Removed debug meshes rendering methods in irr_driver (these methods are now in abstract_renderer class)
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417bfb89e9
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@ -23,12 +23,13 @@
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using namespace irr;
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#ifdef DEBUG
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void AbstractRenderer::drawDebugMeshes()
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void AbstractRenderer::drawDebugMeshes() const
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{
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for (unsigned int n=0; n<m_debug_meshes.size(); n++)
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std::vector<irr::scene::IAnimatedMeshSceneNode*> debug_meshes = irr_driver->getDebugMeshes();
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for (unsigned int n=0; n<debug_meshes.size(); n++)
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{
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scene::IMesh* mesh = m_debug_meshes[n]->getMesh();
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scene::IMesh* mesh = debug_meshes[n]->getMesh();
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scene::ISkinnedMesh* smesh = static_cast<scene::ISkinnedMesh*>(mesh);
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const core::array< scene::ISkinnedMesh::SJoint * >& joints =
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smesh->getAllJoints();
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@ -50,9 +51,9 @@ void AbstractRenderer::drawDebugMeshes()
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irr_driver->getVideoDriver()->setMaterial(material);
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irr_driver->getVideoDriver()->setTransform(video::ETS_WORLD, core::IdentityMatrix);
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for (unsigned int n=0; n<m_debug_meshes.size(); n++)
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for (unsigned int n=0; n<debug_meshes.size(); n++)
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{
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scene::IMesh* mesh = m_debug_meshes[n]->getMesh();
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scene::IMesh* mesh = debug_meshes[n]->getMesh();
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scene::ISkinnedMesh* smesh = static_cast<scene::ISkinnedMesh*>(mesh);
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@ -61,7 +62,7 @@ void AbstractRenderer::drawDebugMeshes()
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for (unsigned int j=0; j<joints.size(); j++)
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{
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scene::IMesh* mesh = m_debug_meshes[n]->getMesh();
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scene::IMesh* mesh = debug_meshes[n]->getMesh();
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scene::ISkinnedMesh* smesh = static_cast<scene::ISkinnedMesh*>(mesh);
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drawJoint(true, false, joints[j], smesh, j);
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@ -80,7 +81,7 @@ void AbstractRenderer::drawDebugMeshes()
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*/
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void AbstractRenderer::drawJoint(bool drawline, bool drawname,
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scene::ISkinnedMesh::SJoint* joint,
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scene::ISkinnedMesh* mesh, int id)
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scene::ISkinnedMesh* mesh, int id) const
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{
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scene::ISkinnedMesh::SJoint* parent = NULL;
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const core::array< scene::ISkinnedMesh::SJoint * >& joints
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@ -204,5 +205,4 @@ void AbstractRenderer::drawJoint(bool drawline, bool drawname,
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}
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} //drawJoint
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#endif //DEBUG
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@ -25,19 +25,17 @@ class AbstractRenderer
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{
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protected:
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/** Used to visualise skeletons. */
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std::vector<irr::scene::IAnimatedMeshSceneNode*> m_debug_meshes;
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#ifdef DEBUG
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void drawDebugMeshes();
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void drawDebugMeshes() const;
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void drawJoint(bool drawline, bool drawname,
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irr::scene::ISkinnedMesh::SJoint* joint,
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irr::scene::ISkinnedMesh* mesh, int id);
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irr::scene::ISkinnedMesh* mesh, int id) const;
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#endif
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public:
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virtual ~AbstractRenderer(){}
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virtual void render(float dt) = 0;
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};
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@ -1860,189 +1860,6 @@ void IrrDriver::displayFPS()
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font->draw( fpsString.c_str(), position, fpsColor, false );
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} // updateFPS
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// ----------------------------------------------------------------------------
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#ifdef DEBUG
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void IrrDriver::drawDebugMeshes()
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{
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for (unsigned int n=0; n<m_debug_meshes.size(); n++)
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{
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scene::IMesh* mesh = m_debug_meshes[n]->getMesh();
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scene::ISkinnedMesh* smesh = static_cast<scene::ISkinnedMesh*>(mesh);
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const core::array< scene::ISkinnedMesh::SJoint * >& joints =
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smesh->getAllJoints();
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for (unsigned int j=0; j<joints.size(); j++)
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{
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drawJoint( false, true, joints[j], smesh, j);
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}
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}
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video::SColor color(255,255,255,255);
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video::SMaterial material;
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material.Thickness = 2;
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material.AmbientColor = color;
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material.DiffuseColor = color;
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material.EmissiveColor= color;
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material.BackfaceCulling = false;
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material.setFlag(video::EMF_LIGHTING, false);
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getVideoDriver()->setMaterial(material);
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getVideoDriver()->setTransform(video::ETS_WORLD, core::IdentityMatrix);
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for (unsigned int n=0; n<m_debug_meshes.size(); n++)
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{
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scene::IMesh* mesh = m_debug_meshes[n]->getMesh();
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scene::ISkinnedMesh* smesh = static_cast<scene::ISkinnedMesh*>(mesh);
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const core::array< scene::ISkinnedMesh::SJoint * >& joints =
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smesh->getAllJoints();
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for (unsigned int j=0; j<joints.size(); j++)
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{
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scene::IMesh* mesh = m_debug_meshes[n]->getMesh();
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scene::ISkinnedMesh* smesh = static_cast<scene::ISkinnedMesh*>(mesh);
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drawJoint(true, false, joints[j], smesh, j);
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}
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}
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} // drawDebugMeshes
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// ----------------------------------------------------------------------------
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/** Draws a joing for debugging skeletons.
