cleanup
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@@ -511,7 +511,7 @@ void Model::PlayAnimation( CString sAniName, float fPlayRate )
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m_fCurFrame = 0;
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m_fCurAnimationRate = fPlayRate;
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if ( m_pCurAnimation == pNewAnimation )
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if( m_pCurAnimation == pNewAnimation )
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return;
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m_pCurAnimation = pNewAnimation;
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@@ -532,7 +532,7 @@ void Model::PlayAnimation( CString sAniName, float fPlayRate )
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m_vpBones[i].mRelative.m[3][2] = pBone->Position[2];
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int nParentBone = m_pCurAnimation->FindBoneByName( pBone->szParentName );
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if (nParentBone != -1)
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if( nParentBone != -1 )
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{
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RageMatrixMultiply( &m_vpBones[i].mAbsolute, &m_vpBones[nParentBone].mAbsolute, &m_vpBones[i].mRelative );
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@@ -546,11 +546,11 @@ void Model::PlayAnimation( CString sAniName, float fPlayRate )
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}
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// subtract out the bone's resting position
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for ( unsigned i = 0; i < m_pGeometry->m_Meshes.size(); ++i )
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for( unsigned i = 0; i < m_pGeometry->m_Meshes.size(); ++i )
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{
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msMesh *pMesh = &m_pGeometry->m_Meshes[i];
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vector<RageModelVertex> &Vertices = pMesh->Vertices;
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for (unsigned j = 0; j < Vertices.size(); j++)
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for( unsigned j = 0; j < Vertices.size(); j++ )
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{
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// int nBoneIndex = (pMesh->nBoneIndex!=-1) ? pMesh->nBoneIndex : bone;
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RageVector3 &pos = Vertices[j].p;
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@@ -663,7 +663,7 @@ void Model::SetBones( const msAnimation* pAnimation, float fFrame, vector<myBone
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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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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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@@ -674,12 +674,12 @@ void Model::SetBones( const msAnimation* pAnimation, float fFrame, vector<myBone
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RageMatrixFromQuat( &m, q );
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}
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else if (pLastRotationKey == 0)
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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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}
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else if (pThisRotationKey == 0)
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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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