• R/O
  • SSH
  • HTTPS

Commit

Frequently used words (click to add to your profile)

javac++androidlinuxc#windowsobjective-ccocoa誰得qtpythonphprubygameguibathyscaphec計画中(planning stage)翻訳omegatframeworktwitterdomtestvb.netdirectxゲームエンジンbtronarduinopreviewer

X operations(XOPS)に非常に近いFPSゲームを制作・リメイクし、成果物をオープンソースとして公開することを目的としたプロジェクトです。


Commit MetaInfo

Revision258 (tree)
Time2021-02-08 00:40:20
Authorxops-mikan

Log Message

オブジェクトのモデル非表示機能追加、コンソールのコマンドを1個追加(model)

Change Summary

Incremental Difference

--- trunk/d3dgraphics-directx.cpp (revision 257)
+++ trunk/d3dgraphics-directx.cpp (revision 258)
@@ -1385,7 +1385,8 @@
13851385 //! @param id_model モデル認識番号
13861386 //! @param id_texture テクスチャ認識番号
13871387 //! @param darkflag モデルを暗くする
1388-void D3DGraphics::RenderModel(int id_model, int id_texture, bool darkflag)
1388+//! @param nomodel モデル描画無効化
1389+void D3DGraphics::RenderModel(int id_model, int id_texture, bool darkflag, bool nomodel)
13891390 {
13901391 //無効な引数が設定されていれば失敗
13911392 if( id_model == -1 ){ return; }
@@ -1392,8 +1393,15 @@
13921393 //if( id_texture == -1 ){ return; }
13931394
13941395 //指定したモデルが初期化されていなければ失敗
1395- if( pmesh[id_model] == NULL) return;
1396+ if( pmesh[id_model] == NULL ){ return; }
13961397
1398+ if( nomodel == true ){
1399+ Renderline(1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, GetColorCode(1.0f,0.5f,0.0f,1.0f));
1400+ Renderline(0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, GetColorCode(1.0f,0.5f,0.0f,1.0f));
1401+ Renderline(0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, GetColorCode(1.0f,0.5f,0.0f,1.0f));
1402+ return;
1403+ }
1404+
13971405 float Brightness;
13981406
13991407 if( darkflag == false ){
@@ -1435,11 +1443,20 @@
14351443 //! @brief 板を描画
14361444 //! @param id_texture テクスチャ認識番号
14371445 //! @param alpha 透明度 (0.0〜1.0 0.0:完全透明)
1438-void D3DGraphics::RenderBoard(int id_texture, float alpha)
1446+//! @param nomodel 板の描画無効化
1447+void D3DGraphics::RenderBoard(int id_texture, float alpha, bool nomodel)
14391448 {
14401449 //テクスチャが設定されていなければ、処理しない。
14411450 if( id_texture == -1 ){ return; }
14421451
1452+ if( nomodel == true ){
1453+ Renderline(0.0f, 0.5f, -0.5f, 0.0f, -0.5f, -0.5f, GetColorCode(0.75f,0.75f,0.75f,1.0f));
1454+ Renderline(0.0f, -0.5f, -0.5f, 0.0f, -0.5f, 0.5f, GetColorCode(0.75f,0.75f,0.75f,1.0f));
1455+ Renderline(0.0f, -0.5f, 0.5f, 0.0f, 0.5f, 0.5f, GetColorCode(0.75f,0.75f,0.75f,1.0f));
1456+ Renderline(0.0f, 0.5f, 0.5f, 0.0f, 0.5f, -0.5f, GetColorCode(0.75f,0.75f,0.75f,1.0f));
1457+ return;
1458+ }
1459+
14431460 VERTEXTXTA BoardVertices[4];
14441461
14451462 //頂点座標・UV座標・色/透明度を設定
--- trunk/d3dgraphics-opengl.cpp (revision 257)
+++ trunk/d3dgraphics-opengl.cpp (revision 258)
@@ -2131,12 +2131,20 @@
21312131 //! @param id_model モデル認識番号
21322132 //! @param id_texture テクスチャ認識番号
21332133 //! @param darkflag モデルを暗くする
2134-void D3DGraphics::RenderModel(int id_model, int id_texture, bool darkflag)
2134+//! @param nomodel モデル描画無効化
2135+void D3DGraphics::RenderModel(int id_model, int id_texture, bool darkflag, bool nomodel)
21352136 {
21362137 //無効な引数が設定されていれば失敗
