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https://github.com/acemod/ACE3.git
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e22080db3a
Animations accessible. Pass map of animation names and phases and pass a vector of the lods you want to animate. Dynamic loading humbuggery. Added: A3->Extension animation state sync framework done. Test cases for animations created. Apply animation phases from game to test case render. Continuing finalization. rotation_offset was reversed for zero_distance, thats fixed but still off. Rendering test hard-coded for container LOD temporarily. Rotation translation corrected. Removed: Scale flipping, these should work now but they dont. Debug logging, debug model. Correct parameters to extension. Stability fixes. Animations nearly aligning correctly. scale, rotation and translation work; still not working. Back compat for v60 p3d's fully implemented. Add vehicle ID to animation state send. cmake bullet integration from submodule. WINVER forced for all builds. More bullet + windows + cmake fun. Remove LinaerMath. Testing for nou. typo Fixed: Pathing bug. Vehicle damage working set for Nou.
41 lines
1.1 KiB
C++
41 lines
1.1 KiB
C++
#include "shared.hpp"
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#include <algorithm>
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#include <functional>
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#include <cctype>
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#include <locale>
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int test(int var) {
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return var;
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}
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namespace ace {
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std::vector<std::string> &split(const std::string &s, char delim, std::vector<std::string> &elems) {
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std::stringstream ss(s);
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std::string item;
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while (std::getline(ss, item, delim)) {
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elems.push_back(item);
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}
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return elems;
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}
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std::vector<std::string> split(const std::string &s, char delim) {
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std::vector<std::string> elems;
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split(s, delim, elems);
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return elems;
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}
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void runtime_assert(bool result) {
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assert(result);
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if (!result) {
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LOG(ERROR) << "ACE Assertion failed, execution cancelling";
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throw exception(-1, "assertion failed");
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}
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}
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void runtime_assert(bool result, const uint32_t code, const std::string & text) {
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assert(result);
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if (!result) {
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LOG(ERROR) << "ACE Assertion failed, execution cancelling";
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throw exception(code, text);
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}
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}
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} |