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DynamocBones: extract logic from skin

lviguier il y a 7 mois
Parent
commit
c5fcc633e1
3 fichiers modifiés avec 4 ajouts et 4 suppressions
  1. 2 2
      hide/comp/SceneEditor.hx
  2. 1 1
      hrt/animgraph/AnimGraphInstance.hx
  3. 1 1
      hrt/animgraph/NodeAnim.hx

+ 2 - 2
hide/comp/SceneEditor.hx

@@ -2770,8 +2770,8 @@ class SceneEditor {
 						jointsGraphics.follow = topParent;
 						jointsGraphics.follow = topParent;
 						var skinData = sk.getSkinData();
 						var skinData = sk.getSkinData();
 						for( j in skinData.allJoints ) {
 						for( j in skinData.allJoints ) {
-							var m = sk.currentAbsPose[j.index];
-							var mp = j.parent == null ? sk.absPos : sk.currentAbsPose[j.parent.index];
+							var m = sk.jointsData[j.index].currentAbsPose;
+							var mp = j.parent == null ? sk.absPos : sk.jointsData[j.parent.index].currentAbsPose;
 							if ( j.name == selectedJoint ) {
 							if ( j.name == selectedJoint ) {
 								jointsGraphics.lineStyle(1, 0x00FF00FF);
 								jointsGraphics.lineStyle(1, 0x00FF00FF);
 								jointsGraphics.moveTo(mp._41, mp._42, mp._43);
 								jointsGraphics.moveTo(mp._41, mp._42, mp._43);

+ 1 - 1
hrt/animgraph/AnimGraphInstance.hx

@@ -202,7 +202,7 @@ class AnimGraphInstance extends h3d.anim.Animation {
 			@:privateAccess
 			@:privateAccess
 			var targetMatrix = if (obj.targetSkin != null) {
 			var targetMatrix = if (obj.targetSkin != null) {
 				obj.targetSkin.jointsUpdated = true;
 				obj.targetSkin.jointsUpdated = true;
-				obj.targetSkin.currentRelPose[obj.targetJoint] = workMatrix;
+				obj.targetSkin.jointsData[obj.targetJoint].currentRelPose = workMatrix;
 			} else {
 			} else {
 				obj.targetObject.defaultTransform = workMatrix;
 				obj.targetObject.defaultTransform = workMatrix;
 			}
 			}

+ 1 - 1
hrt/animgraph/NodeAnim.hx

@@ -50,7 +50,7 @@ class NodeAnim<T:hrt.animgraph.nodes.AnimNode> extends h3d.anim.Animation {
 			@:privateAccess
 			@:privateAccess
 			var targetMatrix = if (obj.targetSkin != null) {
 			var targetMatrix = if (obj.targetSkin != null) {
 				obj.targetSkin.jointsUpdated = true;
 				obj.targetSkin.jointsUpdated = true;
-				obj.targetSkin.currentRelPose[obj.targetJoint] = workMatrix;
+				obj.targetSkin.jointsData[obj.targetJoint].currentRelPose = workMatrix;
 			} else {
 			} else {
 				obj.targetObject.defaultTransform = workMatrix;
 				obj.targetObject.defaultTransform = workMatrix;
 			}
 			}