1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Patrick Boenzli |
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13 | */ |
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14 | |
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15 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER |
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16 | |
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17 | #include "md3_model.h" |
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18 | |
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19 | #include "md3_data.h" |
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20 | #include "md3_mesh.h" |
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21 | #include "md3_tag.h" |
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22 | #include "md3_bone_frame.h" |
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23 | |
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24 | #include "md3_animation_cfg.h" |
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25 | |
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26 | #include "material.h" |
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27 | #include "quaternion.h" |
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28 | |
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29 | #include "loading/resource_manager.h" |
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30 | |
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31 | #include "debug.h" |
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32 | |
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33 | namespace md3 |
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34 | { |
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35 | |
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36 | /** |
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37 | * md3 model |
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38 | */ |
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39 | MD3Model::MD3Model(std::string filename, float scaling) |
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40 | { |
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41 | this->autoAssemblePlayerModel(filename, scaling); |
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42 | |
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43 | |
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44 | // create the temporary data to work with (interpolation data) |
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45 | this->tmpBoneFrame = new MD3BoneFrame(); |
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46 | |
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47 | this->tmpMesh = new sVec3D*[this->md3Data->header->meshNum]; |
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48 | for( int i = 0; i < this->md3Data->header->meshNum; i++) |
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49 | this->tmpMesh[i] = new sVec3D[this->md3Data->meshes[i]->header->vertexNum]; |
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50 | |
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51 | this->tmpNormal = new MD3Normal*[this->md3Data->header->meshNum]; |
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52 | for( int i = 0; i < this->md3Data->header->meshNum; i++) |
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53 | this->tmpNormal[i] = new MD3Normal[this->md3Data->meshes[i]->header->vertexNum]; |
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54 | |
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55 | this->tmpMatrix = new float*[this->md3Data->header->tagNum]; |
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56 | for( int i = 0; i < this->md3Data->header->tagNum; i++) |
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57 | this->tmpMatrix[i] = new float[16]; |
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58 | |
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59 | this->bDrawBones = false; |
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60 | this->bDrawNormals = false; |
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61 | } |
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62 | |
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63 | |
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64 | |
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65 | MD3Model::~MD3Model() |
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66 | { |
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67 | delete this->tmpBoneFrame; |
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68 | // delete [] this->tmpMesh; |
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69 | |
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70 | ///TODO deleting mesh |
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71 | ///TODO deleting matrices |
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72 | } |
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73 | |
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74 | |
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75 | /** |
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76 | * auto assemples a player model |
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77 | * @param filename is the name to the directory of the modelzzzzzz |
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78 | */ |
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79 | void MD3Model::autoAssemblePlayerModel(std::string filename, float scaling) |
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80 | { |
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81 | // this->md3Data = new MD3Data(filename, filename, scaling); |
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82 | // MD3AnimationCfg cfg("/home/boenzlip/tmp/q3/Downloads/MOH/q3mdl-alien3/models/players/alien3/animation.cfg"); |
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83 | |
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84 | |
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85 | //first load the torso |
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86 | std::string name(filename + "/upper.md3"); |
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87 | PRINTF(0)("data dir: %s\n", ResourceManager::getInstance()->getFullName(name).c_str()); |
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88 | |
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89 | // this->md3Data = new MD3Data(name, name, scaling); |
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90 | this->md3Data = (MD3Data*)ResourceManager::getInstance()->load(name, MD3, RP_GAME, name, scaling); |
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91 | |
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92 | |
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93 | |
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94 | // load lower |
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95 | |
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96 | |
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97 | // load torso |
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98 | // name = FilenameUtils.getShortFilename(root.loadFilename); |
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99 | // if( name.find("lower") == 0 && (tagIndex=root.getTagIndexByName("tag_torso")) != -1) { |
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100 | // filename=searchForPath("upper" + FilenameUtils.getLODPostfix(name) + ".md3", false); |
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101 | // root=attachModel(root, tagIndex, filename, getInputStreamForPath(filename)); |
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102 | // } |
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103 | |
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104 | // load head |
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105 | // name=FilenameUtils.getShortFilename(root.loadFilename); |
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106 | // if (name.toLowerCase().startsWith("upper") && (tagIndex=root.getTagIndexByName("tag_head")) != -1) { |
