anim compression
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@@ -19,6 +19,9 @@ void FrameUpdateCallBackSkinned(AnimBlendFrameData *frame, void *arg);
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void FrameUpdateCallBackWithVelocityExtractionSkinned(AnimBlendFrameData *frame, void *arg);
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void FrameUpdateCallBackWith3dVelocityExtractionSkinned(AnimBlendFrameData *frame, void *arg);
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void FrameUpdateCallBackNonSkinnedCompressed(AnimBlendFrameData *frame, void *arg);
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void FrameUpdateCallBackSkinnedCompressed(AnimBlendFrameData *frame, void *arg);
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void
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FrameUpdateCallBackNonSkinned(AnimBlendFrameData *frame, void *arg)
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{
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@@ -446,3 +449,222 @@ FrameUpdateCallBackOffscreen(AnimBlendFrameData *frame, void *arg)
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if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION && gpAnimBlendClump->velocity)
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FrameUpdateCallBackWithVelocityExtractionSkinned(frame, arg);
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}
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void
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FrameUpdateCallBackNonSkinnedCompressed(AnimBlendFrameData *frame, void *arg)
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{
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CVector vec, pos(0.0f, 0.0f, 0.0f);
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CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
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float totalBlendAmount = 0.0f;
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CVector trans(0.0f, 0.0f, 0.0f);
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CVector cur(0.0f, 0.0f, 0.0f);
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CVector end(0.0f, 0.0f, 0.0f);
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bool looped = false;
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RwMatrix *mat = RwFrameGetMatrix(frame->frame);
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CAnimBlendNode **node;
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AnimBlendFrameUpdateData *updateData = (AnimBlendFrameUpdateData*)arg;
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if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION &&
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gpAnimBlendClump->velocity){
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if(updateData->foobar)
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for(node = updateData->nodes; *node; node++)
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if((*node)->sequence && (*node)->association->IsPartial())
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totalBlendAmount += (*node)->association->blendAmount;
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for(node = updateData->nodes; *node; node++)
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if((*node)->sequence && (*node)->sequence->HasTranslation()){
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if((*node)->association->HasTranslation()){
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(*node)->GetCurrentTranslationCompressed(vec, 1.0f-totalBlendAmount);
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cur += vec;
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}
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}
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for(node = updateData->nodes; *node; node++){
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if((*node)->sequence){
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bool nodelooped = (*node)->UpdateCompressed(vec, q, 1.0f-totalBlendAmount);
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#ifdef FIX_BUGS
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if(DotProduct(rot, q) < 0.0f)
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rot -= q;
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else
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#endif
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rot += q;
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if((*node)->sequence->HasTranslation()){
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pos += vec;
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if((*node)->association->HasTranslation()){
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trans += vec;
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looped |= nodelooped;
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if(nodelooped){
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(*node)->GetEndTranslationCompressed(vec, 1.0f-totalBlendAmount);
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end += vec;
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}
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}
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}
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}
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++*node;
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}
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if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
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RwMatrixSetIdentity(mat);
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rot.Normalise();
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rot.Get(mat);
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}
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if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){
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*gpAnimBlendClump->velocity = trans - cur;
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if(looped)
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*gpAnimBlendClump->velocity += end;
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mat->pos.x = (pos - trans).x + frame->resetPos.x;
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mat->pos.y = (pos - trans).y + frame->resetPos.y;
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mat->pos.z = (pos - trans).z + frame->resetPos.z;
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}
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RwMatrixUpdate(mat);
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}else{
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if(updateData->foobar)
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for(node = updateData->nodes; *node; node++)
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if((*node)->sequence && (*node)->association->IsPartial())
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totalBlendAmount += (*node)->association->blendAmount;
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for(node = updateData->nodes; *node; node++){
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if((*node)->sequence){
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(*node)->UpdateCompressed(vec, q, 1.0f-totalBlendAmount);
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if((*node)->sequence->HasTranslation())
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pos += vec;
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#ifdef FIX_BUGS
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if(DotProduct(rot, q) < 0.0f)
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rot -= q;
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else
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#endif
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rot += q;
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}
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++*node;
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}
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if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
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RwMatrixSetIdentity(mat);
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rot.Normalise();
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rot.Get(mat);
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}
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if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){
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mat->pos.x = pos.x;
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mat->pos.y = pos.y;
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mat->pos.z = pos.z;
