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Improved animations game replication and performance
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73402373e3
commit
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@ -922,7 +922,7 @@ namespace CodeWalker.GameFiles
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var aseq = seq.Sequences[boneIndex];
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var aseq = seq.Sequences[boneIndex];
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var q0 = aseq.EvaluateQuaternion(f0);
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var q0 = aseq.EvaluateQuaternion(f0);
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var q1 = aseq.EvaluateQuaternion(f1);
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var q1 = aseq.EvaluateQuaternion(f1);
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var q = interpolate ? Quaternion.Slerp(q0, q1, frame.Alpha1) : q0;
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var q = interpolate ? QuaternionExtension.FastLerp(q0, q1, frame.Alpha1) : q0;
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return q;
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return q;
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}
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}
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@ -2233,19 +2233,27 @@ namespace CodeWalker.GameFiles
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public void UpdateAnimTransform()
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public void UpdateAnimTransform()
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{
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{
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//AnimTransform = Matrix.AffineTransformation(1.0f, AnimRotation, AnimTranslation);//(local transform)
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AnimTransform = Matrix.AffineTransformation(1.0f, AnimRotation, AnimTranslation);
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var pos = AnimTranslation;
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AnimTransform.ScaleVector *= AnimScale;
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var ori = AnimRotation;
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if (Parent != null)
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var sca = AnimScale;
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var pbone = Parent;
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while (pbone != null)
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{
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{
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pos = pbone.AnimRotation.Multiply(pos /** pbone.AnimScale*/) + pbone.AnimTranslation;
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AnimTransform = AnimTransform * Parent.AnimTransform;
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ori = pbone.AnimRotation * ori;
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pbone = pbone.Parent;
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}
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}
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AnimTransform = Matrix.AffineTransformation(1.0f, ori, pos);//(global transform)
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AnimTransform.ScaleVector *= sca;
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////AnimTransform = Matrix.AffineTransformation(1.0f, AnimRotation, AnimTranslation);//(local transform)
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//var pos = AnimTranslation;
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//var ori = AnimRotation;
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//var sca = AnimScale;
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//var pbone = Parent;
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//while (pbone != null)
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//{
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// pos = pbone.AnimRotation.Multiply(pos /** pbone.AnimScale*/) + pbone.AnimTranslation;
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// ori = pbone.AnimRotation * ori;
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// pbone = pbone.Parent;
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//}
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//AnimTransform = Matrix.AffineTransformation(1.0f, ori, pos);//(global transform)
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//AnimTransform.ScaleVector *= sca;
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}
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}
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public void UpdateSkinTransform()
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public void UpdateSkinTransform()
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{
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{
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@ -67,6 +67,17 @@ namespace CodeWalker
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return new Vector4(q.X, q.Y, q.Z, q.W);
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return new Vector4(q.X, q.Y, q.Z, q.W);
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}
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}
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public static Quaternion FastLerp(Quaternion a, Quaternion b, float v)
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{
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var r = new Quaternion();
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var vi = 1.0f - v;
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r.X = vi * a.X + v * b.X;
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r.Y = vi * a.Y + v * b.Y;
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r.Z = vi * a.Z + v * b.Z;
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r.W = vi * a.W + v * b.W;
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r.Normalize();
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return r;
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}
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}
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}
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