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* \param drawline If true draw a line to the parent.
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* \param drawname If true draw the name of the joint.
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* \param joint The joint to draw.
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* \param mesh The mesh whose skeleton is drawn (only used to get
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* all joints to find the parent).
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* \param id Index, which (%4) determines the color to use.
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*/
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void IrrDriver::drawJoint(bool drawline, bool drawname,
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scene::ISkinnedMesh::SJoint* joint,
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scene::ISkinnedMesh* mesh, int id)
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{
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scene::ISkinnedMesh::SJoint* parent = NULL;
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const core::array< scene::ISkinnedMesh::SJoint * >& joints
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= mesh->getAllJoints();
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for (unsigned int j=0; j<joints.size(); j++)
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{
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if (joints[j]->Children.linear_search(joint) != -1)
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{
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parent = joints[j];
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break;
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}
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}
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core::vector3df jointpos = joint->GlobalMatrix.getTranslation();
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video::SColor color(255, 255,255,255);
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if (parent == NULL) color = video::SColor(255,0,255,0);
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switch (id % 4)
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{
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case 0:
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color = video::SColor(255,255,0,255);
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break;
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case 1:
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color = video::SColor(255,255,0,0);
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break;
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case 2:
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color = video::SColor(255,0,0,255);
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break;
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case 3:
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color = video::SColor(255,0,255,255);
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break;
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}
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if (parent)
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{
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core::vector3df parentpos = parent->GlobalMatrix.getTranslation();
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jointpos = joint->GlobalMatrix.getTranslation();
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if (drawline)
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{
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irr_driver->getVideoDriver()->draw3DLine(jointpos,
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parentpos,
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color);
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}
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}
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else
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{
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/*
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if (drawline)
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{
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irr_driver->getVideoDriver()->draw3DLine(jointpos,
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core::vector3df(0,0,0),
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color);
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}
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*/
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}
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if (joint->Children.size() == 0)
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{
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switch ((id + 1) % 4)
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{
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case 0:
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color = video::SColor(255,255,0,255);
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break;
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case 1:
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color = video::SColor(255,255,0,0);
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break;
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case 2:
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color = video::SColor(255,0,0,255);
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break;
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case 3:
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color = video::SColor(255,0,255,255);
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break;
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}
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// This code doesn't quite work. 0.25 is used so that the bone is not
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// way too long (not sure why I need to manually size it down)
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// and the rotation of the bone is often rather off
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core::vector3df v(0.0f, 0.25f, 0.0f);
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//joint->GlobalMatrix.rotateVect(v);
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joint->LocalMatrix.rotateVect(v);
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v *= joint->LocalMatrix.getScale();
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irr_driver->getVideoDriver()->draw3DLine(jointpos,
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jointpos + v,
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color);
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}
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switch ((id + 1) % 4)
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{
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case 0:
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color = video::SColor(255,255,0,255);
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break;
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case 1:
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color = video::SColor(255,255,0,0);
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break;
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case 2:
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color = video::SColor(255,0,0,255);
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break;
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case 3:
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color = video::SColor(255,0,255,255);
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break;
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}
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if (drawname)
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{
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irr_driver->getVideoDriver()->setTransform(video::ETS_WORLD,
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core::IdentityMatrix);
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core::vector2di textpos =
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irr_driver->getSceneManager()->getSceneCollisionManager()
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->getScreenCoordinatesFrom3DPosition(jointpos);
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GUIEngine::getSmallFont()->draw( stringw(joint->Name.c_str()),
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core::rect<s32>(textpos,
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core::dimension2d<s32>(500,50)),
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color, false, false );
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}
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}
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#endif
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// ----------------------------------------------------------------------------
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/** Requess a screenshot from irrlicht, and save it in a file.
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*/
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@ -313,11 +313,6 @@ private:
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#ifdef DEBUG
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/** Used to visualise skeletons. */
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std::vector<irr::scene::IAnimatedMeshSceneNode*> m_debug_meshes;
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void drawDebugMeshes();
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void drawJoint(bool drawline, bool drawname,
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irr::scene::ISkinnedMesh::SJoint* joint,
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irr::scene::ISkinnedMesh* mesh, int id);
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#endif
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void renderSolidFirstPass();
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@ -743,6 +738,10 @@ public:
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m_ssao_sigma = v;
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}
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#ifdef DEBUG
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std::vector<scene::IAnimatedMeshSceneNode*> getDebugMeshes()
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{
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return m_debug_meshes;
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}
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/** Removes debug meshes. */
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void clearDebugMesh() { m_debug_meshes.clear(); }
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// ------------------------------------------------------------------------
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