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mat->pos.x += frame->resetPos.x;
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mat->pos.y += frame->resetPos.y;
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mat->pos.z += frame->resetPos.z;
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}
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RwMatrixUpdate(mat);
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}
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}
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void
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FrameUpdateCallBackSkinnedCompressed(AnimBlendFrameData *frame, void *arg)
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{
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CVector vec, pos(0.0f, 0.0f, 0.0f);
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CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
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float totalBlendAmount = 0.0f;
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CVector trans(0.0f, 0.0f, 0.0f);
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CVector cur(0.0f, 0.0f, 0.0f);
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CVector end(0.0f, 0.0f, 0.0f);
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bool looped = false;
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RpHAnimStdInterpFrame *xform = frame->hanimFrame;
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CAnimBlendNode **node;
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AnimBlendFrameUpdateData *updateData = (AnimBlendFrameUpdateData*)arg;
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if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION &&
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gpAnimBlendClump->velocity){
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if(updateData->foobar)
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for(node = updateData->nodes; *node; node++)
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if((*node)->sequence && (*node)->association->IsPartial())
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totalBlendAmount += (*node)->association->blendAmount;
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for(node = updateData->nodes; *node; node++)
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if((*node)->sequence && (*node)->sequence->HasTranslation()){
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if((*node)->association->HasTranslation()){
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(*node)->GetCurrentTranslationCompressed(vec, 1.0f-totalBlendAmount);
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cur += vec;
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}
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}
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for(node = updateData->nodes; *node; node++){
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if((*node)->sequence){
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bool nodelooped = (*node)->UpdateCompressed(vec, q, 1.0f-totalBlendAmount);
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#ifdef FIX_BUGS
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if(DotProduct(rot, q) < 0.0f)
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rot -= q;
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else
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#endif
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rot += q;
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if((*node)->sequence->HasTranslation()){
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pos += vec;
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if((*node)->association->HasTranslation()){
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trans += vec;
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looped |= nodelooped;
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if(nodelooped){
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(*node)->GetEndTranslationCompressed(vec, 1.0f-totalBlendAmount);
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end += vec;
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}
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}
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}
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}
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++*node;
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}
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if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
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rot.Normalise();
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xform->q.imag.x = rot.x;
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xform->q.imag.y = rot.y;
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xform->q.imag.z = rot.z;
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xform->q.real = rot.w;
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}
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if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){
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*gpAnimBlendClump->velocity = trans - cur;
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if(looped)
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*gpAnimBlendClump->velocity += end;
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xform->t.x = (pos - trans).x + frame->resetPos.x;
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xform->t.y = (pos - trans).y + frame->resetPos.y;
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xform->t.z = (pos - trans).z + frame->resetPos.z;
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}
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}else{
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float transBlendAmount = 0.0f;
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if(updateData->foobar)
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for(node = updateData->nodes; *node; node++)
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if((*node)->sequence && (*node)->association->IsPartial())
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totalBlendAmount += (*node)->association->blendAmount;
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for(node = updateData->nodes; *node; node++){
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if((*node)->sequence){
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(*node)->UpdateCompressed(vec, q, 1.0f-totalBlendAmount);
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if((*node)->sequence->HasTranslation()){
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pos += vec;
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transBlendAmount += (*node)->association->blendAmount;
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}
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if(DotProduct(rot, q) < 0.0f)
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rot -= q;
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else
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rot += q;
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}
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++*node;
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}
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if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
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rot.Normalise();
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xform->q.imag.x = rot.x;
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xform->q.imag.y = rot.y;
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xform->q.imag.z = rot.z;
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xform->q.real = rot.w;
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}
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if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){
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xform->t.x = transBlendAmount*pos.x;
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xform->t.y = transBlendAmount*pos.y;
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xform->t.z = transBlendAmount*pos.z;
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xform->t.x += (1.0f-transBlendAmount)*frame->resetPos.x;
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xform->t.y += (1.0f-transBlendAmount)*frame->resetPos.y;
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xform->t.z += (1.0f-transBlendAmount)*frame->resetPos.z;
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}
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}
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}
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