Changes for MaskNodeHandsOff

This is a rework of the Pull Request
https://github.com/GarageGames/Torque3D/pull/453 based on my own
understanding of the issue.  The details may be found in the description
of the original Pull Request.
This commit is contained in:
DavidWyand-GG 2013-10-22 18:18:02 -04:00
parent 31e00236de
commit f10a860bba

View file

@ -293,6 +293,7 @@ void TSShapeInstance::updateTransitionNodeTransforms(TSIntegerSet& transitionNod
transitionNodes.overlap(mTransitionRotationNodes);
transitionNodes.overlap(mTransitionTranslationNodes);
transitionNodes.overlap(mTransitionScaleNodes);
transitionNodes.takeAway(mHandsOffNodes);
// Decompose transforms for nodes affected by the transition. Only need to do
// for blended or scale-animated nodes, as all others are already up to date
@ -578,6 +579,7 @@ void TSShapeInstance::handleBlendSequence(TSThread * thread, S32 a, S32 b)
TSIntegerSet nodeMatters = thread->getSequence()->translationMatters;
nodeMatters.overlap(thread->getSequence()->rotationMatters);
nodeMatters.overlap(thread->getSequence()->scaleMatters);
nodeMatters.takeAway(mHandsOffNodes);
S32 start = nodeMatters.start();
S32 end = b;
for (S32 nodeIndex=start; nodeIndex<end; nodeMatters.next(nodeIndex))