Utility: First code cleaning pass

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This commit is contained in:
Lynix
2016-09-04 20:39:34 +02:00
parent 560825fa8e
commit 68d67cc9da
22 changed files with 276 additions and 489 deletions

View File

@@ -37,10 +37,10 @@ namespace Nz
}
const MD5AnimParser::Frame* frames = parser.GetFrames();
std::size_t frameCount = parser.GetFrameCount();
std::size_t frameRate = parser.GetFrameRate();
UInt32 frameCount = parser.GetFrameCount();
UInt32 frameRate = parser.GetFrameRate();
const MD5AnimParser::Joint* joints = parser.GetJoints();
std::size_t jointCount = parser.GetJointCount();
UInt32 jointCount = parser.GetJointCount();
// À ce stade, nous sommes censés avoir assez d'informations pour créer l'animation
animation->CreateSkeletal(frameCount, jointCount);
@@ -57,12 +57,12 @@ namespace Nz
// Pour que le squelette soit correctement aligné, il faut appliquer un quaternion "de correction" aux joints à la base du squelette
Quaternionf rotationQuat = Quaternionf::RotationBetween(Vector3f::UnitX(), Vector3f::Forward()) *
Quaternionf::RotationBetween(Vector3f::UnitZ(), Vector3f::Up());
Quaternionf::RotationBetween(Vector3f::UnitZ(), Vector3f::Up());
for (std::size_t i = 0; i < jointCount; ++i)
for (UInt32 i = 0; i < jointCount; ++i)
{
int parent = joints[i].parent;
for (std::size_t j = 0; j < frameCount; ++j)
for (UInt32 j = 0; j < frameCount; ++j)
{
SequenceJoint& sequenceJoint = sequenceJoints[j*jointCount + i];