# 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
+3
View File
@@ -81,6 +81,9 @@ void CUnitAnimation::Update(float time)
if (m_Looping && model->NeedsNewAnim(time))
{
m_Unit.SetRandomAnimation(m_State, !m_Looping, DesyncSpeed(m_Speed));
// TODO: this really ought to transition smoothly into the new animation,
// instead of just cutting off the end of the previous one and jumping
// straight into the new.
}
if (m_TimeToNextSync >= 0.0 && m_TimeToNextSync-time < 0.0)