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107 | // filename=searchForPath("head" + FilenameUtils.getLODPostfix(name) + ".md3", false); |
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108 | // attachModel(root, tagIndex, filename, getInputStreamForPath(filename)); |
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109 | // } |
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110 | |
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111 | } |
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112 | |
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113 | |
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114 | |
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115 | void MD3Model::tick(float time) |
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116 | { |
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117 | |
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118 | this->tick(time, this->md3Data); |
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119 | } |
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120 | |
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121 | |
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122 | void MD3Model::tick(float time, MD3Data* data) |
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123 | { |
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124 | // draw the bones if needed |
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125 | if( this->bDrawBones) |
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126 | { |
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127 | // get bone frame, interpolate if necessary |
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128 | if( data->animationState.interpolationFraction != 0.0 && |
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129 | data->animationState.currentFrame != data->animationState.nextFrame) |
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130 | { |
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131 | //interpolate bone frame |
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132 | this->tmpBoneFrame = this->interpolateBoneFrame(data->boneFrames[data->animationState.currentFrame], |
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133 | data->boneFrames[data->animationState.nextFrame], |
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134 | data->animationState.interpolationFraction); |
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135 | } |
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136 | else |
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137 | { |
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138 | this->tmpBoneFrame = data->boneFrames[data->animationState.currentFrame]; |
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139 | } |
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140 | } |
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141 | |
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142 | //draw all meshes of current frame of this model |
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143 | for( int i = 0; i < data->header->meshNum; i++) |
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144 | { |
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145 | MD3Mesh* mesh = data->meshes[i]; |
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146 | |
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147 | // get mesh frame, do interpolation if necessary |
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148 | sVec3D* frame; |
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149 | if( data->animationState.interpolationFraction != 0.0 && |
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150 | data->animationState.currentFrame != data->animationState.nextFrame) |
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151 | { |
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152 | //interpolate mesh frame between the 2 current mesh frames |
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153 | frame = this->interpolateMeshFrame( data->meshes[data->animationState.currentFrame]->meshFrames, |
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154 | data->meshes[data->animationState.nextFrame]->meshFrames, |
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155 | data->animationState.interpolationFraction, mesh, i); |
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156 | } |
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157 | else |
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158 | { |
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159 | //no interpolation needed, just draw current frame |
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160 | frame = &mesh->meshFrames[data->animationState.currentFrame]; |
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161 | } |
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162 | this->tmpMesh[i] = frame; |
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163 | |
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164 | // draw vertex normals if needed |
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165 | if( this->bDrawNormals) |
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166 | { |
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167 | // get vertex normals, interpolate if necessary |
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168 | if( data->animationState.interpolationFraction != 0.0 && |
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169 | data->animationState.currentFrame != data->animationState.nextFrame) |
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170 | { |
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171 | //interpolate vertex normals |
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172 | this->interpolateVertexNormals(&mesh->normals[data->animationState.currentFrame], |
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173 | &mesh->normals[data->animationState.nextFrame], |
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174 | data->animationState.interpolationFraction, mesh, i); |
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175 | } |
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176 | } |
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177 | } |
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178 | |
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179 | |
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180 | // draw all models linked to this model |
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181 | std::map<int, MD3Data*>::iterator it = data->sortedMap.begin(); |
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182 | int i = 0; |
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183 | while( it != data->sortedMap.end()) |
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184 | { |
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185 | MD3Data* child = it->second; |
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186 | |
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187 | //build transformation array m from matrix, interpolate if necessary |
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188 | float* m = new float[16]; |
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189 | |
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190 | MD3Tag* currFrameTag = data->boneFrames[data->animationState.currentFrame]->tags[child->parentTagIndex]; |
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191 | |
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192 | if( data->animationState.interpolationFraction != 0.0 && |
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193 | data->animationState.currentFrame != data->animationState.nextFrame) { |
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194 | //we need to interpolate |
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195 | MD3Tag* nextFrameTag = data->boneFrames[data->animationState.nextFrame]->tags[child->parentTagIndex]; |
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196 | m = this->interpolateTransformation(currFrameTag, nextFrameTag, data->animationState.interpolationFraction, i); |
