cmake fix; silenced some warnings

actorid
Marc Zinnschlag 13 years ago
parent 164a5c8fe4
commit f11bf49a90

@ -39,7 +39,7 @@ add_openmw_dir (mwscript
locals scriptmanager compilercontext interpretercontext cellextensions miscextensions
guiextensions soundextensions skyextensions statsextensions containerextensions
aiextensions controlextensions extensions globalscripts ref dialogueextensions
animationextensions
animationextensions transformationextensions
)
add_openmw_dir (mwsound

@ -165,7 +165,6 @@ namespace MWWorld
for (std::vector<std::pair<std::string, Ogre::Vector3> >::const_iterator iter (actors.begin());
iter!=actors.end(); ++iter)
{
OEngine::Physic::PhysicActor* act = mEngine->getCharacter(iter->first);
//dirty stuff to get the camera orientation. Must be changed!
Ogre::SceneNode *sceneNode = mRender.getScene()->getSceneNode (iter->first);
@ -175,10 +174,10 @@ namespace MWWorld
Ogre::Quaternion yawQuat = yawNode->getOrientation();
Ogre::Quaternion pitchQuat = pitchNode->getOrientation();
playerphysics->ps.viewangles.x = pitchQuat.getPitch().valueDegrees();
playerphysics->ps.viewangles.y = yawQuat.getYaw().valueDegrees() *-1 + 90;
@ -194,9 +193,9 @@ namespace MWWorld
}
mEngine->stepSimulation(dt);
}
@ -307,7 +306,7 @@ namespace MWWorld
{
btTransform transform = mEngine->getRigidBody(handle)->getWorldTransform();
removeObject(handle);
Ogre::Quaternion quat = Ogre::Quaternion(transform.getRotation().getW(), transform.getRotation().getX(), transform.getRotation().getY(), transform.getRotation().getZ());
Ogre::Vector3 vec = Ogre::Vector3(transform.getOrigin().getX(), transform.getOrigin().getY(), transform.getOrigin().getZ());
addObject(handle, handleToMesh[handle], quat, scale, vec);

@ -82,17 +82,17 @@ static void vectorMulAdd(const Matrix &A, const Vector &B, float *C, float scale
}
// Computes B = AxB (matrix*vector)
static void vectorMul(const Matrix &A, float *C)
{
// Keep the original values
float a = C[0];
float b = C[1];
float c = C[2];
//static void vectorMul(const Matrix &A, float *C)
//{
// // Keep the original values
// float a = C[0];
// float b = C[1];
// float c = C[2];
// Perform matrix multiplication, scaling and addition
for (int i=0;i<3;i++)
C[i] = a*A.v[i].array[0] + b*A.v[i].array[1] + c*A.v[i].array[2];
}
// // Perform matrix multiplication, scaling and addition
// for (int i=0;i<3;i++)
// C[i] = a*A.v[i].array[0] + b*A.v[i].array[1] + c*A.v[i].array[2];
//}
ManualBulletShapeLoader::~ManualBulletShapeLoader()
@ -233,7 +233,7 @@ bool ManualBulletShapeLoader::hasRootCollisionNode(Nif::Node* node)
void ManualBulletShapeLoader::handleNode(Nif::Node *node, int flags,
const Nif::Transformation *trafo,bool hasCollisionNode,bool isCollisionNode,bool raycastingOnly)
{
// Accumulate the flags from all the child nodes. This works for all
// the flags we currently use, at least.
flags |= node->flags;
@ -267,11 +267,11 @@ void ManualBulletShapeLoader::handleNode(Nif::Node *node, int flags,
}
}
if (trafo)
{
// Get a non-const reference to the node's data, since we're
// overwriting it. TODO: Is this necessary?
Transformation &final = *((Transformation*)node->trafo);
@ -287,9 +287,9 @@ void ManualBulletShapeLoader::handleNode(Nif::Node *node, int flags,
// Scalar values are so nice to deal with. Why can't everything
// just be scalar?
final.scale *= trafo->scale;
}
// For NiNodes, loop through children
if (node->recType == Nif::RC_NiNode)
@ -304,7 +304,7 @@ void ManualBulletShapeLoader::handleNode(Nif::Node *node, int flags,
}
}
}
else if (node->recType == Nif::RC_NiTriShape && (isCollisionNode || !hasCollisionNode))
else if (node->recType == Nif::RC_NiTriShape && (isCollisionNode || !hasCollisionNode))
{
cShape->collide = true;
handleNiTriShape(dynamic_cast<Nif::NiTriShape*>(node), flags,getMatrix(node->trafo),getVector(node->trafo),node->trafo->scale,raycastingOnly);

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