21372138 if( id_model == -1 ){ return; }
21382139 if( pmodel[id_model].useflag == false ){ return; }
21392140
2141+ if( nomodel == true ){
2142+ Renderline(1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, GetColorCode(1.0f,0.5f,0.0f,1.0f));
2143+ Renderline(0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, GetColorCode(1.0f,0.5f,0.0f,1.0f));
2144+ Renderline(0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, GetColorCode(1.0f,0.5f,0.0f,1.0f));
2145+ return;
2146+ }
2147+
21402148 //テクスチャが正常に読み込めていなければ設定
21412149 if( id_texture == -1 ){
21422150 //テクスチャ無効
@@ -2188,12 +2196,21 @@
21882196 //! @brief 板を描画
21892197 //! @param id_texture テクスチャ認識番号
21902198 //! @param alpha 透明度 (0.0〜1.0 0.0:完全透明)
2191-void D3DGraphics::RenderBoard(int id_texture, float alpha)
2199+//! @param nomodel 板の描画無効化
2200+void D3DGraphics::RenderBoard(int id_texture, float alpha, bool nomodel)
21922201 {
21932202 //テクスチャが設定されていなければ、処理しない。
21942203 if( id_texture == -1 ){ return; }
21952204 if( ptextures[id_texture].useflag == false ){ return; }
21962205
2206+ if( nomodel == true ){
2207+ Renderline(0.0f, 0.5f, -0.5f, 0.0f, -0.5f, -0.5f, GetColorCode(0.75f,0.75f,0.75f,1.0f));
2208+ Renderline(0.0f, -0.5f, -0.5f, 0.0f, -0.5f, 0.5f, GetColorCode(0.75f,0.75f,0.75f,1.0f));
2209+ Renderline(0.0f, -0.5f, 0.5f, 0.0f, 0.5f, 0.5f, GetColorCode(0.75f,0.75f,0.75f,1.0f));
2210+ Renderline(0.0f, 0.5f, 0.5f, 0.0f, 0.5f, -0.5f, GetColorCode(0.75f,0.75f,0.75f,1.0f));
2211+ return;
2212+ }
2213+
21972214 float VertexAry[4*3];
21982215 float ColorAry[4*4];
21992216 float TexCoordAry[4*2];
--- trunk/d3dgraphics.h (revision 257)
+++ trunk/d3dgraphics.h (revision 258)
@@ -296,8 +296,8 @@
296296 void RenderMapdata(bool wireframe);
297297 int GetMapTextureID(int id);
298298 void CleanupMapdata();
299- void RenderModel(int id_model, int id_texture, bool darkflag);
300- void RenderBoard(int id_texture, float alpha);
299+ void RenderModel(int id_model, int id_texture, bool darkflag, bool nomodel);
300+ void RenderBoard(int id_texture, float alpha, bool nomodel);
301301 void StartEffectRender();
302302 void EndEffectRender();
303303 void ScreenBrightness(int Width, int Height, int Brightness);
--- trunk/gamemain.cpp (revision 257)
+++ trunk/gamemain.cpp (revision 258)
@@ -346,7 +346,7 @@
346346 //カメラ座標に背景空を描画
347347 d3dg->SetWorldTransform(camera_x, camera_y, camera_z, 0.0f, 0.0f, 2.0f);
348348 Resource.GetSkyModelTexture(&skymodel, &skytexture);
349- d3dg->RenderModel(skymodel, skytexture, false);
349+ d3dg->RenderModel(skymodel, skytexture, false, false);
350350
351351 //Zバッファを初期化
352352 d3dg->ResetZbuffer();
@@ -356,7 +356,7 @@
356356 d3dg->RenderMapdata(false);
357357
358358 //オブジェクトを描画
359- ObjMgr.Render(camera_x, camera_y, camera_z, 0);
359+ ObjMgr.Render(camera_x, camera_y, camera_z, 0, false);
360360 }
361361
362362 void opening::Render2D()
@@ -723,7 +723,7 @@
723723 d3dg->RenderMapdata(false);
724724
725725 //オブジェクトを描画
726- ObjMgr.Render(camera_x, camera_y, camera_z, 0);
726+ ObjMgr.Render(camera_x, camera_y, camera_z, 0, false);
727727 }
728728
729729 void mainmenu::Render2D()
