Minor cleanup.
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c173707a18
commit
3b5537fc9d
@ -129,7 +129,7 @@ struct AnimGraphBlendTree : public AnimNode {
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*
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* @tparam T Type of the Socket.
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* @param name Name of the Socket.
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* @param value_ptr Pointer where the graph output output is written to at the end of evaluation.
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* @param value_ptr Pointer where the graph output is written to at the end of evaluation.
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*/
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template <typename T>
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void SetOutput(const char* name, T* value_ptr) {
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@ -380,11 +380,6 @@ struct NodeDescriptorBase {
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*socket->m_reference.ptr_ptr = value_ptr;
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}
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void SetOutputUnchecked(const char* name, void* value_ptr) {
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Socket* socket = FindSocket(name, m_outputs);
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*socket->m_reference.ptr_ptr = value_ptr;
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}
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Socket* GetOutputSocket(const char* name) const {
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return FindSocket(name, m_outputs);
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}
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41
src/Camera.c
41
src/Camera.c
@ -42,8 +42,8 @@ inline void Camera_Init(Camera* camera) {
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camera->pitch = 10 * M_PI / 180.0f;
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memcpy(&camera->mtxView, &mtx_identity, sizeof(camera->mtxView));
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Camera_CalcToMatrix(camera, &camera->mtxView);
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Camera_CalcFromMatrix(camera, &camera->mtxView);
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Camera_CalcToMatrix(camera, &camera->mtxView[0]);
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Camera_CalcFromMatrix(camera, &camera->mtxView[0]);
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}
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void Camera_CalcFromMatrix(Camera* camera, float* mat) {
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@ -72,11 +72,11 @@ void Camera_CalcFromMatrix(Camera* camera, float* mat) {
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camera->pos[1] = -simd4f_get_y(eye);
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camera->pos[2] = -simd4f_get_z(eye);
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// gLog ("ViewMat");
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// gLog ("%f, %f, %f, %f", mtx->x[0], mtx->x[1], mtx->x[2], mtx->x[3]);
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// gLog ("%f, %f, %f, %f", mtx->y[0], mtx->y[1], mtx->y[2], mtx->y[3]);
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// gLog ("%f, %f, %f, %f", mtx->z[0], mtx->z[1], mtx->z[2], mtx->z[3]);
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// gLog ("%f, %f, %f, %f", mtx->w[0], mtx->w[1], mtx->w[2], mtx->w[3]);
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// gLog ("ViewMat");
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// gLog ("%f, %f, %f, %f", mtx->x[0], mtx->x[1], mtx->x[2], mtx->x[3]);
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// gLog ("%f, %f, %f, %f", mtx->y[0], mtx->y[1], mtx->y[2], mtx->y[3]);
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// gLog ("%f, %f, %f, %f", mtx->z[0], mtx->z[1], mtx->z[2], mtx->z[3]);
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// gLog ("%f, %f, %f, %f", mtx->w[0], mtx->w[1], mtx->w[2], mtx->w[3]);
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}
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void Camera_CalcToMatrix(Camera* camera, float* mat) {
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@ -87,9 +87,10 @@ void Camera_CalcToMatrix(Camera* camera, float* mat) {
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const float d = 10.0f;
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simd4f eye = simd4f_create (camera->pos[0], camera->pos[1], camera->pos[2], 1.f);
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simd4f forward = simd4f_create (-cp * ch, -sp, cp * sh, 0.f);
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simd4f right = simd4f_cross3 (forward, simd4f_create (0.f, 1.f, 0.f, 1.f));
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simd4f eye =
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simd4f_create(camera->pos[0], camera->pos[1], camera->pos[2], 1.f);
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simd4f forward = simd4f_create(-cp * ch, -sp, cp * sh, 0.f);
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simd4f right = simd4f_cross3(forward, simd4f_create(0.f, 1.f, 0.f, 1.f));
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simd4f up = simd4f_cross3(right, forward);
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simd4f center = simd4f_add(simd4f_mul(forward, simd4f_splat(d)), eye);
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@ -105,9 +106,9 @@ void Camera_CalcToMatrix(Camera* camera, float* mat) {
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simd4x4f_lookat(&mtx, eye, center, up);
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simd4f_ustore4(mtx.x, mat);
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simd4f_ustore4(mtx.y, mat +4);
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simd4f_ustore4(mtx.z, mat +8);
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simd4f_ustore4(mtx.w, mat +12);
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simd4f_ustore4(mtx.y, mat + 4);
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simd4f_ustore4(mtx.z, mat + 8);
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simd4f_ustore4(mtx.w, mat + 12);
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}
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inline void Camera_Update(
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@ -120,14 +121,14 @@ inline void Camera_Update(
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float accel[3]) {
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assert(camera);
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assert((width > 0) && (height > 0));
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const float w = (float) width;
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const float h = (float) height;
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const float w = (float)width;
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const float h = (float)height;
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simd4x4f proj;
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simd4x4f_perspective(&proj, camera->fov, w/h, camera->near, camera->far);
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simd4x4f_perspective(&proj, camera->fov, w / h, camera->near, camera->far);
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simd4f_ustore4(proj.x, camera->mtxProj);
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simd4f_ustore4(proj.y, camera->mtxProj +4);
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simd4f_ustore4(proj.z, camera->mtxProj +8);
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simd4f_ustore4(proj.w, camera->mtxProj +12);
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simd4f_ustore4(proj.y, camera->mtxProj + 4);
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simd4f_ustore4(proj.z, camera->mtxProj + 8);
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simd4f_ustore4(proj.w, camera->mtxProj + 12);
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if (mouse_dx != 0.f || mouse_dy != 0.f || accel != NULL) {
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const float mouse_sensitivity = 20.0f;
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@ -153,6 +154,6 @@ inline void Camera_Update(
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camera->vel[i] = camera->vel[i] * 0.1;
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}
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Camera_CalcToMatrix(camera, &camera->mtxView);
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Camera_CalcToMatrix(camera, &camera->mtxView[0]);
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}
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}
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@ -175,10 +175,6 @@ TEST_CASE_METHOD(
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AnimNodeResource* blend_node = blend_tree_resource->GetNode(blend_node_index);
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blend_node->m_name = "BlendWalkRun";
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// Setup graph outputs and inputs
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AnimNodeResource* graph_output_node =
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blend_tree_resource->GetGraphOutputNode();
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blend_tree_resource->RegisterBlendTreeInputSocket<float>("GraphFloatInput");
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// Wire up nodes
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