[Scummvm-git-logs] scummvm master -> 15bbb4dbe49364c6c0db1102866e9e3fda765a26
aquadran
noreply at scummvm.org
Sat Jun 25 21:49:38 UTC 2022
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
15bbb4dbe4 WINTERMUTE: WME3D: Rearrange constructors initialisation to match original code.
Commit: 15bbb4dbe49364c6c0db1102866e9e3fda765a26
https://github.com/scummvm/scummvm/commit/15bbb4dbe49364c6c0db1102866e9e3fda765a26
Author: PaweÅ KoÅodziejski (aquadran at gmail.com)
Date: 2022-06-25T23:49:31+02:00
Commit Message:
WINTERMUTE: WME3D: Rearrange constructors initialisation to match original code.
Changed paths:
engines/wintermute/ad/ad_actor_3dx.cpp
engines/wintermute/ad/ad_attach_3dx.cpp
engines/wintermute/ad/ad_object_3d.cpp
engines/wintermute/ad/ad_path3d.cpp
engines/wintermute/ad/ad_path_point3d.cpp
engines/wintermute/ad/ad_scene.cpp
engines/wintermute/ad/ad_waypoint_group3d.cpp
engines/wintermute/base/base_active_rect.cpp
engines/wintermute/base/base_game.cpp
engines/wintermute/base/base_object.cpp
engines/wintermute/base/gfx/3ds/camera3d.cpp
engines/wintermute/base/gfx/3ds/light3d.cpp
engines/wintermute/base/gfx/x/active_animation.cpp
engines/wintermute/base/gfx/x/animation.cpp
engines/wintermute/base/gfx/x/animation_channel.cpp
engines/wintermute/base/gfx/x/animation_set.cpp
engines/wintermute/base/gfx/x/material.cpp
engines/wintermute/base/gfx/x/meshx.cpp
engines/wintermute/base/gfx/x/modelx.cpp
diff --git a/engines/wintermute/ad/ad_actor_3dx.cpp b/engines/wintermute/ad/ad_actor_3dx.cpp
index bf6b2828ea9..bc8d2dfbc77 100644
--- a/engines/wintermute/ad/ad_actor_3dx.cpp
+++ b/engines/wintermute/ad/ad_actor_3dx.cpp
@@ -60,29 +60,42 @@ namespace Wintermute {
IMPLEMENT_PERSISTENT(AdActor3DX, false)
//////////////////////////////////////////////////////////////////////////
-AdActor3DX::AdActor3DX(BaseGame *inGame) : AdObject3D(inGame),
- _partOffset(0.0f, 0.0f, 0.0f),
- _stateAnimChannel(-1),
- _defaultTransTime(200),
- _defaultStopTransTime(200),
- _afterWalkAngle(-1.0f),
- _talkAnimName("talk"),
- _idleAnimName("idle"),
- _walkAnimName("walk"),
- _turnLeftAnimName("turnleft"),
- _turnRightAnimName("turnright"),
- _talkAnimChannel(0),
- _directWalkMode(DIRECT_WALK_NONE),
- _directTurnMode(DIRECT_TURN_NONE),
- _directWalkVelocity(0.0f),
- _directTurnVelocity(0.0f),
- _goToTolerance(2),
- _targetPoint3D(0.0f, 0.0f, 0.0f),
- _targetPoint2D(new BasePoint),
- _targetAngle(0.0f),
- _path3D(new AdPath3D(inGame)),
- _path2D(new AdPath(inGame)) {
+AdActor3DX::AdActor3DX(BaseGame *inGame) : AdObject3D(inGame) {
+ _targetPoint3D = Math::Vector3d(0.0f, 0.0f, 0.0f);
+ _targetPoint2D = new BasePoint;
+
+ _targetAngle = 0.0f;
+ _afterWalkAngle = -1.0f;
+
+ _path3D = new AdPath3D(inGame);
+ _path2D = new AdPath(inGame);
+
+ _talkAnimName = Common::String("talk");
+
+ _idleAnimName = Common::String("idle");
+
+ _walkAnimName = Common::String("walk");
+
+ _turnLeftAnimName = Common::String("turnleft");
+
+ _turnRightAnimName = Common::String("turnright");
+
+ _talkAnimChannel = 0;
+
_gameRef->_renderer3D->enableShadows();
+
+ _directWalkMode = DIRECT_WALK_NONE;
+ _directTurnMode = DIRECT_TURN_NONE;
+ _directWalkVelocity = 0.0f;
+ _directTurnVelocity = 0.0f;
+
+ _defaultTransTime = 200;
