X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fanimationplayer.cpp;h=95b45dfd0ef5fc5869be3f62755f46888d04d27d;hp=e73d1113f2a1443948e082d44258f2f39208bc8a;hb=573ea4e5602c4321cc1d75daf9ed0beed5cde280;hpb=4b4d2a48048268d2ad48bafbce8647af8088573f diff --git a/source/animationplayer.cpp b/source/animationplayer.cpp index e73d1113..95b45dfd 100644 --- a/source/animationplayer.cpp +++ b/source/animationplayer.cpp @@ -55,8 +55,8 @@ void AnimationPlayer::stop(AnimatedObject &obj, const Animation &anim) if(i==objects.end()) return; - for(AnimationList::iterator j=i->second.animations.begin(); j!=i->second.animations.end(); ++j) - if(&j->animation==&anim) + for(vector::iterator j=i->second.animations.begin(); j!=i->second.animations.end(); ++j) + if(j->animation==&anim) { i->second.animations.erase(j); break; @@ -89,9 +89,9 @@ bool AnimationPlayer::tick_single(ObjectSlot &slot, const Time::TimeDelta &dt) anim.iterator += dt; slot.object.set_matrix(anim.iterator.get_matrix()); - unsigned n_uniforms = anim.animation.get_n_uniforms(); + unsigned n_uniforms = anim.animation->get_n_uniforms(); for(unsigned i=0; iget_uniform_name(i), anim.iterator.get_uniform(i)); if(slot.armature) { @@ -106,14 +106,14 @@ bool AnimationPlayer::tick_single(ObjectSlot &slot, const Time::TimeDelta &dt) bool AnimationPlayer::tick_stacked(ObjectSlot &slot, const Time::TimeDelta &dt) { Matrix matrix = slot.base_matrix; - for(AnimationList::iterator i=slot.animations.begin(); i!=slot.animations.end(); ++i) + for(vector::iterator i=slot.animations.begin(); i!=slot.animations.end(); ++i) { i->iterator += dt; matrix *= i->iterator.get_matrix(); - unsigned n_uniforms = i->animation.get_n_uniforms(); + unsigned n_uniforms = i->animation->get_n_uniforms(); for(unsigned j=0; janimation.get_uniform_name(j), i->iterator.get_uniform(j)); + set_object_uniform(slot.object, i->animation->get_uniform_name(j), i->iterator.get_uniform(j)); } slot.object.set_matrix(matrix); @@ -125,17 +125,17 @@ bool AnimationPlayer::tick_stacked(ObjectSlot &slot, const Time::TimeDelta &dt) matrix = Matrix(); /* XXX This is in all likelihood incorrect. The stacking should be performed on local matrices. */ - for(AnimationList::iterator j=slot.animations.begin(); j!=slot.animations.end(); ++j) - if(j->animation.get_armature()) + for(vector::iterator j=slot.animations.begin(); j!=slot.animations.end(); ++j) + if(j->animation->get_armature()) matrix *= j->iterator.get_pose_matrix(i); slot.object.set_pose_matrix(i, matrix); } } - for(AnimationList::iterator i=slot.animations.begin(); i!=slot.animations.end(); ) + for(vector::iterator i=slot.animations.begin(); i!=slot.animations.end(); ) { if(i->iterator.is_end()) - slot.animations.erase(i++); + i = slot.animations.erase(i); else ++i; } @@ -166,8 +166,8 @@ AnimationPlayer::ObjectSlot::ObjectSlot(AnimatedObject &o): AnimationPlayer::AnimationSlot::AnimationSlot(const Animation &a): - animation(a), - iterator(animation) + animation(&a), + iterator(*animation) { } } // namespace GL