+ // 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
+ {
+ const float *v = model->surfmesh.data_vertex3f;
+ const int *wi = model->surfmesh.data_vertexweightindex4i;
+ const float *wf = model->surfmesh.data_vertexweightinfluence4f;
+ memset(vertex3f, 0, sizeof(float[3]) * model->surfmesh.num_vertices);
+ for (i = 0;i < model->surfmesh.num_vertices;i++, v += 3, wi += 4, wf += 4, vertex3f += 3)
+ {
+ if (wf[0] == 1)
+ {
+ const float *m = boneposerelative[wi[0]];
+ vertex3f[0] = (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
+ vertex3f[1] = (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
+ vertex3f[2] = (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
+ }
+ else
+ {
+ const float *m = boneposerelative[wi[0]];
+ float f = wf[0];
+ vertex3f[0] = f * (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
+ vertex3f[1] = f * (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
+ vertex3f[2] = f * (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
+ for (k = 1;k < 4 && wf[k];k++)
+ {
+ const float *m = boneposerelative[wi[k]];
+ float f = wf[k];
+ vertex3f[0] += f * (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
+ vertex3f[1] += f * (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
+ vertex3f[2] += f * (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
+ }
+ }
+ }
+ }
+ if (normal3f)
+ {
+ const float *n = model->surfmesh.data_normal3f;
+ const int *wi = model->surfmesh.data_vertexweightindex4i;
+ const float *wf = model->surfmesh.data_vertexweightinfluence4f;
+ memset(normal3f, 0, sizeof(float[3]) * model->surfmesh.num_vertices);
+ for (i = 0;i < model->surfmesh.num_vertices;i++, n += 3, wi += 4, wf += 4, normal3f += 3)
+ {
+ if (wf[0] == 1)
+ {
+ const float *m = boneposerelative[wi[0]];
+ normal3f[0] = (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
+ normal3f[1] = (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
+ normal3f[2] = (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
+ }
+ else
+ {
+ const float *m = boneposerelative[wi[0]];
+ float f = wf[0];
+ normal3f[0] = f * (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
+ normal3f[1] = f * (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
+ normal3f[2] = f * (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
+ for (k = 1;k < 4 && wf[k];k++)
+ {
+ const float *m = boneposerelative[wi[k]];
+ float f = wf[k];
+ normal3f[0] += f * (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
+ normal3f[1] += f * (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
+ normal3f[2] += f * (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
+ }
+ }
+ }
+ }
+ if (svector3f)
+ {
+ const float *sv = model->surfmesh.data_svector3f;
+ const int *wi = model->surfmesh.data_vertexweightindex4i;
+ const float *wf = model->surfmesh.data_vertexweightinfluence4f;
+ memset(svector3f, 0, sizeof(float[3]) * model->surfmesh.num_vertices);
+ for (i = 0;i < model->surfmesh.num_vertices;i++, sv += 3, wi += 4, wf += 4, svector3f += 3)
+ {
+ if (wf[0] == 1)
+ {
+ const float *m = boneposerelative[wi[0]];
+ svector3f[0] = (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
+ svector3f[1] = (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
+ svector3f[2] = (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
+ }
+ else
+ {
+ const float *m = boneposerelative[wi[0]];
+ float f = wf[0];
+ svector3f[0] = f * (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
+ svector3f[1] = f * (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
+ svector3f[2] = f * (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
+ for (k = 1;k < 4 && wf[k];k++)
+ {
+ const float *m = boneposerelative[wi[k]];
+ float f = wf[k];
+ svector3f[0] += f * (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
+ svector3f[1] += f * (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
+ svector3f[2] += f * (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
+ }
+ }
+ }
+ }
+ if (tvector3f)