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197 | } |
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198 | else { |
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199 | //no interpolation needed, stay with last transformation |
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200 | //OpenGL matrix is in column-major order |
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201 | m[0] = currFrameTag->matrix[0][0]; |
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202 | m[1] = currFrameTag->matrix[1][0]; |
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203 | m[2] = currFrameTag->matrix[2][0]; |
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204 | m[3] = 0.0f; |
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205 | m[4] = currFrameTag->matrix[0][1]; |
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206 | m[5] = currFrameTag->matrix[1][1]; |
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207 | m[6] = currFrameTag->matrix[2][1]; |
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208 | m[7] = 0.0f; |
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209 | m[8] = currFrameTag->matrix[0][2]; |
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210 | m[9] = currFrameTag->matrix[1][2]; |
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211 | m[10]= currFrameTag->matrix[2][2]; |
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212 | m[11]= 0.0f; |
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213 | m[12] = currFrameTag->position.x; |
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214 | m[13] = currFrameTag->position.y; |
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215 | m[14] = currFrameTag->position.z; |
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216 | m[15] = 1.0f; |
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217 | } |
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218 | |
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219 | //switch to child coord system |
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220 | glPushMatrix(); |
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221 | glMultMatrixf(m); |
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222 | |
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223 | // and draw child |
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224 | this->tick(time, child); |
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225 | |
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226 | glPopMatrix(); |
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227 | i++; |
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228 | } |
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229 | } |
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230 | |
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231 | |
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232 | /** |
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233 | * this draws the md3 model |
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234 | */ |
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235 | void MD3Model::draw() const |
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236 | { |
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237 | //draw current bone frame |
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238 | this->draw(this->md3Data); |
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239 | } |
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240 | |
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241 | |
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242 | /** |
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243 | * draw the md3model |
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244 | * @param data: the data to be drawn |
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245 | */ |
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246 | void MD3Model::draw(MD3Data* data) const |
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247 | { |
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248 | |
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249 | // draw the bones if needed |
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250 | if( this->bDrawBones) |
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251 | { |
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252 | // get bone frame, interpolate if necessary |
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253 | if( data->animationState.interpolationFraction != 0.0 && |
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254 | data->animationState.currentFrame != data->animationState.nextFrame) { |
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255 | //interpolate bone frame |
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256 | this->drawBoneFrame(this->tmpBoneFrame); |
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257 | } |
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258 | else { |
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259 | //stick with current bone frame |
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260 | this->drawBoneFrame(data->boneFrames[data->animationState.currentFrame]); |
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261 | } |
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262 | } |
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263 | |
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264 | |
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265 | //draw all meshes of current frame of this model |
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266 | for( int i = 0; i < data->header->meshNum; i++) |
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267 | { |
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268 | MD3Mesh* mesh = data->meshes[i]; |
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269 | |
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270 | // gl.glBlendFunc(mesh.GLSrcBlendFunc, mesh.GLDstBlendFunc); |
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271 | // gl.glDepthMask(mesh.GLDepthMask); |
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272 | |
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273 | if( mesh->header->textureNum > 0 && &mesh->material[0] != NULL) |
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274 | mesh->material[0].select(); |
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275 | |
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276 | // get mesh frame, do interpolation if necessary |
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277 | sVec3D* frame = this->tmpMesh[i]; |
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278 | |
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279 | this->drawMesh(mesh, frame); |
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280 | |
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281 | |
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282 | // draw vertex normals if needed |
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283 | if( this->bDrawNormals) { |
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284 | // get vertex normals, interpolate if necessary |
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285 | if( data->animationState.interpolationFraction != 0.0 && |
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286 | data->animationState.currentFrame != data->animationState.nextFrame) { |
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287 | //interpolate vertex normals |
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288 | this->drawVertexNormals(frame, this->tmpNormal[i]); |
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289 | } |
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290 | else { |
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291 | //stick with current vertex normals |
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292 | this->drawVertexNormals(frame, &mesh->normals[data->animationState.currentFrame]); |
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293 | } |
