Fix name conflict in custom example
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@ -43,7 +43,7 @@
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// Module Functions Declaration
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// Module Functions Declaration
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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static bool IsUpperBodyBone(const char *boneName);
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static bool IsUpperBodyBone(const char *boneName);
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static void UpdateModelAnimationBones(Model *model, ModelAnimation *anim1, int frame1,
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static void UpdateModelAnimationBoneCustom(Model *model, ModelAnimation *anim1, int frame1,
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ModelAnimation *anim2, int frame2, float blend, bool upperBodyBlend);
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ModelAnimation *anim2, int frame2, float blend, bool upperBodyBlend);
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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@ -117,7 +117,7 @@ int main(void)
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// When upperBodyBlend is ON: upper body = attack (1.0), lower body = walk (0.0)
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// When upperBodyBlend is ON: upper body = attack (1.0), lower body = walk (0.0)
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// When upperBodyBlend is OFF: uniform blend at 0.5 (50% walk, 50% attack)
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// When upperBodyBlend is OFF: uniform blend at 0.5 (50% walk, 50% attack)
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float blendFactor = (upperBodyBlend? 1.0f : 0.5f);
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float blendFactor = (upperBodyBlend? 1.0f : 0.5f);
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UpdateModelAnimationBones(&model, &anim0, animCurrentFrame0,
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UpdateModelAnimationBoneCustom(&model, &anim0, animCurrentFrame0,
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&anim1, animCurrentFrame1, blendFactor, upperBodyBlend);
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&anim1, animCurrentFrame1, blendFactor, upperBodyBlend);
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// raylib provided animation blending function
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// raylib provided animation blending function
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@ -194,7 +194,7 @@ static bool IsUpperBodyBone(const char *boneName)
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}
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}
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// Blend two animations per-bone with selective upper/lower body blending
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// Blend two animations per-bone with selective upper/lower body blending
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static void UpdateModelAnimationBones(Model *model, ModelAnimation *anim0, int frame0,
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static void UpdateModelAnimationBoneCustom(Model *model, ModelAnimation *anim0, int frame0,
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ModelAnimation *anim1, int frame1, float blend, bool upperBodyBlend)
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ModelAnimation *anim1, int frame1, float blend, bool upperBodyBlend)
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{
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{
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// Validate inputs
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// Validate inputs
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