+ _defaultStopTransTime = 200;
+ _stateAnimChannel = -1;
+
+ _goToTolerance = 2;
+
+ _partOffset = Math::Vector3d(0.0f, 0.0f, 0.0f);
}
//////////////////////////////////////////////////////////////////////////
diff --git a/engines/wintermute/ad/ad_attach_3dx.cpp b/engines/wintermute/ad/ad_attach_3dx.cpp
index 73d45e153a6..4e271fb137c 100644
--- a/engines/wintermute/ad/ad_attach_3dx.cpp
+++ b/engines/wintermute/ad/ad_attach_3dx.cpp
@@ -40,7 +40,8 @@ namespace Wintermute {
IMPLEMENT_PERSISTENT(AdAttach3DX, false)
//////////////////////////////////////////////////////////////////////////
-AdAttach3DX::AdAttach3DX(BaseGame *inGame, BaseObject *owner) : AdObject3D(inGame), _owner(owner) {
+AdAttach3DX::AdAttach3DX(BaseGame *inGame, BaseObject *owner) : AdObject3D(inGame) {
+ _owner = owner;
_dropToFloor = false;
}
diff --git a/engines/wintermute/ad/ad_object_3d.cpp b/engines/wintermute/ad/ad_object_3d.cpp
index 2ad4047daa1..0107bd37f51 100644
--- a/engines/wintermute/ad/ad_object_3d.cpp
+++ b/engines/wintermute/ad/ad_object_3d.cpp
@@ -43,18 +43,24 @@ namespace Wintermute {
IMPLEMENT_PERSISTENT(AdObject3D, false)
//////////////////////////////////////////////////////////////////////////
-AdObject3D::AdObject3D(BaseGame *inGame) : AdObject(inGame),
- _tempSkelAnim(nullptr),
- _lastPosVector(0.0f, 0.0f, 0.0f),
- _dropToFloor(true),
- _velocity(1.0f),
- _angVelocity(1.0f),
- _ambientLightColor(0x00000000),
- _hasAmbientLightColor(false),
- _shadowVolume(nullptr) {
+AdObject3D::AdObject3D(BaseGame *inGame) : AdObject(inGame) {
_is3D = true;
+
+ _velocity = 1.0f;
+ _angVelocity = 1.0f;
+ _lastPosVector = Math::Vector3d(0.0f, 0.0f, 0.0f);
+
_state = _nextState = STATE_READY;
+
+ _dropToFloor = true;
_shadowType = SHADOW_STENCIL;
+
+ _tempSkelAnim = nullptr;
+
+ _shadowVolume = nullptr;
+
+ _ambientLightColor = 0x00000000;
+ _hasAmbientLightColor = false;
}
//////////////////////////////////////////////////////////////////////////
diff --git a/engines/wintermute/ad/ad_path3d.cpp b/engines/wintermute/ad/ad_path3d.cpp
index 5c47916ee6d..dfa0d9d9eee 100644
--- a/engines/wintermute/ad/ad_path3d.cpp
+++ b/engines/wintermute/ad/ad_path3d.cpp
@@ -33,7 +33,9 @@ namespace Wintermute {
IMPLEMENT_PERSISTENT(AdPath3D, false)
//////////////////////////////////////////////////////////////////////////
-AdPath3D::AdPath3D(BaseGame *inGame) : BaseClass(inGame), _ready(false), _currIndex(-1) {
+AdPath3D::AdPath3D(BaseGame *inGame) : BaseClass(inGame) {
+ _currIndex = -1;
+ _ready = false;
}
//////////////////////////////////////////////////////////////////////////
diff --git a/engines/wintermute/ad/ad_path_point3d.cpp b/engines/wintermute/ad/ad_path_point3d.cpp
index 2ddffe14950..279d30d12eb 100644
--- a/engines/wintermute/ad/ad_path_point3d.cpp
+++ b/engines/wintermute/ad/ad_path_point3d.cpp
@@ -33,9 +33,12 @@ namespace Wintermute {
IMPLEMENT_PERSISTENT(AdPathPoint3D, false)
//////////////////////////////////////////////////////////////////////////
-AdPathPoint3D::AdPathPoint3D() : BaseClass(),
- _origin(nullptr), _marked(false),
- _distance(0.0f), _pos(0.0f, 0.0f, 0.0f) {
+AdPathPoint3D::AdPathPoint3D() : BaseClass() {
+ _pos = Math::Vector3d(0.0f, 0.0f, 0.0f);
+ _distance = 0.0f;
+
+ _marked = false;