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294 | } |
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295 | } |
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296 | |
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297 | |
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298 | // draw all models linked to this model |
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299 | int i = 0; |
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300 | std::map<int, MD3Data*>::iterator it = data->sortedMap.begin(); |
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301 | while( it != data->sortedMap.end()) |
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302 | { |
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303 | MD3Data* child = it->second; |
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304 | |
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305 | //build transformation array m from matrix, interpolate if necessary |
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306 | float* m = new float[16]; |
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307 | |
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308 | MD3Tag* currFrameTag = data->boneFrames[data->animationState.currentFrame]->tags[child->parentTagIndex]; |
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309 | |
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310 | if( data->animationState.interpolationFraction != 0.0 && |
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311 | data->animationState.currentFrame != data->animationState.nextFrame) { |
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312 | //we need to interpolate |
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313 | m = this->tmpMatrix[i]; |
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314 | } |
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315 | else { |
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316 | //no interpolation needed, stay with last transformation |
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317 | //OpenGL matrix is in column-major order |
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318 | m[0] = currFrameTag->matrix[0][0]; |
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319 | m[1] = currFrameTag->matrix[1][0]; |
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320 | m[2] = currFrameTag->matrix[2][0]; |
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321 | m[3] = 0.0f; |
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322 | m[4] = currFrameTag->matrix[0][1]; |
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323 | m[5] = currFrameTag->matrix[1][1]; |
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324 | m[6] = currFrameTag->matrix[2][1]; |
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325 | m[7] = 0.0f; |
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326 | m[8] = currFrameTag->matrix[0][2]; |
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327 | m[9] = currFrameTag->matrix[1][2]; |
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328 | m[10]= currFrameTag->matrix[2][2]; |
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329 | m[11]= 0.0f; |
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330 | m[12] = currFrameTag->position.x; |
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331 | m[13] = currFrameTag->position.y; |
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332 | m[14] = currFrameTag->position.z; |
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333 | m[15] = 1.0f; |
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334 | } |
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335 | |
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336 | //switch to child coord system |
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337 | glPushMatrix(); |
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338 | glMultMatrixf(m); |
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339 | |
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340 | // and draw child |
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341 | this->draw(child); |
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342 | |
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343 | glPopMatrix(); |
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344 | i++; |
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345 | } |
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346 | } |
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347 | |
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348 | |
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349 | /** |
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350 | * draws the mesh |
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351 | */ |
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352 | void MD3Model::drawMesh(MD3Mesh* mesh, sVec3D* frame) const |
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353 | { |
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354 | glColor3f(1.0f, 1.0f, 1.0f); |
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355 | |
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356 | glBegin( GL_TRIANGLES); |
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357 | glScalef( 0.7f , 0.7f, 0.7f ); |
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358 | |
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359 | Vector tmpVec1, tmpVec2; |
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360 | |
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361 | // upload all triangles in the frame to OpenGL |
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362 | for( int t = 0; t < mesh->header->triangleNum; t++) |
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363 | { |
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364 | // calc normal vector |
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365 | tmpVec1.x = frame[mesh->triangles[t].vertexOffset[1]][0] - frame[mesh->triangles[t].vertexOffset[0]][0]; |
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366 | tmpVec1.y = frame[mesh->triangles[t].vertexOffset[1]][1] - frame[mesh->triangles[t].vertexOffset[0]][1]; |
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367 | tmpVec1.z = frame[mesh->triangles[t].vertexOffset[1]][2] - frame[mesh->triangles[t].vertexOffset[0]][2]; |
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368 | |
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369 | tmpVec2.x = frame[mesh->triangles[t].vertexOffset[2]][0] - frame[mesh->triangles[t].vertexOffset[0]][0]; |
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370 | tmpVec2.y = frame[mesh->triangles[t].vertexOffset[2]][1] - frame[mesh->triangles[t].vertexOffset[0]][1]; |
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371 | tmpVec2.z = frame[mesh->triangles[t].vertexOffset[2]][2] - frame[mesh->triangles[t].vertexOffset[0]][2]; |
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372 | |
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373 | Vector normal = tmpVec1.cross(tmpVec2); |
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374 | normal.normalize(); |
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375 | |
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376 | // PRINTF(0)("normal: %f, %f, %f\n", normal.x, normal.y, normal.z); |
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377 | |
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378 | glNormal3f(normal.x, normal.y, normal.z); |
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379 | glTexCoord2fv( mesh->texVecs[mesh->triangles[t].vertexOffset[0]].textureCoord); |
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380 | glVertex3f( frame[mesh->triangles[t].vertexOffset[0]][0], |
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381 | frame[mesh->triangles[t].vertexOffset[0]][2], |
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382 | frame[mesh->triangles[t].vertexOffset[0]][1]); |
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383 | |
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384 | glNormal3f(normal.x, normal.y, normal.z); |
