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https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-02-20 16:39:49 +00:00
cmake fix; silenced some warnings
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164a5c8fe4
commit
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3 changed files with 24 additions and 25 deletions
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@ -39,7 +39,7 @@ add_openmw_dir (mwscript
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locals scriptmanager compilercontext interpretercontext cellextensions miscextensions
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guiextensions soundextensions skyextensions statsextensions containerextensions
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aiextensions controlextensions extensions globalscripts ref dialogueextensions
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animationextensions
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animationextensions transformationextensions
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)
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add_openmw_dir (mwsound
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@ -165,7 +165,6 @@ namespace MWWorld
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for (std::vector<std::pair<std::string, Ogre::Vector3> >::const_iterator iter (actors.begin());
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iter!=actors.end(); ++iter)
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{
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OEngine::Physic::PhysicActor* act = mEngine->getCharacter(iter->first);
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//dirty stuff to get the camera orientation. Must be changed!
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Ogre::SceneNode *sceneNode = mRender.getScene()->getSceneNode (iter->first);
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@ -175,10 +174,10 @@ namespace MWWorld
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Ogre::Quaternion yawQuat = yawNode->getOrientation();
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Ogre::Quaternion pitchQuat = pitchNode->getOrientation();
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playerphysics->ps.viewangles.x = pitchQuat.getPitch().valueDegrees();
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playerphysics->ps.viewangles.y = yawQuat.getYaw().valueDegrees() *-1 + 90;
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@ -194,9 +193,9 @@ namespace MWWorld
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}
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mEngine->stepSimulation(dt);
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}
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@ -307,7 +306,7 @@ namespace MWWorld
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{
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btTransform transform = mEngine->getRigidBody(handle)->getWorldTransform();
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removeObject(handle);
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Ogre::Quaternion quat = Ogre::Quaternion(transform.getRotation().getW(), transform.getRotation().getX(), transform.getRotation().getY(), transform.getRotation().getZ());
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Ogre::Vector3 vec = Ogre::Vector3(transform.getOrigin().getX(), transform.getOrigin().getY(), transform.getOrigin().getZ());
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addObject(handle, handleToMesh[handle], quat, scale, vec);
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@ -82,17 +82,17 @@ static void vectorMulAdd(const Matrix &A, const Vector &B, float *C, float scale
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}
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// Computes B = AxB (matrix*vector)
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static void vectorMul(const Matrix &A, float *C)
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{
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// Keep the original values
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float a = C[0];
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float b = C[1];
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float c = C[2];
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//static void vectorMul(const Matrix &A, float *C)
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//{
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// // Keep the original values
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// float a = C[0];
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// float b = C[1];
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// float c = C[2];
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// Perform matrix multiplication, scaling and addition
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for (int i=0;i<3;i++)
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C[i] = a*A.v[i].array[0] + b*A.v[i].array[1] + c*A.v[i].array[2];
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}
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// // Perform matrix multiplication, scaling and addition
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// for (int i=0;i<3;i++)
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// C[i] = a*A.v[i].array[0] + b*A.v[i].array[1] + c*A.v[i].array[2];
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//}
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ManualBulletShapeLoader::~ManualBulletShapeLoader()
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@ -233,7 +233,7 @@ bool ManualBulletShapeLoader::hasRootCollisionNode(Nif::Node* node)
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void ManualBulletShapeLoader::handleNode(Nif::Node *node, int flags,
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const Nif::Transformation *trafo,bool hasCollisionNode,bool isCollisionNode,bool raycastingOnly)
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{
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// Accumulate the flags from all the child nodes. This works for all
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// the flags we currently use, at least.
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flags |= node->flags;
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@ -267,11 +267,11 @@ void ManualBulletShapeLoader::handleNode(Nif::Node *node, int flags,
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}
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}
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if (trafo)
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{
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// Get a non-const reference to the node's data, since we're
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// overwriting it. TODO: Is this necessary?
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Transformation &final = *((Transformation*)node->trafo);
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@ -287,9 +287,9 @@ void ManualBulletShapeLoader::handleNode(Nif::Node *node, int flags,
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// Scalar values are so nice to deal with. Why can't everything
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// just be scalar?
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final.scale *= trafo->scale;
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}
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// For NiNodes, loop through children
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if (node->recType == Nif::RC_NiNode)
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@ -304,7 +304,7 @@ void ManualBulletShapeLoader::handleNode(Nif::Node *node, int flags,
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}
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}
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}
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else if (node->recType == Nif::RC_NiTriShape && (isCollisionNode || !hasCollisionNode))
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else if (node->recType == Nif::RC_NiTriShape && (isCollisionNode || !hasCollisionNode))
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{
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cShape->collide = true;
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handleNiTriShape(dynamic_cast<Nif::NiTriShape*>(node), flags,getMatrix(node->trafo),getVector(node->trafo),node->trafo->scale,raycastingOnly);
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