From e13410dced9401599589518104c5886c04e6bc34 Mon Sep 17 00:00:00 2001 From: lanariel Date: Tue, 4 Feb 2014 15:06:50 +0100 Subject: [PATCH] Fixed debug data, points in right direction Matrix::m 0 index based, not math def --- .../Render/Rendering/BasicRender.cpp | 17 ++++++++++------- 1 file changed, 10 insertions(+), 7 deletions(-) diff --git a/Code/OysterGraphics/Render/Rendering/BasicRender.cpp b/Code/OysterGraphics/Render/Rendering/BasicRender.cpp index d5f7a676..8d37eed5 100644 --- a/Code/OysterGraphics/Render/Rendering/BasicRender.cpp +++ b/Code/OysterGraphics/Render/Rendering/BasicRender.cpp @@ -82,15 +82,16 @@ namespace Oyster Definitions::AnimationData am; //final if(info->Animated && models[i].AnimationPlaying != -1) { + cube->WorldMatrix == Math::Matrix::identity; //store inverse absolut transform Math::Matrix* SkinTransform = new Math::Matrix[info->BoneCount]; Math::Matrix* BoneAnimated = new Math::Matrix[info->BoneCount]; Math::Matrix* BoneAbsAnimated = new Math::Matrix[info->BoneCount]; Math::Matrix Scale = Math::Matrix::identity; + Scale.m[0][0] = 0.1f; Scale.m[1][1] = 0.1f; - Scale.m[2][2] = 0.1f; - Scale.m[3][3] = 2; + Scale.m[2][2] = 1; for(int b = 0; b BoneCount; ++b) { @@ -98,6 +99,11 @@ namespace Oyster SkinTransform[b] = Bone.Absolute.GetInverse(); BoneAnimated[b] = Bone.Relative; BoneAbsAnimated[b] = Bone.Absolute; + + + cube2->WorldMatrix = Scale * info->bones[b].Absolute; + cube2->WorldMatrix.v[3] = info->bones[b].Absolute.v[3]; + Basic::RenderScene(cube2,1, View, Projection); } //for each bone in animation //HACK use first bone @@ -124,18 +130,15 @@ namespace Oyster for(int b = 0; b < info->BoneCount; ++b) { BoneAbsAnimated[b] = BoneAbsAnimated[info->bones[b].Parent] * BoneAnimated[b]; - cube->WorldMatrix = BoneAbsAnimated[b] * Scale; + cube->WorldMatrix = Scale * BoneAbsAnimated[b]; cube->WorldMatrix.v[3] = BoneAbsAnimated[b].v[3]; - //Basic::RenderScene(cube,1,View,Projection); + Basic::RenderScene(cube,1,View,Projection); } //write data to am for(int b = 0; b < info->BoneCount; ++b) { am.animatedData[b] = BoneAbsAnimated[b] * SkinTransform[b]; - cube2->WorldMatrix = Scale; - cube2->WorldMatrix.v[3] = info->bones[b].Absolute.v[3]; - Basic::RenderScene(cube2,1,View,Projection); } //retore to draw animated model