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Changes for MaskNodeHandsOff

This is a rework of the Pull Request
https://github.com/GarageGames/Torque3D/pull/453 based on my own
understanding of the issue.  The details may be found in the description
of the original Pull Request.
DavidWyand-GG 11 anos atrás
pai
commit
f10a860bba
1 arquivos alterados com 2 adições e 0 exclusões
  1. 2 0
      Engine/source/ts/tsAnimate.cpp

+ 2 - 0
Engine/source/ts/tsAnimate.cpp

@@ -293,6 +293,7 @@ void TSShapeInstance::updateTransitionNodeTransforms(TSIntegerSet& transitionNod
    transitionNodes.overlap(mTransitionRotationNodes);
    transitionNodes.overlap(mTransitionTranslationNodes);
    transitionNodes.overlap(mTransitionScaleNodes);
+   transitionNodes.takeAway(mHandsOffNodes);
 
    // Decompose transforms for nodes affected by the transition. Only need to do
    // for blended or scale-animated nodes, as all others are already up to date
@@ -578,6 +579,7 @@ void TSShapeInstance::handleBlendSequence(TSThread * thread, S32 a, S32 b)
    TSIntegerSet nodeMatters = thread->getSequence()->translationMatters;
    nodeMatters.overlap(thread->getSequence()->rotationMatters);
    nodeMatters.overlap(thread->getSequence()->scaleMatters);
+   nodeMatters.takeAway(mHandsOffNodes);
    S32 start = nodeMatters.start();
    S32 end   = b;
    for (S32 nodeIndex=start; nodeIndex<end; nodeMatters.next(nodeIndex))