+ _origin = nullptr;
}
//////////////////////////////////////////////////////////////////////////
diff --git a/engines/wintermute/ad/ad_scene.cpp b/engines/wintermute/ad/ad_scene.cpp
index fce302ae31b..e5a77d6b960 100644
--- a/engines/wintermute/ad/ad_scene.cpp
+++ b/engines/wintermute/ad/ad_scene.cpp
@@ -96,23 +96,7 @@ void AdScene::setDefaults() {
_mainLayer = nullptr;
#ifdef ENABLE_WME3D
_sceneGeometry = nullptr;
- _showGeometry = false;
-
- _fov = -1.0f;
- _nearPlane = -1.0f;
- _farPlane = -1.0f;
-
- _maxShadowType = SHADOW_FLAT;
- _ambientLightColor = 0x00000000;
-
- _fogParameters._enabled = false;
- _fogParameters._color = 0x00FFFFFF;
- _fogParameters._start = 0.0f;
- _fogParameters._end = 0.0f;
-
- _2DPathfinding = false;
#endif
-
_pfPointsNum = 0;
_persistentState = false;
_persistentStateSprites = true;
@@ -129,6 +113,10 @@ void AdScene::setDefaults() {
_paralaxScrolling = true;
+#ifdef ENABLE_WME3D
+ _showGeometry = false;
+#endif
+
// editor settings
_editorMarginH = _editorMarginV = 100;
@@ -156,7 +144,23 @@ void AdScene::setDefaults() {
_fader = new BaseFader(_gameRef);
_gameRef->registerObject(_fader);
+#ifdef ENABLE_WME3D
+ _fov = -1.0f;
+#endif
_viewport = nullptr;
+
+ _nearPlane = -1.0f;
+ _farPlane = -1.0f;
+
+ _2DPathfinding = false;
+ _maxShadowType = SHADOW_FLAT;
+
+ _ambientLightColor = 0x00000000;
+
+ _fogParameters._enabled = false;
+ _fogParameters._color = 0x00FFFFFF;
+ _fogParameters._start = 0.0f;
+ _fogParameters._end = 0.0f;
}
diff --git a/engines/wintermute/ad/ad_waypoint_group3d.cpp b/engines/wintermute/ad/ad_waypoint_group3d.cpp
index 1825f5db127..96f53220320 100644
--- a/engines/wintermute/ad/ad_waypoint_group3d.cpp
+++ b/engines/wintermute/ad/ad_waypoint_group3d.cpp
@@ -34,7 +34,8 @@ namespace Wintermute {
//IMPLEMENT_PERSISTENT(AdWaypointGroup3D, false);
//////////////////////////////////////////////////////////////////////////
-AdWaypointGroup3D::AdWaypointGroup3D(BaseGame *inGame) : BaseClass(inGame), _active(true) {
+AdWaypointGroup3D::AdWaypointGroup3D(BaseGame *inGame) : BaseClass(inGame) {
+ _active = true;
}
//////////////////////////////////////////////////////////////////////////
diff --git a/engines/wintermute/base/base_active_rect.cpp b/engines/wintermute/base/base_active_rect.cpp
index 84c921f1e53..173a7565663 100644
--- a/engines/wintermute/base/base_active_rect.cpp
+++ b/engines/wintermute/base/base_active_rect.cpp
@@ -39,15 +39,14 @@ BaseActiveRect::BaseActiveRect(BaseGame *inGame) : BaseClass(inGame) {
_rect.setEmpty();
_owner = nullptr;
_frame = nullptr;
+#ifdef ENABLE_WME3D
+ _modelX = nullptr;
+#endif
_region = nullptr;
_zoomX = 100;
_zoomY = 100;
_offsetX = _offsetY = 0;
clipRect();
-
-#ifdef ENABLE_WME3D
- _modelX = nullptr;
-#endif
}
diff --git a/engines/wintermute/base/base_game.cpp b/engines/wintermute/base/base_game.cpp
index fb13200e986..e8328866398 100644
--- a/engines/wintermute/base/base_game.cpp
+++ b/engines/wintermute/base/base_game.cpp
@@ -111,6 +111,9 @@ BaseGame::BaseGame(const Common::String &targetName) : BaseObject(this), _target
_surfaceStorage = nullptr;
_fontStorage = nullptr;
_renderer = nullptr;
+#ifdef ENABLE_WME3D
+ _renderer3D = nullptr;
+#endif
_soundMgr = nullptr;
_transMgr = nullptr;