@@ -1775,6 +1775,7 @@
17751775 tag = false;
17761776 radar = false;
17771777 wireframe = false;
1778+ nomodel = false;
17781779 CenterLine = false;
17791780 Camera_Blind = true;
17801781 Camera_F1mode = false;
@@ -2631,7 +2632,7 @@
26312632 //カメラ座標に背景空を描画
26322633 d3dg->SetWorldTransform(camera_x, camera_y, camera_z, 0.0f, 0.0f, 2.0f);
26332634 Resource.GetSkyModelTexture(&skymodel, &skytexture);
2634- d3dg->RenderModel(skymodel, skytexture, DarkScreenFlag);
2635+ d3dg->RenderModel(skymodel, skytexture, DarkScreenFlag, false);
26352636
26362637 //Zバッファを初期化
26372638 d3dg->ResetZbuffer();
@@ -2656,7 +2657,7 @@
26562657 }
26572658 }
26582659 //オブジェクトを描画
2659- ObjMgr.Render(camera_x, camera_y, camera_z, DrawPlayer);
2660+ ObjMgr.Render(camera_x, camera_y, camera_z, DrawPlayer, nomodel);
26602661
26612662 //AIデバック情報表示
26622663 if( AIdebuginfoID != -1 ){
@@ -3092,13 +3093,13 @@
30923093 GameParamInfo.GetWeapon(weapon_paramid[selectweapon], &weapon_paramdata);
30933094 Resource.GetWeaponModelTexture(weapon_paramid[selectweapon], &weaponmodel, &weapontexture);
30943095 d3dg->SetWorldTransformPlayerWeapon(true, camera_rx, camera_ry, DegreeToRadian(framecnt*2), weapon_paramdata.size);
3095- d3dg->RenderModel(weaponmodel, weapontexture, false);
3096+ d3dg->RenderModel(weaponmodel, weapontexture, false, nomodel);
30963097
30973098 //(3D描画)所持している武器モデルの描画・サブ武器
30983099 GameParamInfo.GetWeapon(weapon_paramid[notselectweapon], &weapon_paramdata);
30993100 Resource.GetWeaponModelTexture(weapon_paramid[notselectweapon], &weaponmodel, &weapontexture);
31003101 d3dg->SetWorldTransformPlayerWeapon(false, camera_rx, camera_ry, 0.0f, weapon_paramdata.size);
3101- d3dg->RenderModel(weaponmodel, weapontexture, false);
3102+ d3dg->RenderModel(weaponmodel, weapontexture, false, nomodel);
31023103 }
31033104
31043105 //-----------------------------------
@@ -3475,7 +3476,7 @@
34753476 if( strcmp(NewCommand, "help") == 0 ){
34763477 AddInfoConsole(d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f), "help human result event ver");
34773478 AddInfoConsole(d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f), "config mif bd1 pd1 resinfo");
3478- AddInfoConsole(d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f), "info view center map aiinfo <NUM>");
3479+ AddInfoConsole(d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f), "info view center map model aiinfo <NUM>");
34793480 AddInfoConsole(d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f), "tag radar inmap sky <NUM> dark fog");
34803481 AddInfoConsole(d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f), "player <NUM> revive kill <NUM> treat <NUM> nodamage <NUM>");
34813482 AddInfoConsole(d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f), "newobj <NUM> break <NUM> delhuman <NUM> delweapon <NUM> delobj <NUL>");
@@ -3927,6 +3928,18 @@
39273928 }
39283929 }
39293930
3931+ //モデル描画フラグ切り替え
3932+ if( strcmp(NewCommand, "model") == 0 ){
3933+ if( nomodel == false ){
3934+ nomodel = true;
3935+ AddInfoConsole(d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f), "Disable render model.");
3936+ }
3937+ else{
