cleanup, simplify
This commit is contained in:
+7
-10
@@ -616,13 +616,10 @@ void Model::AdvanceFrame( float fDeltaTime )
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void Model::SetBones( const msAnimation* pAnimation, float fFrame, vector<myBone_t> &vpBones )
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{
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unsigned nBoneCount = pAnimation->Bones.size();
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for( unsigned i = 0; i < nBoneCount; i++ )
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for( size_t i = 0; i < pAnimation->Bones.size(); ++i )
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{
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const msBone *pBone = &pAnimation->Bones[i];
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int nPositionKeyCount = pBone->PositionKeys.size();
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int nRotationKeyCount = pBone->RotationKeys.size();
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if( nPositionKeyCount == 0 && nRotationKeyCount == 0 )
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if( pBone->PositionKeys.size() == 0 && pBone->RotationKeys.size() == 0 )
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{
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vpBones[i].mFinal = vpBones[i].mAbsolute;
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continue;
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@@ -632,7 +629,7 @@ void Model::SetBones( const msAnimation* pAnimation, float fFrame, vector<myBone
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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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for( size_t j = 0; j < pBone->PositionKeys.size(); ++j )
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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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@@ -659,7 +656,7 @@ void Model::SetBones( const msAnimation* pAnimation, float fFrame, vector<myBone
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// search for the adjacent rotation keys
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//
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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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for( size_t j = 0; j < pBone->RotationKeys.size(); ++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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@@ -694,11 +691,11 @@ void Model::SetBones( const msAnimation* pAnimation, float fFrame, vector<myBone
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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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int iParentBone = pAnimation->FindBoneByName( pBone->sParentName );
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if( iParentBone == -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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RageMatrixMultiply( &vpBones[i].mFinal, &vpBones[iParentBone].mFinal, &vpBones[i].mRelativeFinal );
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}
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}
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