cleanup, simplify

This commit is contained in:
Glenn Maynard
2006-08-31 06:53:25 +00:00
parent b4edcdb7dd
commit 334a0ec26d
+7 -10
View File
@@ -616,13 +616,10 @@ void Model::AdvanceFrame( float fDeltaTime )
void Model::SetBones( const msAnimation* pAnimation, float fFrame, vector<myBone_t> &vpBones )
{
unsigned nBoneCount = pAnimation->Bones.size();
for( unsigned i = 0; i < nBoneCount; i++ )
for( size_t i = 0; i < pAnimation->Bones.size(); ++i )
{
const msBone *pBone = &pAnimation->Bones[i];
int nPositionKeyCount = pBone->PositionKeys.size();
int nRotationKeyCount = pBone->RotationKeys.size();
if( nPositionKeyCount == 0 && nRotationKeyCount == 0 )
if( pBone->PositionKeys.size() == 0 && pBone->RotationKeys.size() == 0 )
{
vpBones[i].mFinal = vpBones[i].mAbsolute;
continue;
@@ -632,7 +629,7 @@ void Model::SetBones( const msAnimation* pAnimation, float fFrame, vector<myBone
// search for the adjacent position keys
//
const msPositionKey *pLastPositionKey = NULL, *pThisPositionKey = NULL;
for( int j = 0; j < nPositionKeyCount; j++ )
for( size_t j = 0; j < pBone->PositionKeys.size(); ++j )
{
const msPositionKey *pPositionKey = &pBone->PositionKeys[j];
if( pPositionKey->fTime >= fFrame )
@@ -659,7 +656,7 @@ void Model::SetBones( const msAnimation* pAnimation, float fFrame, vector<myBone
// search for the adjacent rotation keys
//
const msRotationKey *pLastRotationKey = NULL, *pThisRotationKey = NULL;
for( int j = 0; j < nRotationKeyCount; j++ )
for( size_t j = 0; j < pBone->RotationKeys.size(); ++j )
{
const msRotationKey *pRotationKey = &pBone->RotationKeys[j];
if( pRotationKey->fTime >= fFrame )
@@ -694,11 +691,11 @@ void Model::SetBones( const msAnimation* pAnimation, float fFrame, vector<myBone
RageMatrixMultiply( &vpBones[i].mRelativeFinal, &vpBones[i].mRelative, &m );
int nParentBone = pAnimation->FindBoneByName( pBone->sParentName );
if( nParentBone == -1 )
int iParentBone = pAnimation->FindBoneByName( pBone->sParentName );
if( iParentBone == -1 )
vpBones[i].mFinal = vpBones[i].mRelativeFinal;
else
RageMatrixMultiply( &vpBones[i].mFinal, &vpBones[nParentBone].mFinal, &vpBones[i].mRelativeFinal );
RageMatrixMultiply( &vpBones[i].mFinal, &vpBones[iParentBone].mFinal, &vpBones[i].mRelativeFinal );
}
}