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Revert joint connection code, fix compass needle
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parent
0620e83125
commit
04b659b410
2 changed files with 32 additions and 18 deletions
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@ -3303,6 +3303,7 @@ namespace TEN::Gui
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while (g_Synchronizer.Synced())
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{
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TimeInMenu++;
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GlobalCounter++;
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SaveGame::Statistics.Game.TimeTaken++;
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SaveGame::Statistics.Level.TimeTaken++;
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@ -3451,7 +3452,7 @@ namespace TEN::Gui
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needleOrient.Lerp(EulerAngles(0, item->Pose.Orientation.y, 0), LERP_ALPHA);
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float wibble = std::sin((float(GlobalCounter & 0x3F) / (float)0x3F) * PI_MUL_2);
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CompassNeedleAngle = needleOrient.y + ANGLE(wibble / 2);
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CompassNeedleAngle = needleOrient.y + ANGLE(wibble);
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// HACK: Needle is rotated in the draw function.
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const auto& invObject = InventoryObjectTable[INV_OBJECT_COMPASS];
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@ -671,12 +671,18 @@ namespace TEN::Renderer
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{
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auto* skinVertex = &_moveablesVertices[skinBucket->StartVertex + v2];
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auto vertex0 = _moveablesVertices[jointBucket->StartVertex + v1].Position + jointBone->GlobalTranslation;
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auto vertex1 = _moveablesVertices[skinBucket->StartVertex + v2].Position + skinBone->GlobalTranslation;
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// NOTE: Don't vectorize these coordinates, it breaks the connection in some cases. -- Lwmte, 21.12.24
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if (Vector3::Distance(vertex0, vertex1) > 2)
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continue;
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int x1 = _moveablesVertices[jointBucket->StartVertex + v1].Position.x + jointBone->GlobalTranslation.x;
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int y1 = _moveablesVertices[jointBucket->StartVertex + v1].Position.y + jointBone->GlobalTranslation.y;
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int z1 = _moveablesVertices[jointBucket->StartVertex + v1].Position.z + jointBone->GlobalTranslation.z;
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int x2 = _moveablesVertices[skinBucket->StartVertex + v2].Position.x + skinBone->GlobalTranslation.x;
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int y2 = _moveablesVertices[skinBucket->StartVertex + v2].Position.y + skinBone->GlobalTranslation.y;
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int z2 = _moveablesVertices[skinBucket->StartVertex + v2].Position.z + skinBone->GlobalTranslation.z;
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if (abs(x1 - x2) < 2 && abs(y1 - y2) < 2 && abs(z1 - z2) < 2)
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{
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jointVertex->Bone = bonesToCheck[k];
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jointVertex->Position = skinVertex->Position;
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jointVertex->Normal = skinVertex->Normal;
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@ -684,6 +690,7 @@ namespace TEN::Renderer
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isDone = true;
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break;
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}
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}
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if (isDone)
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break;
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@ -765,13 +772,18 @@ namespace TEN::Renderer
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{
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auto* parentVertex = &_moveablesVertices[parentBucket->StartVertex + v2];
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auto vertex1 = _moveablesVertices[currentBucket.StartVertex + v1].Position + currentBone->GlobalTranslation;
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auto vertex2 = _moveablesVertices[parentBucket->StartVertex + v2].Position + parentBone->GlobalTranslation;
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int x1 = _moveablesVertices[currentBucket.StartVertex + v1].Position.x + currentBone->GlobalTranslation.x;
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int y1 = _moveablesVertices[currentBucket.StartVertex + v1].Position.y + currentBone->GlobalTranslation.y;
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int z1 = _moveablesVertices[currentBucket.StartVertex + v1].Position.z + currentBone->GlobalTranslation.z;
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int x2 = _moveablesVertices[parentBucket->StartVertex + v2].Position.x + parentBone->GlobalTranslation.x;
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int y2 = _moveablesVertices[parentBucket->StartVertex + v2].Position.y + parentBone->GlobalTranslation.y;
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int z2 = _moveablesVertices[parentBucket->StartVertex + v2].Position.z + parentBone->GlobalTranslation.z;
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// FIXME: If a tolerance is used, a strange bug occurs where certain vertices don't connect. -- Lwmte, 14.12.2024
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if (vertex1 != vertex2)
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continue;
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if (abs(x1 - x2) == 0 && abs(y1 - y2) == 0 && abs(z1 - z2) == 0)
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{
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currentVertex->Bone = j;
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currentVertex->Position = parentVertex->Position;
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currentVertex->Normal = parentVertex->Normal;
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@ -786,6 +798,7 @@ namespace TEN::Renderer
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}
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}
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}
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}
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_moveablesVertexBuffer = VertexBuffer<Vertex>(_device.Get(), (int)_moveablesVertices.size(), &_moveablesVertices[0]);
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_moveablesIndexBuffer = IndexBuffer(_device.Get(), (int)_moveablesIndices.size(), _moveablesIndices.data());
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