store bone rotations as quats; more common than HPR, and we don't
have to convert constantly
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@@ -676,22 +676,18 @@ void Model::SetBones( const msAnimation* pAnimation, float fFrame, vector<myBone
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{
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const float s = SCALE( fFrame, pLastRotationKey->fTime, pThisRotationKey->fTime, 0, 1 );
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RageVector4 q1, q2, q;
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RageQuatFromHPR( &q1, pLastRotationKey->Rotation );
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RageQuatFromHPR( &q2, pThisRotationKey->Rotation );
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RageQuatSlerp( &q, q1, q2, s );
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RageVector4 q;
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RageQuatSlerp( &q, pLastRotationKey->Rotation, pThisRotationKey->Rotation, s );
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RageMatrixFromQuat( &m, q );
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}
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else if( pLastRotationKey == 0 )
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{
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vRot = pThisRotationKey->Rotation;
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RageMatrixAngles( &m, vRot );
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RageMatrixFromQuat( &m, pThisRotationKey->Rotation );
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}
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else if( pThisRotationKey == 0 )
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{
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vRot = pLastRotationKey->Rotation;
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RageMatrixAngles( &m, vRot );
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RageMatrixFromQuat( &m, pLastRotationKey->Rotation );
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}
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m.m[3][0] = vPos[0];
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m.m[3][1] = vPos[1];
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@@ -340,7 +340,8 @@ bool msAnimation::LoadMilkshapeAsciiBones( RString sAniName, RString sPath )
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msRotationKey key;
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key.fTime = fTime;
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key.Rotation = RageVector3( Rotation[0], Rotation[1], Rotation[2] );
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RageVector3 Rotation = RageVector3( Rotation[0], Rotation[1], Rotation[2] );
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RageQuatFromHPR( &key.Rotation, Rotation );
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Bone.RotationKeys[j] = key;
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}
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}
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@@ -110,7 +110,7 @@ struct msPositionKey
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struct msRotationKey
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{
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float fTime;
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RageVector3 Rotation;
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RageVector4 Rotation;
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};
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struct msBone
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