3938+ nomodel = false;
3939+ AddInfoConsole(d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f), "Enable render model.");
3940+ }
3941+ }
3942+
39303943 //AI情報表示
39313944 if( GetCommandNum("aiinfo", &id) == true ){
39323945 if( (0 <= id)&&(id < MAX_HUMAN) ){
--- trunk/gamemain.h (revision 257)
+++ trunk/gamemain.h (revision 258)
@@ -237,6 +237,7 @@
237237 bool tag; //!< オブジェクトのタグを表示
238238 bool radar; //!< 簡易レーダー表示
239239 bool wireframe; //!< マップをワイヤーフレーム表示
240+ bool nomodel; //!< モデル描画フラグ
240241 bool CenterLine; //!< 3D空間に中心線を表示
241242 bool Camera_Blind; //!< 目隠し描画
242243 bool Camera_F1mode; //!< カメラF1モード
--- trunk/object.cpp (revision 257)
+++ trunk/object.cpp (revision 258)
@@ -146,13 +146,14 @@
146146
147147 //! @brief 描画
148148 //! @param d3dg D3DGraphicsのポインタ
149-void object::Render(D3DGraphics *d3dg)
149+//! @param NoModel モデル描画無効化
150+void object::Render(D3DGraphics *d3dg, bool NoModel)
150151 {
151152 if( d3dg == NULL ){ return; }
152153 if( EnableFlag == false ){ return; }
153154
154155 d3dg->SetWorldTransform(pos_x, pos_y, pos_z, rotation_x, 0.0f, model_size);
155- d3dg->RenderModel(id_model, id_texture, DarkModelFlag);
156+ d3dg->RenderModel(id_model, id_texture, DarkModelFlag, NoModel);
156157 }
157158
158159 //! @brief コンストラクタ
@@ -1824,9 +1825,10 @@
18241825 //! @param Resource ResourceManagerのポインタ
18251826 //! @param DrawArm 腕と武器のみ描画する
18261827 //! @param player 対象の人物がプレイヤーかどうか
1828+//! @param NoModel モデル描画無効化
18271829 //! @todo 腕の位置を行列で求める
18281830 //! @todo 死体の部位の高さ(Y軸)がおかしい
1829-void human::Render(class D3DGraphics *d3dg, class ResourceManager *Resource, bool DrawArm, bool player)
1831+void human::Render(class D3DGraphics *d3dg, class ResourceManager *Resource, bool DrawArm, bool player, bool NoModel)
18301832 {
18311833 //未使用引数対策
18321834 UNREFERENCED_PARAMETER(player);
@@ -1843,11 +1845,11 @@
18431845 if( DrawArm == false ){
18441846 //上半身を描画
18451847 d3dg->SetWorldTransform(pos_x, pos_y - 1.0f, pos_z, rotation_x + (float)M_PI, rotation_y, upmodel_size);
1846- d3dg->RenderModel(upmodel, id_texture, DarkModelFlag);
1848+ d3dg->RenderModel(upmodel, id_texture, DarkModelFlag, NoModel);
18471849
18481850 //足を描画
18491851 d3dg->SetWorldTransform(pos_x, pos_y, pos_z, legrx + (float)M_PI, rotation_y, legmodel_size);
1850- d3dg->RenderModel(legmodel, id_texture, DarkModelFlag);
1852+ d3dg->RenderModel(legmodel, id_texture, DarkModelFlag, NoModel);
18511853 }
18521854
18531855 //現在装備する武器のクラスを取得
@@ -1860,11 +1862,11 @@
18601862 float y = pos_y + cos(rotation_y)*16.0f;
18611863 float z = pos_z + sin(rotation_x*-1 - (float)M_PI/2)*sin(rotation_y)*16.0f;
18621864 d3dg->SetWorldTransform(x, y, z, rotation_x + (float)M_PI, armrotation_y + rotation_y, armmodel_size);
1863- d3dg->RenderModel(armmodel, id_texture, DarkModelFlag);
1865+ d3dg->RenderModel(armmodel, id_texture, DarkModelFlag, NoModel);
18641866 }
18651867 else if( nowweapon == NULL ){ //手ぶら
18661868 d3dg->SetWorldTransform(pos_x, pos_y + 16.0f, pos_z, rotation_x + (float)M_PI, armry, armmodel_size);
1867- d3dg->RenderModel(armmodel, id_texture, DarkModelFlag);