_scEngine = nullptr;
@@ -153,11 +156,7 @@ BaseGame::BaseGame(const Common::String &targetName) : BaseObject(this), _target
#ifdef ENABLE_WME3D
_useD3D = true;
- _renderer3D = nullptr;
_playing3DGame = false;
-
- _supportsRealTimeShadows = false;
- _maxShadowType = SHADOW_STENCIL;
#else
_useD3D = false;
#endif
@@ -201,6 +200,11 @@ BaseGame::BaseGame(const Common::String &targetName) : BaseObject(this), _target
_thumbnailWidth = kThumbnailWidth;
_thumbnailHeight = kThumbnailHeight2;
+#ifdef ENABLE_WME3D
+ _maxShadowType = SHADOW_STENCIL;
+ _supportsRealTimeShadows = false;
+#endif
+
_localSaveDir = "saves";
_saveDirChecked = false;
diff --git a/engines/wintermute/base/base_object.cpp b/engines/wintermute/base/base_object.cpp
index 8f511315c41..f06ba42a877 100644
--- a/engines/wintermute/base/base_object.cpp
+++ b/engines/wintermute/base/base_object.cpp
@@ -95,14 +95,6 @@ BaseObject::BaseObject(BaseGame *inGame) : BaseScriptHolder(inGame) {
}
_saveState = true;
- _nonIntMouseEvents = false;
-
- // sound FX
- _sFXType = SFX_NONE;
- _sFXParam1 = _sFXParam2 = _sFXParam3 = _sFXParam4 = 0;
-
- _blendMode = Graphics::BLEND_NORMAL;
-
#ifdef ENABLE_WME3D
_modelX = nullptr;
_shadowModel = nullptr;
@@ -114,11 +106,18 @@ BaseObject::BaseObject(BaseGame *inGame) : BaseScriptHolder(inGame) {
_shadowImage = nullptr;
_shadowSize = 10.0f;
_shadowType = SHADOW_NONE;
- // argb value
_shadowColor = 0x80000000;
_shadowLightPos = Math::Vector3d(-40.0f, 200.0f, -40.0f);
_drawBackfaces = true;
#endif
+
+ _nonIntMouseEvents = false;
+
+ // sound FX
+ _sFXType = SFX_NONE;
+ _sFXParam1 = _sFXParam2 = _sFXParam3 = _sFXParam4 = 0;
+
+ _blendMode = Graphics::BLEND_NORMAL;
}
diff --git a/engines/wintermute/base/gfx/3ds/camera3d.cpp b/engines/wintermute/base/gfx/3ds/camera3d.cpp
index 27c9aa66f4f..e4cdd971f49 100644
--- a/engines/wintermute/base/gfx/3ds/camera3d.cpp
+++ b/engines/wintermute/base/gfx/3ds/camera3d.cpp
@@ -40,10 +40,12 @@ namespace Wintermute {
//////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
-Camera3D::Camera3D(BaseGame *inGame) : BaseNamedObject(inGame),
- _position(0.0f, 0.0f, 0.0f), _target(0.0f, 0.0f, 0.0f), _bank(0.0f),
- _fov(Math::Angle(45.0f).getRadians()), _originalFOV(Math::Angle(45.0f).getRadians()),
- _nearClipPlane(-1.0f), _farClipPlane(-1.0f) {
+Camera3D::Camera3D(BaseGame *inGame) : BaseNamedObject(inGame) {
+ _position = Math::Vector3d(0.0f, 0.0f, 0.0f);
+ _target = Math::Vector3d(0.0f, 0.0f, 0.0f);
+ _bank = 0.0f;
+ _fov = _originalFOV = Math::Angle(45.0f).getRadians();
+ _nearClipPlane = _farClipPlane = -1.0f;
}
//////////////////////////////////////////////////////////////////////////
diff --git a/engines/wintermute/base/gfx/3ds/light3d.cpp b/engines/wintermute/base/gfx/3ds/light3d.cpp
index 933b60d3004..099510cdd6f 100644
--- a/engines/wintermute/base/gfx/3ds/light3d.cpp
+++ b/engines/wintermute/base/gfx/3ds/light3d.cpp
@@ -37,10 +37,16 @@
namespace Wintermute {
//////////////////////////////////////////////////////////////////////////
-Light3D::Light3D(BaseGame *inGame) : BaseScriptable(inGame, false, false),
- _diffuseColor(BYTETORGBA(255, 255, 255, 255)),
- _position(0, 0, 0), _target(0, 0, 0), _isSpotlight(false),
- _active(true), _falloff(0), _distance(0.0f), _isAvailable(false) {
