void RawData::clean(){ Log("Clean RawData"); for(int i = 0;i<MAX_SIZE;i++){ this->data[i] = 0; } setFrameNum(0); }
void SE_BoneAnimation::onRun() { if(!mSkinJointController) return; SE_Bone* bone = mSkinJointController->mBoneVector[0]; int num = bone->getMatrixNum(); setFrameNum(num); setTimePerFrame(getDuration() / num); mMesh = mSimObject->getMesh(); SE_Matrix4f m; m.identity(); mSimObject->setWorldMatrix(m); mSimObject->setUseWorldMatrix(true); mSimObject->setPrimitiveType(TRIANGLES_INDEX); mMesh->clearVertexInfo(); mSkinJointController->createBoneBaseMatrixInverse(); }