1869+ d3dg->RenderModel(armmodel, id_texture, DarkModelFlag, NoModel);
18681870 }
18691871 else{ //何か武器を持っている
18701872 //武器のモデルとテクスチャを取得
@@ -1877,11 +1879,11 @@
18771879
18781880 //腕を描画
18791881 d3dg->SetWorldTransform(pos_x, pos_y + 16.0f, pos_z, rotation_x + (float)M_PI, armry, armmodel_size);
1880- d3dg->RenderModel(armmodel, id_texture, DarkModelFlag);
1882+ d3dg->RenderModel(armmodel, id_texture, DarkModelFlag, NoModel);
18811883
18821884 //武器を描画
18831885 d3dg->SetWorldTransformHumanWeapon(pos_x, pos_y + 16.0f, pos_z, paramdata.mx/10*-1, paramdata.my/10, paramdata.mz/10*-1, rotation_x + (float)M_PI, armry, paramdata.size);
1884- d3dg->RenderModel(model, texture, DarkModelFlag);
1886+ d3dg->RenderModel(model, texture, DarkModelFlag, NoModel);
18851887 }
18861888 }
18871889
@@ -2189,7 +2191,8 @@
21892191
21902192 //! @brief 描画
21912193 //! @param d3dg D3DGraphicsのポインタ
2192-void weapon::Render(class D3DGraphics *d3dg)
2194+//! @param NoModel モデル描画無効化
2195+void weapon::Render(class D3DGraphics *d3dg, bool NoModel)
21932196 {
21942197 //クラスが設定されていなければ失敗
21952198 if( d3dg == NULL ){ return; }
@@ -2200,7 +2203,7 @@
22002203
22012204 //武器を描画
22022205 d3dg->SetWorldTransform(pos_x, pos_y, pos_z, rotation_x, 0.0f, (float)M_PI/2, model_size);
2203- d3dg->RenderModel(id_model, id_texture, DarkModelFlag);
2206+ d3dg->RenderModel(id_model, id_texture, DarkModelFlag, NoModel);
22042207 }
22052208
22062209 //! @brief コンストラクタ
@@ -2423,7 +2426,8 @@
24232426
24242427 //! @brief 描画
24252428 //! @param d3dg D3DGraphicsのポインタ
2426-void smallobject::Render(D3DGraphics *d3dg)
2429+//! @param NoModel モデル描画無効化
2430+void smallobject::Render(D3DGraphics *d3dg, bool NoModel)
24272431 {
24282432 //クラスが設定されていなければ失敗
24292433 if( d3dg == NULL ){ return; }
@@ -2433,7 +2437,7 @@
24332437
24342438 //描画
24352439 d3dg->SetWorldTransform(pos_x, pos_y, pos_z, rotation_x, rotation_y, model_size);
2436- d3dg->RenderModel(id_model, id_texture, DarkModelFlag);
2440+ d3dg->RenderModel(id_model, id_texture, DarkModelFlag, NoModel);
24372441 }
24382442
24392443 //! @brief コンストラクタ
@@ -2541,7 +2545,8 @@
25412545
25422546 //! @brief 描画
25432547 //! @param d3dg D3DGraphicsのポインタ
2544-void bullet::Render(class D3DGraphics *d3dg)
2548+//! @param NoModel モデル描画無効化
2549+void bullet::Render(class D3DGraphics *d3dg, bool NoModel)
25452550 {
25462551 //クラスが設定されていなければ失敗
25472552 if( d3dg == NULL ){ return; }
@@ -2555,7 +2560,7 @@
25552560
25562561 //描画
25572562 d3dg->SetWorldTransform(pos_x, pos_y, pos_z, (rotation_x * -1 - (float)M_PI/2), rotation_y, model_size);
2558- d3dg->RenderModel(id_model, id_texture, false);
2563+ d3dg->RenderModel(id_model, id_texture, false, NoModel);
25592564 }
25602565
25612566 //! @brief コンストラクタ
@@ -2685,7 +2690,8 @@
26852690
26862691 //! @brief 描画
26872692 //! @param d3dg D3DGraphicsのポインタ
2688-void grenade::Render(class D3DGraphics *d3dg)
2693+//! @param NoModel モデル描画無効化
2694+void grenade::Render(class D3DGraphics *d3dg, bool NoModel)
26892695 {
26902696 //クラスが設定されていなければ失敗
26912697 if( d3dg == NULL ){ return; }
@@ -2695,7 +2701,7 @@
26952701
26962702 //描画
