# Minor optimisations and features.

Made CMatrix3D::Translate assume something sensible about the structure
of the matrix, so it doesn't have to do a matrix multiplication.
Added quaternion nlerp (but haven't used it anywhere).
Changed animation interpolation so it loops smoothly in the actor viewer
but (hopefully) doesn't interpolate dying units into a half-upright
pose.

This was SVN commit r4932.
This commit is contained in:
Ykkrosh
2007-03-01 00:14:35 +00:00
parent f4d1ad77c2
commit fc111ecb08
8 changed files with 75 additions and 37 deletions
+1 -1
View File
@@ -325,7 +325,7 @@ void CModel::ValidatePosition()
debug_assert(m_pModelDef->GetNumBones() == m_Anim->m_AnimDef->GetNumKeys());
m_Anim->m_AnimDef->BuildBoneMatrices(m_AnimTime,m_BoneMatrices);
m_Anim->m_AnimDef->BuildBoneMatrices(m_AnimTime, m_BoneMatrices, !(m_Flags & MODELFLAG_NOLOOPANIMATION));
const CMatrix3D& transform=GetTransform();
for (size_t i=0;i<m_pModelDef->GetNumBones();i++) {