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gl3Skeleton.pas
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unit gl3skeleton;
(* Version: MPL 1.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is the gl3ds main unit.
*
* The Initial Developer of the Original Code is
* Noeska Software.
* Portions created by the Initial Developer are Copyright (C) 2002-2004
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
*
* M van der Honing
*
*)
interface
uses classes, Skeleton, gl3bone, DglOpenGL;
type
Tgl3Skeleton = class(TBaseSkeleton)
public
constructor Create(AOwner: TComponent); override;
procedure AdvanceAnimation(time: single); //overload; override;
end;
implementation
uses glMath, gl3Render, model;
constructor TGL3Skeleton.Create(AOwner: TComponent);
begin
inherited;
FBoneClass := TGL3Bone;
end;
procedure Tgl3Skeleton.AdvanceAnimation(time: single);
var
i: integer;
bonematrix: TglMatrix;
ibonematrix: TglMatrix;
tempm: TglMatrix;
bonemat: packed array[0..99] of TglMatrix;
begin
inherited;
for i:=0 to fNumBones-1 do
begin
fBone[i].Matrix.getMatrix(bonematrix);
fBone[i].InverseMatrix.getMatrix(ibonematrix);
multMatrix(tempm,bonematrix,ibonematrix);
bonemat[i]:=tempm;
end;
glUniformMatrix4fv(Tgl3Render(TBaseModel(Owner).Owner).BoneMatLocation, 100, false, @bonemat[0]);
end;
end.