From: havoc Date: Fri, 11 Sep 2009 09:42:12 +0000 (+0000) Subject: Model_*_AnimateVertices functions no longer write to NULL vertex3f X-Git-Tag: xonotic-v0.1.0preview~1457 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=a75077c4fc3dc7a06385cc780501fd537936a11a;p=xonotic%2Fdarkplaces.git Model_*_AnimateVertices functions no longer write to NULL vertex3f git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9175 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/model_alias.c b/model_alias.c index 95220112..97d0cca1 100644 --- a/model_alias.c +++ b/model_alias.c @@ -94,6 +94,7 @@ void Mod_Skeletal_AnimateVertices(const dp_model_t *model, const frameblend_t *f // blend the vertex bone weights // special case for the extremely common wf[0] == 1 because it saves 3 multiplies per array when compared to the other case (w[0] is always 1 if only one bone controls this vertex, artists only use multiple bones for certain special cases) // special case for the first bone because it avoids the need to memset the arrays before filling + if (vertex3f) { const float *v = model->surfmesh.data_vertex3f; const int *wi = model->surfmesh.data_vertexweightindex4i; @@ -243,23 +244,26 @@ void Mod_MD3_AnimateVertices(const dp_model_t *model, const frameblend_t *frameb for (blendnum = 0;blendnum < numblends;blendnum++) { const md3vertex_t *verts = model->surfmesh.data_morphmd3vertex + numverts * frameblend[blendnum].subframe; - float scale = frameblend[blendnum].lerp * (1.0f / 64.0f); - if (blendnum == 0) + if (vertex3f) { - for (i = 0;i < numverts;i++) + float scale = frameblend[blendnum].lerp * (1.0f / 64.0f); + if (blendnum == 0) { - vertex3f[i * 3 + 0] = verts[i].origin[0] * scale; - vertex3f[i * 3 + 1] = verts[i].origin[1] * scale; - vertex3f[i * 3 + 2] = verts[i].origin[2] * scale; + for (i = 0;i < numverts;i++) + { + vertex3f[i * 3 + 0] = verts[i].origin[0] * scale; + vertex3f[i * 3 + 1] = verts[i].origin[1] * scale; + vertex3f[i * 3 + 2] = verts[i].origin[2] * scale; + } } - } - else - { - for (i = 0;i < numverts;i++) + else { - vertex3f[i * 3 + 0] += verts[i].origin[0] * scale; - vertex3f[i * 3 + 1] += verts[i].origin[1] * scale; - vertex3f[i * 3 + 2] += verts[i].origin[2] * scale; + for (i = 0;i < numverts;i++) + { + vertex3f[i * 3 + 0] += verts[i].origin[0] * scale; + vertex3f[i * 3 + 1] += verts[i].origin[1] * scale; + vertex3f[i * 3 + 2] += verts[i].origin[2] * scale; + } } } // the yaw and pitch stored in md3 models are 8bit quantized angles @@ -336,27 +340,30 @@ void Mod_MDL_AnimateVertices(const dp_model_t *model, const frameblend_t *frameb for (blendnum = 0;blendnum < numblends;blendnum++) { const trivertx_t *verts = model->surfmesh.data_morphmdlvertex + numverts * frameblend[blendnum].subframe; - float scale[3]; - if (model->surfmesh.data_morphmd2framesize6f) - VectorScale(model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].subframe * 6, frameblend[blendnum].lerp, scale); - else - VectorScale(model->surfmesh.num_morphmdlframescale, frameblend[blendnum].lerp, scale); - if (blendnum == 0) + if (vertex3f) { - for (i = 0;i < numverts;i++) + float scale[3]; + if (model->surfmesh.data_morphmd2framesize6f) + VectorScale(model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].subframe * 6, frameblend[blendnum].lerp, scale); + else + VectorScale(model->surfmesh.num_morphmdlframescale, frameblend[blendnum].lerp, scale); + if (blendnum == 0) { - vertex3f[i * 3 + 0] = translate[0] + verts[i].v[0] * scale[0]; - vertex3f[i * 3 + 1] = translate[1] + verts[i].v[1] * scale[1]; - vertex3f[i * 3 + 2] = translate[2] + verts[i].v[2] * scale[2]; + for (i = 0;i < numverts;i++) + { + vertex3f[i * 3 + 0] = translate[0] + verts[i].v[0] * scale[0]; + vertex3f[i * 3 + 1] = translate[1] + verts[i].v[1] * scale[1]; + vertex3f[i * 3 + 2] = translate[2] + verts[i].v[2] * scale[2]; + } } - } - else - { - for (i = 0;i < numverts;i++) + else { - vertex3f[i * 3 + 0] += verts[i].v[0] * scale[0]; - vertex3f[i * 3 + 1] += verts[i].v[1] * scale[1]; - vertex3f[i * 3 + 2] += verts[i].v[2] * scale[2]; + for (i = 0;i < numverts;i++) + { + vertex3f[i * 3 + 0] += verts[i].v[0] * scale[0]; + vertex3f[i * 3 + 1] += verts[i].v[1] * scale[1]; + vertex3f[i * 3 + 2] += verts[i].v[2] * scale[2]; + } } } // the vertex normals in mdl models are an index into a table of