+Light3D::Light3D(BaseGame *inGame) : BaseScriptable(inGame, false, false) {
+ _diffuseColor = BYTETORGBA(255, 255, 255, 255);
+ _position = Math::Vector3d(0, 0, 0);
+ _target = Math::Vector3d(0, 0, 0);
+ _isSpotlight = false;
+ _falloff = 0;
+ _active = true;
+
+ _distance = 0.0f;
+ _isAvailable = false;
}
//////////////////////////////////////////////////////////////////////////
diff --git a/engines/wintermute/base/gfx/x/active_animation.cpp b/engines/wintermute/base/gfx/x/active_animation.cpp
index d008feae996..1d4f7b7e78f 100644
--- a/engines/wintermute/base/gfx/x/active_animation.cpp
+++ b/engines/wintermute/base/gfx/x/active_animation.cpp
@@ -33,11 +33,17 @@
namespace Wintermute {
//////////////////////////////////////////////////////////////////////////
-ActiveAnimation::ActiveAnimation(BaseGame *inGame, ModelX *model) : BaseClass(inGame),
- _model(model), _currentFrame(-1),
- _startTime(0), _looping(false),
- _finished(true), _lastLocalTime(0),
- _animation(nullptr) {
+ActiveAnimation::ActiveAnimation(BaseGame *inGame, ModelX *model) : BaseClass(inGame) {
+ _model = model;
+
+ _animation = nullptr;
+
+ _looping = false;
+ _finished = true;
+ _startTime = 0;
+ _lastLocalTime = 0;
+
+ _currentFrame = -1;
}
//////////////////////////////////////////////////////////////////////////
diff --git a/engines/wintermute/base/gfx/x/animation.cpp b/engines/wintermute/base/gfx/x/animation.cpp
index 77516f4ca0f..218166d7612 100644
--- a/engines/wintermute/base/gfx/x/animation.cpp
+++ b/engines/wintermute/base/gfx/x/animation.cpp
@@ -36,7 +36,8 @@
namespace Wintermute {
//////////////////////////////////////////////////////////////////////////
-Animation::Animation(BaseGame *inGame) : BaseClass(inGame), _targetFrame(nullptr) {
+Animation::Animation(BaseGame *inGame) : BaseClass(inGame) {
+ _targetFrame = nullptr;
}
//////////////////////////////////////////////////////////////////////////
diff --git a/engines/wintermute/base/gfx/x/animation_channel.cpp b/engines/wintermute/base/gfx/x/animation_channel.cpp
index d2cffa23b51..997e1119244 100644
--- a/engines/wintermute/base/gfx/x/animation_channel.cpp
+++ b/engines/wintermute/base/gfx/x/animation_channel.cpp
@@ -32,11 +32,14 @@
namespace Wintermute {
//////////////////////////////////////////////////////////////////////////
-AnimationChannel::AnimationChannel(BaseGame *inGame, ModelX *model) : BaseClass(inGame),
- _model(model), _transitioning(false),
- _transitionStart(0), _transtitionTime(0),
- _stopTransitionTime(0) {
+AnimationChannel::AnimationChannel(BaseGame *inGame, ModelX *model) : BaseClass(inGame) {
_anim[0] = _anim[1] = nullptr;
+
+ _transitioning = false;
+ _transitionStart = _transtitionTime = 0,
+ _stopTransitionTime = 0;
+
+ _model = model;
}
//////////////////////////////////////////////////////////////////////////
diff --git a/engines/wintermute/base/gfx/x/animation_set.cpp b/engines/wintermute/base/gfx/x/animation_set.cpp
index 7dd38f749eb..ef49916eb5d 100644
--- a/engines/wintermute/base/gfx/x/animation_set.cpp
+++ b/engines/wintermute/base/gfx/x/animation_set.cpp
@@ -34,8 +34,11 @@
namespace Wintermute {
//////////////////////////////////////////////////////////////////////////