26972703 d3dg->SetWorldTransform(pos_x, pos_y, pos_z, (rotation_x * -1 - (float)M_PI/2), 0.0f, (float)M_PI/2, model_size);
2698- d3dg->RenderModel(id_model, id_texture, DarkModelFlag);
2704+ d3dg->RenderModel(id_model, id_texture, DarkModelFlag, NoModel);
26992705 }
27002706
27012707 //! @brief コンストラクタ
@@ -2867,7 +2873,8 @@
28672873
28682874 //! @brief 描画
28692875 //! @param d3dg D3DGraphicsのポインタ
2870-void effect::Render(class D3DGraphics *d3dg)
2876+//! @param NoModel モデル描画無効化
2877+void effect::Render(class D3DGraphics *d3dg, bool NoModel)
28712878 {
28722879 //クラスが設定されていなければ失敗
28732880 if( d3dg == NULL ){ return; }
@@ -2877,7 +2884,7 @@
28772884
28782885 //描画
28792886 d3dg->SetWorldTransformEffect(pos_x, pos_y, pos_z, rotation_x, rotation_y, rotation_texture, model_size);
2880- d3dg->RenderBoard(id_texture, alpha);
2887+ d3dg->RenderBoard(id_texture, alpha, NoModel);
28812888 }
28822889
28832890 //! @brief コンストラクタ
--- trunk/object.h (revision 257)
+++ trunk/object.h (revision 258)
@@ -121,7 +121,7 @@
121121 virtual int GetTexture();
122122 virtual void SetDarkModelFlag(bool flag);
123123 virtual int RunFrame();
124- virtual void Render(class D3DGraphics *d3dg);
124+ virtual void Render(class D3DGraphics *d3dg, bool NoModel);
125125 };
126126
127127 //! @brief 人管理クラス
@@ -220,7 +220,7 @@
220220 virtual float GetTotalMove();
221221 virtual int RunFrame(class Collision *CollD, class BlockDataInterface *inblockdata, bool AddCollisionFlag, bool player, bool F5mode);
222222 virtual int GetGunsightErrorRange();
223- virtual void Render(class D3DGraphics *d3dg, class ResourceManager *Resource, bool DrawArm, bool player);
223+ virtual void Render(class D3DGraphics *d3dg, class ResourceManager *Resource, bool DrawArm, bool player, bool NoModel);
224224 };
225225
226226 //! @brief 武器管理クラス
@@ -249,7 +249,7 @@
249249 virtual int RunReload();
250250 virtual bool ResetWeaponParam(class ResourceManager *Resource, int id_param, int lnbs, int nbs);
251251 virtual int RunFrame(class Collision *CollD);
252- virtual void Render(class D3DGraphics *d3dg);
252+ virtual void Render(class D3DGraphics *d3dg, bool NoModel);
253253 };
254254
255255 //! @brief 小物管理クラス
@@ -278,7 +278,7 @@
278278 virtual void HitGrenadeExplosion(int attacks);
279279 virtual void Destruction();
280280 virtual int RunFrame();
281- virtual void Render(D3DGraphics *d3dg);
281+ virtual void Render(D3DGraphics *d3dg, bool NoModel);
282282 };
283283
284284 //! @brief 弾丸管理クラス
@@ -302,7 +302,7 @@
302302 virtual void GetPosData(float *x, float *y, float *z, float *rx, float *ry);
303303 virtual void GetParamData(int *_attacks, int *_penetration, int *_speed, int *_teamid, int *_humanid, float *_ontargetcnt);
304304 virtual int RunFrame();
305- virtual void Render(class D3DGraphics *d3dg);
305+ virtual void Render(class D3DGraphics *d3dg, bool NoModel);
306306 };
307307
308308 //! @brief 手榴弾管理クラス
@@ -319,7 +319,7 @@
319319 void GetParamData(float *_speed, int *_teamid, int *_humanid, float *_ontargetcnt);
320320 float GetSpeed();
321321 int RunFrame(class Collision *CollD);
322- virtual void Render(D3DGraphics *d3dg);
