Fixed Anim
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@ -111,6 +111,8 @@ namespace Oyster
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void API::Clean()
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{
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DeleteModel(Render::Rendering::Basic::cube);
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DeleteModel(Render::Rendering::Basic::cube2);
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SAFE_DELETE(Core::viewPort);
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Core::loader.Clean();
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Oyster::Graphics::Core::PipelineManager::Clean();
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@ -135,7 +135,6 @@ void Oyster::Graphics::Loading::UnloadDAN(void* data)
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if(info->Animated)
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{
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//clean animation
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delete[] info->bones;
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for(int a = 0; a < info->AnimationCount; ++a)
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{
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for(int x = 0; x < info->Animations[a].Bones; ++x)
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@ -151,6 +150,8 @@ void Oyster::Graphics::Loading::UnloadDAN(void* data)
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{
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Core::loader.ReleaseResource(info->Material[i]);
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}
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if(info->BoneCount>0)
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delete[] info->bones;
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delete info;
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}
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@ -179,6 +180,7 @@ void* Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[])
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Oyster::Graphics::Model::ModelInfo* modelInfo = new Oyster::Graphics::Model::ModelInfo();
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modelInfo->Indexed = false;
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modelInfo->Animated = false;
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modelInfo->BoneCount = 0;
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// Open file in binary mode
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std::ifstream danFile;
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danFile.open(filename, std::ios::binary);
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@ -14,7 +14,7 @@ VertexOut main( VertexIn input )
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AnimatedData[input.boneIndex.z]*input.boneWeight.z +
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AnimatedData[input.boneIndex.w]*input.boneWeight.w;
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input.pos = mul(boneTrans,input.pos) * Animated + input.pos * int(1-Animated);
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input.pos = mul(boneTrans,float4(input.pos,1)) * Animated + input.pos * int(1-Animated);
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input.normal = mul(boneTrans,input.normal) * Animated + input.normal * int(1-Animated);
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/*input.pos =
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@ -162,7 +162,7 @@ HRESULT InitDirect3D()
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}
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m = Oyster::Graphics::API::CreateModel(L"untitled.dan");
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m2 = Oyster::Graphics::API::CreateModel(L"rigidbind_animtest_arms_bindpose (1).dan");
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m2 = Oyster::Graphics::API::CreateModel(L"still.dan");
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m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,0,0),Oyster::Math::Float3::null);
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m2->AnimationPlaying = 0;
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m2->AnimationTime = 0.0f;
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@ -200,7 +200,7 @@ HRESULT Update(float deltaTime)
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//ma *= 50;
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//ma.m44 = 1;
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//m2->WorldMatrix = m2->WorldMatrix * ma;
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//m2->AnimationTime += deltaTime * 0.5f;
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m2->AnimationTime += deltaTime;// * 0.5f;
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//m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(1,0,0)*-0,Oyster::Math::Float3(3,4,-1*angle),Oyster::Math::Float3::null);
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return S_OK;
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}
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