unindent
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+70
-71
@@ -625,82 +625,81 @@ void Model::SetBones( const msAnimation* pAnimation, float fFrame, vector<myBone
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if( nPositionKeyCount == 0 && nRotationKeyCount == 0 )
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{
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vpBones[i].mFinal = vpBones[i].mAbsolute;
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continue;
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}
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else
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RageVector3 vPos;
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RageVector3 vRot;
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//
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// search for the adjacent position keys
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//
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const msPositionKey *pLastPositionKey = NULL, *pThisPositionKey = NULL;
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for( int j = 0; j < nPositionKeyCount; j++ )
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{
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RageVector3 vPos;
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RageVector3 vRot;
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//
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// search for the adjacent position keys
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//
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const msPositionKey *pLastPositionKey = NULL, *pThisPositionKey = NULL;
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for( int j = 0; j < nPositionKeyCount; j++ )
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const msPositionKey *pPositionKey = &pBone->PositionKeys[j];
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if( pPositionKey->fTime >= fFrame )
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{
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const msPositionKey *pPositionKey = &pBone->PositionKeys[j];
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if( pPositionKey->fTime >= fFrame )
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{
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pThisPositionKey = pPositionKey;
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break;
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}
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pLastPositionKey = pPositionKey;
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pThisPositionKey = pPositionKey;
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break;
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}
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if( pLastPositionKey != NULL && pThisPositionKey != NULL )
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{
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float d = pThisPositionKey->fTime - pLastPositionKey->fTime;
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float s = (fFrame - pLastPositionKey->fTime) / d;
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vPos = pLastPositionKey->Position + (pThisPositionKey->Position - pLastPositionKey->Position) * s;
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}
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else if( pLastPositionKey == NULL )
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vPos = pThisPositionKey->Position;
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else if( pThisPositionKey == NULL )
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vPos = pLastPositionKey->Position;
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//
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// search for the adjacent rotation keys
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//
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RageMatrix m;
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RageMatrixIdentity( &m );
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const msRotationKey *pLastRotationKey = NULL, *pThisRotationKey = NULL;
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for( int j = 0; j < nRotationKeyCount; j++ )
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{
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const msRotationKey *pRotationKey = &pBone->RotationKeys[j];
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if( pRotationKey->fTime >= fFrame )
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{
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pThisRotationKey = pRotationKey;
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break;
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}
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pLastRotationKey = pRotationKey;
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}
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if( pLastRotationKey != 0 && pThisRotationKey != 0 )
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{
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const float s = SCALE( fFrame, pLastRotationKey->fTime, pThisRotationKey->fTime, 0, 1 );
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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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RageMatrixFromQuat( &m, pThisRotationKey->Rotation );
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}
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else if( pThisRotationKey == 0 )
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{
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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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m.m[3][2] = vPos[2];
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RageMatrixMultiply( &vpBones[i].mRelativeFinal, &vpBones[i].mRelative, &m );
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int nParentBone = pAnimation->FindBoneByName( pBone->sParentName );
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if( nParentBone == -1 )
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vpBones[i].mFinal = vpBones[i].mRelativeFinal;
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else
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RageMatrixMultiply( &vpBones[i].mFinal, &vpBones[nParentBone].mFinal, &vpBones[i].mRelativeFinal );
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pLastPositionKey = pPositionKey;
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}
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if( pLastPositionKey != NULL && pThisPositionKey != NULL )
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{
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float d = pThisPositionKey->fTime - pLastPositionKey->fTime;
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float s = (fFrame - pLastPositionKey->fTime) / d;
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vPos = pLastPositionKey->Position + (pThisPositionKey->Position - pLastPositionKey->Position) * s;
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}
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else if( pLastPositionKey == NULL )
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vPos = pThisPositionKey->Position;
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else if( pThisPositionKey == NULL )
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vPos = pLastPositionKey->Position;
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//
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// search for the adjacent rotation keys
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//
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RageMatrix m;
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RageMatrixIdentity( &m );
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const msRotationKey *pLastRotationKey = NULL, *pThisRotationKey = NULL;
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for( int j = 0; j < nRotationKeyCount; j++ )
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{
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const msRotationKey *pRotationKey = &pBone->RotationKeys[j];
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if( pRotationKey->fTime >= fFrame )
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{
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pThisRotationKey = pRotationKey;
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break;
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}
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pLastRotationKey = pRotationKey;
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}
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if( pLastRotationKey != 0 && pThisRotationKey != 0 )
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{
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const float s = SCALE( fFrame, pLastRotationKey->fTime, pThisRotationKey->fTime, 0, 1 );
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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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RageMatrixFromQuat( &m, pThisRotationKey->Rotation );
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}
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else if( pThisRotationKey == 0 )
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{
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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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m.m[3][2] = vPos[2];
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RageMatrixMultiply( &vpBones[i].mRelativeFinal, &vpBones[i].mRelative, &m );
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int nParentBone = pAnimation->FindBoneByName( pBone->sParentName );
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if( nParentBone == -1 )
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vpBones[i].mFinal = vpBones[i].mRelativeFinal;
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else
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RageMatrixMultiply( &vpBones[i].mFinal, &vpBones[nParentBone].mFinal, &vpBones[i].mRelativeFinal );
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}
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}
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