex];
} }
void Renderer11::GetLaraAbsBonePosition(Vector3 *pos, int joint) void Renderer11::GetLaraAbsBonePosition(Vector3& pos, int jointIndex)
{ {
if (joint >= MAX_BONES) if (jointIndex >= MAX_BONES)
joint = 0; jointIndex = 0;
auto world = m_moveableObjects[ID_LARA]->AnimationTransforms[joint]; auto world = m_moveableObjects[ID_LARA]->AnimationTransforms[jointIndex];
world = world * m_LaraWorldMatrix; world = world * m_LaraWorldMatrix;
*pos = Vector3::Transform(*pos, world); pos = Vector3::Transform(pos, world);
} }
void Renderer11::GetItemAbsBonePosition(int itemNumber, Vector3 *pos, int joint) void Renderer11::GetItemAbsBonePosition(int itemNumber, Vector3* pos, int jointIndex)
{ {
auto* rendererItem = &m_items[itemNumber]; auto* rendererItem = &m_items[itemNumber];
auto* nativeItem = &g_Level.Items[itemNumber]; auto* nativeItem = &g_Level.Items[itemNumber];
@ -412,10 +412,10 @@ namespace TEN::Renderer
UpdateItemAnimations(itemNumber, false); UpdateItemAnimations(itemNumber, false);
} }
if (joint >= MAX_BONES) if (jointIndex >= MAX_BONES)
joint = 0; jointIndex = 0;
auto world = rendererItem->AnimationTransforms[joint] * rendererItem->World; auto world = rendererItem->AnimationTransforms[jointIndex] * rendererItem->World;
*pos = Vector3::Transform(*pos, world); *pos = Vector3::Transform(*pos, world);
} }