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DynamicBones: cleaning

lviguier 7 月之前
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255d2160db
共有 4 个文件被更改,包括 4 次插入24 次删除
  1. 1 1
      h3d/prim/ModelDatabase.hx
  2. 1 0
      h3d/scene/Object.hx
  3. 1 3
      h3d/scene/Skin.hx
  4. 1 20
      hxd/fmt/fbx/HMDOut.hx

+ 1 - 1
h3d/prim/ModelDatabase.hx

@@ -42,7 +42,7 @@ class ModelDatabase {
 		return value;
 	}
 
-	public function getModelData( directory : String, resourceName : String, modelName : String ) {
+	function getModelData( directory : String, resourceName : String, modelName : String ) {
 		var key = resourceName + "/" + modelName;
 		var rootData = getRootData(directory);
 		cleanOldModelData(rootData, key);

+ 1 - 0
h3d/scene/Object.hx

@@ -770,6 +770,7 @@ class Object {
 		var prevCollider = ctx.cullingCollider;
 		if(inheritCulled)
 			ctx.cullingCollider = cullingCollider;
+
 		var changed = posChanged;
 		// absPos up to date during sync
 		if( changed ) calcAbsPos();

+ 1 - 3
h3d/scene/Skin.hx

@@ -79,7 +79,6 @@ class Skin extends MultiMaterial {
 	var skinShader : h3d.shader.SkinBase;
 	var jointsGraphics : Graphics;
 	var additivePose : Array<h3d.Matrix>;
-	var g : Graphics;
 
 	public var showJoints : Bool;
 	public var enableRetargeting : Bool = true;
@@ -278,9 +277,8 @@ class Skin extends MultiMaterial {
 				dyn.relPos = r;
 			if( j.parent == null )
 				m.multiply3x4inline(r, absPos);
-			else {
+			else
 				m.multiply3x4inline(r, currentAbsPose[j.parent.index]);
-			}
 			if( additivePose != null ) {
 				var a = additivePose[id];
 				if( a != null ) m.multiply3x4inline(a, m);

+ 1 - 20
hxd/fmt/fbx/HMDOut.hx

@@ -1053,29 +1053,10 @@ class HMDOut extends BaseLibrary {
 		}
 		indexRec(root);
 
-		function isDynamic(dynName : String, j : TmpObject) {
-			if (j.model.getName().indexOf(dynName) >= 0)
-				return true;
-
-			var parent = j.parent;
-			while(parent != null) {
-				if (parent.model != null) {
-					if (parent.model.getName().indexOf(dynName) >= 0)
-						return true;
-					parent = parent.parent;
-				}
-				else {
-					break;
-				}
-			}
-
-			return false;
-		}
-
 		// create joints
 		for( o in joints ) {
 			if( o.isMesh ) throw "assert";
-			var j = isDynamic('_Cape02', o) ? new h3d.anim.Skin.DynamicJoint() : new h3d.anim.Skin.Joint();
+			var j = new h3d.anim.Skin.Joint();
 			getDefaultMatrixes(o.model); // store for later usage in animation
 			j.index = o.model.getId();
 			j.name = o.model.getName();