-AnimationSet::AnimationSet(BaseGame *inGame, ModelX *model) : BaseNamedObject(inGame),
- _looping(false), _frameTime(-1), _totalTime(0), _model(model) {
+AnimationSet::AnimationSet(BaseGame *inGame, ModelX *model) : BaseNamedObject(inGame) {
+ _frameTime = -1;
+ _totalTime = 0;
+ _looping = false;
+ _model = model;
}
//////////////////////////////////////////////////////////////////////////
diff --git a/engines/wintermute/base/gfx/x/material.cpp b/engines/wintermute/base/gfx/x/material.cpp
index 2fbfe277bf7..17df7ce5717 100644
--- a/engines/wintermute/base/gfx/x/material.cpp
+++ b/engines/wintermute/base/gfx/x/material.cpp
@@ -42,9 +42,11 @@ namespace Wintermute {
//////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
-Material::Material(BaseGame *inGame) : BaseNamedObject(inGame),
- _surface(nullptr), _ownedSurface(false),
- _sprite(nullptr), _theora(nullptr) {
+Material::Material(BaseGame *inGame) : BaseNamedObject(inGame) {
+ _surface = nullptr;
+ _ownedSurface = false;
+ _sprite = nullptr;
+ _theora = nullptr;
}
//////////////////////////////////////////////////////////////////////////
diff --git a/engines/wintermute/base/gfx/x/meshx.cpp b/engines/wintermute/base/gfx/x/meshx.cpp
index bf7a5961b81..634510b628f 100644
--- a/engines/wintermute/base/gfx/x/meshx.cpp
+++ b/engines/wintermute/base/gfx/x/meshx.cpp
@@ -38,10 +38,17 @@ namespace Wintermute {
// define constant to make it available to the linker
const uint32 MeshX::kNullIndex;
-MeshX::MeshX(Wintermute::BaseGame *inGame) : BaseNamedObject(inGame),
- _BBoxStart(0.0f, 0.0f, 0.0f), _BBoxEnd(0.0f, 0.0f, 0.0f),
- _vertexData(nullptr), _vertexPositionData(nullptr), _vertexNormalData(nullptr),
- _vertexCount(0), _numAttrs(0), _skinnedMesh(false) {
+MeshX::MeshX(Wintermute::BaseGame *inGame) : BaseNamedObject(inGame) {
+ _numAttrs = 0;
+ _skinnedMesh = false;
+
+ _BBoxStart = Math::Vector3d(0.0f, 0.0f, 0.0f);
+ _BBoxEnd = Math::Vector3d(0.0f, 0.0f, 0.0f);
+
+ _vertexData = nullptr;
+ _vertexPositionData = nullptr;
+ _vertexNormalData = nullptr;
+ _vertexCount = 0;
}
MeshX::~MeshX() {
diff --git a/engines/wintermute/base/gfx/x/modelx.cpp b/engines/wintermute/base/gfx/x/modelx.cpp
index 3f346467762..78ef9852c10 100644
--- a/engines/wintermute/base/gfx/x/modelx.cpp
+++ b/engines/wintermute/base/gfx/x/modelx.cpp
@@ -149,14 +149,19 @@ static XFileLexer createXFileLexer(byte *&buffer, uint32 fileSize) {
IMPLEMENT_PERSISTENT(ModelX, false)
//////////////////////////////////////////////////////////////////////////
-ModelX::ModelX(BaseGame *inGame, BaseObject *owner) : BaseObject(inGame),
- _owner(owner), _lastOffsetX(0), _lastOffsetY(0),
- _BBoxStart(0.0f, 0.0f, 0.0f), _BBoxEnd(0.0f, 0.0f, 0.0f),
- _rootFrame(nullptr) {
+ModelX::ModelX(BaseGame *inGame, BaseObject *owner) : BaseObject(inGame) {
+ _owner = owner;
+
+ _rootFrame = nullptr;
+
_drawingViewport.setEmpty();
_lastWorldMat.setToIdentity();
_lastViewMat.setToIdentity();
_lastProjMat.setToIdentity();
+ _lastOffsetX = _lastOffsetY = 0;
+
+ _BBoxStart = Math::Vector3d(0.0f, 0.0f, 0.0f);
+ _BBoxEnd = Math::Vector3d(0.0f, 0.0f, 0.0f);
_boundingRect.setEmpty();
for (int i = 0; i < X_NUM_ANIMATION_CHANNELS; i++) {
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