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Remove redundant bool argument from ActorAnimation::attachMesh
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parent
d7e99f988b
commit
8ba4ff9946
2 changed files with 11 additions and 16 deletions
apps/openmw/mwrender
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@ -67,7 +67,7 @@ namespace MWRender
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}
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PartHolderPtr ActorAnimation::attachMesh(
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VFS::Path::NormalizedView model, std::string_view bonename, bool enchantedGlow, osg::Vec4f* glowColor)
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VFS::Path::NormalizedView model, std::string_view bonename, const osg::Vec4f* glowColor)
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{
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osg::Group* parent = getBoneByName(bonename);
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if (!parent)
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@ -80,7 +80,7 @@ namespace MWRender
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if (found == nodeMap.end())
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return {};
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if (enchantedGlow)
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if (glowColor != nullptr)
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mGlowUpdater = SceneUtil::addEnchantedGlow(instance, mResourceSystem, *glowColor);
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return std::make_unique<PartHolder>(instance);
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@ -221,15 +221,15 @@ namespace MWRender
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return;
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constexpr std::string_view boneName = "Bip01 AttachShield";
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osg::Vec4f glowColor = shield->getClass().getEnchantmentColor(*shield);
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const bool isEnchanted = !shield->getClass().getEnchantment(*shield).empty();
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const osg::Vec4f glowColor = isEnchanted ? shield->getClass().getEnchantmentColor(*shield) : osg::Vec4f();
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const VFS::Path::Normalized holsteredName = addSuffixBeforeExtension(mesh, "_sh");
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bool isEnchanted = !shield->getClass().getEnchantment(*shield).empty();
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// If we have no dedicated sheath model, use basic shield model as fallback.
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if (!mResourceSystem->getVFS()->exists(holsteredName))
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mHolsteredShield = attachMesh(mesh, boneName, isEnchanted, &glowColor);
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mHolsteredShield = attachMesh(mesh, boneName, isEnchanted ? &glowColor : nullptr);
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else
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mHolsteredShield = attachMesh(holsteredName, boneName, isEnchanted, &glowColor);
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mHolsteredShield = attachMesh(holsteredName, boneName, isEnchanted ? &glowColor : nullptr);
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if (!mHolsteredShield)
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return;
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@ -348,13 +348,14 @@ namespace MWRender
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// If the scabbard is not found, use the weapon mesh as fallback.
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const VFS::Path::Normalized scabbardName = addSuffixBeforeExtension(mesh, "_sh");
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bool isEnchanted = !weapon->getClass().getEnchantment(*weapon).empty();
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const bool isEnchanted = !weapon->getClass().getEnchantment(*weapon).empty();
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if (!mResourceSystem->getVFS()->exists(scabbardName))
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{
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if (showHolsteredWeapons)
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{
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osg::Vec4f glowColor = weapon->getClass().getEnchantmentColor(*weapon);
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mScabbard = attachMesh(mesh, boneName, isEnchanted, &glowColor);
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const osg::Vec4f glowColor
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= isEnchanted ? weapon->getClass().getEnchantmentColor(*weapon) : osg::Vec4f();
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mScabbard = attachMesh(mesh, boneName, isEnchanted ? &glowColor : nullptr);
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if (mScabbard)
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resetControllers(mScabbard->getNode());
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}
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@ -55,13 +55,7 @@ namespace MWRender
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virtual std::string_view getHolsteredWeaponBoneName(const MWWorld::ConstPtr& weapon);
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PartHolderPtr attachMesh(
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VFS::Path::NormalizedView model, std::string_view bonename, bool enchantedGlow, osg::Vec4f* glowColor);
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PartHolderPtr attachMesh(VFS::Path::NormalizedView model, std::string_view bonename)
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{
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osg::Vec4f stubColor = osg::Vec4f(0, 0, 0, 0);
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return attachMesh(model, bonename, false, &stubColor);
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}
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VFS::Path::NormalizedView model, std::string_view bonename, const osg::Vec4f* glowColor = nullptr);
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osg::ref_ptr<osg::Node> attach(
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VFS::Path::NormalizedView model, std::string_view bonename, std::string_view bonefilter, bool isLight);
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