/s/KRMat4/Matrix4/g
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@@ -108,11 +108,11 @@ public:
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std::vector<std::string> material_names;
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std::vector<std::string> bone_names;
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std::vector<std::vector<int> > bone_indexes;
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std::vector<KRMat4> bone_bind_poses;
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std::vector<Matrix4> bone_bind_poses;
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std::vector<std::vector<float> > bone_weights;
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} mesh_info;
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void render(const std::string &object_name, KRCamera *pCamera, std::vector<KRPointLight *> &point_lights, std::vector<KRDirectionalLight *> &directional_lights, std::vector<KRSpotLight *>&spot_lights, const KRViewport &viewport, const KRMat4 &matModel, KRTexture *pLightMap, KRNode::RenderPass renderPass, const std::vector<KRBone *> &bones, const Vector3 &rim_color, float rim_power, float lod_coverage = 0.0f);
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void render(const std::string &object_name, KRCamera *pCamera, std::vector<KRPointLight *> &point_lights, std::vector<KRDirectionalLight *> &directional_lights, std::vector<KRSpotLight *>&spot_lights, const KRViewport &viewport, const Matrix4 &matModel, KRTexture *pLightMap, KRNode::RenderPass renderPass, const std::vector<KRBone *> &bones, const Vector3 &rim_color, float rim_power, float lod_coverage = 0.0f);
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std::string m_lodBaseName;
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@@ -206,14 +206,14 @@ public:
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int getBoneCount();
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char *getBoneName(int bone_index);
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KRMat4 getBoneBindPose(int bone_index);
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Matrix4 getBoneBindPose(int bone_index);
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model_format_t getModelFormat() const;
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bool lineCast(const Vector3 &v0, const Vector3 &v1, KRHitInfo &hitinfo) const;
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bool rayCast(const Vector3 &v0, const Vector3 &dir, KRHitInfo &hitinfo) const;
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bool sphereCast(const KRMat4 &model_to_world, const Vector3 &v0, const Vector3 &v1, float radius, KRHitInfo &hitinfo) const;
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bool sphereCast(const Matrix4 &model_to_world, const Vector3 &v0, const Vector3 &v1, float radius, KRHitInfo &hitinfo) const;
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static int GetLODCoverage(const std::string &name);
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@@ -231,7 +231,7 @@ private:
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void getMaterials();
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static bool rayCast(const Vector3 &start, const Vector3 &dir, const KRTriangle3 &tri, const Vector3 &tri_n0, const Vector3 &tri_n1, const Vector3 &tri_n2, KRHitInfo &hitinfo);
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static bool sphereCast(const KRMat4 &model_to_world, const Vector3 &v0, const Vector3 &v1, float radius, const KRTriangle3 &tri, KRHitInfo &hitinfo);
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static bool sphereCast(const Matrix4 &model_to_world, const Vector3 &v0, const Vector3 &v1, float radius, const KRTriangle3 &tri, KRHitInfo &hitinfo);
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int m_lodCoverage; // This LOD level is activated when the bounding box of the model will cover less than this percent of the screen (100 = highest detail model)
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vector<KRMaterial *> m_materials;
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