ACE3/extensions/common/shared.cpp
jaynus e22080db3a Reworked with test p3d.
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.
2015-05-12 16:37:01 -07:00

41 lines
1.1 KiB
C++

#include "shared.hpp"
#include <algorithm>
#include <functional>
#include <cctype>
#include <locale>
int test(int var) {
return var;
}
namespace ace {
std::vector<std::string> &split(const std::string &s, char delim, std::vector<std::string> &elems) {
std::stringstream ss(s);
std::string item;
while (std::getline(ss, item, delim)) {
elems.push_back(item);
}
return elems;
}
std::vector<std::string> split(const std::string &s, char delim) {
std::vector<std::string> elems;
split(s, delim, elems);
return elems;
}
void runtime_assert(bool result) {
assert(result);
if (!result) {
LOG(ERROR) << "ACE Assertion failed, execution cancelling";
throw exception(-1, "assertion failed");
}
}
void runtime_assert(bool result, const uint32_t code, const std::string & text) {
assert(result);
if (!result) {
LOG(ERROR) << "ACE Assertion failed, execution cancelling";
throw exception(code, text);
}
}
}