322+ virtual void Render(D3DGraphics *d3dg, bool NoModel);
323323 };
324324
325325 //! @brief エフェクト管理クラス
@@ -351,7 +351,7 @@
351351 virtual void GetMove(float *mx, float *my, float *mz);
352352 virtual bool GetCollideMapFlag();
353353 virtual int RunFrame(float camera_rx, float camera_ry);
354- virtual void Render(class D3DGraphics *d3dg);
354+ virtual void Render(class D3DGraphics *d3dg, bool NoModel);
355355 };
356356
357357 //! @brief 人モーション制御クラス
--- trunk/objectmanager.cpp (revision 257)
+++ trunk/objectmanager.cpp (revision 258)
@@ -2875,7 +2875,8 @@
28752875 //! @param camera_y カメラのY座標
28762876 //! @param camera_z カメラのZ座標
28772877 //! @param HidePlayer プレイヤーの描画設定 (描画する:0 描画しない:1 腕と武器のみ描画する:2)
2878-void ObjectManager::Render(float camera_x, float camera_y, float camera_z, int HidePlayer)
2878+//! @param NoModel モデル描画無効化
2879+void ObjectManager::Render(float camera_x, float camera_y, float camera_z, int HidePlayer, bool NoModel)
28792880 {
28802881 //ワールド座標を原点へ
28812882 d3dg->ResetWorldTransform();
@@ -2926,7 +2927,7 @@
29262927 player = false;
29272928 }
29282929
2929- HumanIndex[i].Render(d3dg, Resource, DrawArm, player);
2930+ HumanIndex[i].Render(d3dg, Resource, DrawArm, player, NoModel);
29302931
29312932 /*
29322933 //当たり判定の簡易表示
@@ -2946,22 +2947,22 @@
29462947
29472948 //武器描画
29482949 for(int i=0; i<MAX_WEAPON; i++){
2949- WeaponIndex[i].Render(d3dg);
2950+ WeaponIndex[i].Render(d3dg, NoModel);
29502951 }
29512952
29522953 //小物描画
29532954 for(int i=0; i<MAX_SMALLOBJECT; i++){
2954- SmallObjectIndex[i].Render(d3dg);
2955+ SmallObjectIndex[i].Render(d3dg, NoModel);
29552956 }
29562957
29572958 //弾描画
29582959 for(int i=0; i<MAX_BULLET; i++){
2959- BulletIndex[i].Render(d3dg);
2960+ BulletIndex[i].Render(d3dg, NoModel);
29602961 }
29612962
29622963 //手榴弾描画
29632964 for(int i=0; i<MAX_GRENADE; i++){
2964- GrenadeIndex[i].Render(d3dg);
2965+ GrenadeIndex[i].Render(d3dg, NoModel);
29652966 }
29662967
29672968 //エフェクト描画
@@ -2968,13 +2969,13 @@
29682969 d3dg->StartEffectRender();
29692970 /*
29702971 for(int i=0; i<MAX_EFFECT; i++){
2971- EffectIndex[i].Render(d3dg);
2972+ EffectIndex[i].Render(d3dg, NoModel);
29722973 }
29732974 */
29742975 effectdata data[MAX_EFFECT];
29752976 int cnt = SortEffect(camera_x, camera_y, camera_z, data);
29762977 for(int i=0; i<cnt; i++) {
2977- EffectIndex[ data[i].id ].Render(d3dg);
2978+ EffectIndex[ data[i].id ].Render(d3dg, NoModel);
29782979 }
29792980 d3dg->EndEffectRender();
29802981 }
--- trunk/objectmanager.h (revision 257)
+++ trunk/objectmanager.h (revision 258)
@@ -173,7 +173,7 @@
173173 bool GetObjectInfoTag(float camera_x, float camera_y, float camera_z, float camera_rx, float camera_ry, int *color, char *infostr);
174174 int Process(int cmdF5id, bool demomode, float camera_rx, float camera_ry, bool screen);
175175 bool GetHumanShotInfo(int id, float *ontarget, int *kill, int *headshot);
176- void Render(float camera_x, float camera_y, float camera_z, int HidePlayer);
176+ void Render(float camera_x, float camera_y, float camera_z, int HidePlayer, bool NoModel);
177177 void RenderLog(int x, int y);
178178 void Cleanup();
179179 };