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385 | glTexCoord2fv( mesh->texVecs[mesh->triangles[t].vertexOffset[1]].textureCoord); |
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386 | glVertex3f( frame[mesh->triangles[t].vertexOffset[1]][0], |
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387 | frame[mesh->triangles[t].vertexOffset[1]][2], |
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388 | frame[mesh->triangles[t].vertexOffset[1]][1]); |
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389 | |
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390 | glNormal3f(normal.x, normal.y, normal.z); |
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391 | glTexCoord2fv( mesh->texVecs[mesh->triangles[t].vertexOffset[2]].textureCoord); |
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392 | glVertex3f( frame[mesh->triangles[t].vertexOffset[2]][0], |
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393 | frame[mesh->triangles[t].vertexOffset[2]][2], |
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394 | frame[mesh->triangles[t].vertexOffset[2]][1]); |
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395 | } |
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396 | glEnd(); |
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397 | |
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398 | } |
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399 | |
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400 | |
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401 | /** |
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402 | * drawo vertex normals |
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403 | */ |
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404 | void MD3Model::drawVertexNormals(sVec3D* frame, MD3Normal* normals) const |
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405 | {} |
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406 | |
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407 | |
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408 | /** |
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409 | * draw bone frame |
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410 | */ |
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411 | void MD3Model::drawBoneFrame(MD3BoneFrame* frame) const |
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412 | { |
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413 | float x1 = frame->mins.x; |
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414 | float y1 = frame->mins.y; |
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415 | float z1 = frame->mins.z; |
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416 | float x2 = frame->maxs.x; |
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417 | float y2 = frame->maxs.y; |
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418 | float z2 = frame->maxs.z; |
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419 | |
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420 | glPushAttrib(GL_TEXTURE_2D); |
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421 | glPushAttrib(GL_LIGHTING); |
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422 | |
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423 | glColor3f(1.0f,0.0f,0.0f); |
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424 | glPointSize(6.0f); |
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425 | |
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426 | glBegin(GL_POINTS); |
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427 | glVertex3f(frame->position.x, frame->position.y, frame->position.z); |
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428 | glEnd(); |
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429 | glPointSize(1.0f); |
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430 | |
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431 | glColor3f(0.0f,1.0f,0.0f); |
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432 | glBegin(GL_LINE_LOOP); |
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433 | glVertex3f(x1,y1,z1); |
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434 | glVertex3f(x1,y1,z2); |
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435 | glVertex3f(x1,y2,z2); |
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436 | glVertex3f(x1,y2,z1); |
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437 | glEnd(); |
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438 | |
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439 | glBegin(GL_LINE_LOOP); |
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440 | glVertex3f(x2,y2,z2); |
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441 | glVertex3f(x2,y1,z2); |
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442 | glVertex3f(x2,y1,z1); |
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443 | glVertex3f(x2,y2,z1); |
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444 | glEnd(); |
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445 | |
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446 | glBegin(GL_LINES); |
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447 | glVertex3f(x1,y1,z1); |
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448 | glVertex3f(x2,y1,z1); |
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449 | |
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450 | glVertex3f(x1,y1,z2); |
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451 | glVertex3f(x2,y1,z2); |
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452 | |
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453 | glVertex3f(x1,y2,z2); |
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454 | glVertex3f(x2,y2,z2); |
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455 | |
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456 | glVertex3f(x1,y2,z1); |
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457 | glVertex3f(x2,y2,z1); |
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458 | glEnd(); |
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459 | |
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460 | glPopAttrib(); |
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461 | glPopAttrib(); |
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462 | } |
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463 | |
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464 | |
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465 | /** |
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466 | * interpolate bone frame |
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467 | * @param currBoneFrame Start bone frame. |
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468 | * @param nextBoneFrame End bone frame. |
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469 | * @param frac Interpolation fraction, in [0,1]. |
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470 | */ |
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471 | MD3BoneFrame* MD3Model::interpolateBoneFrame(MD3BoneFrame* currBoneFrame, MD3BoneFrame* nextBoneFrame, float frac) |
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472 | { |
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473 | this->tmpBoneFrame->mins.x = (1.0f - frac) * currBoneFrame->mins.x + frac * nextBoneFrame->mins.x; |
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474 | this->tmpBoneFrame->maxs.x = (1.0f - frac) * currBoneFrame->maxs.x + frac * nextBoneFrame->maxs.x; |
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475 | this->tmpBoneFrame->position.x = (1.0f - frac) * currBoneFrame->position.x + frac * nextBoneFrame->position.x; |
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476 | this->tmpBoneFrame->mins.y = (1.0f - frac) * currBoneFrame->mins.y + frac * nextBoneFrame->mins.y; |
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477 | this->tmpBoneFrame->maxs.y = (1.0f - frac) * currBoneFrame->maxs.y + frac * nextBoneFrame->maxs.y; |
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478 | this->tmpBoneFrame->position.y = (1.0f - frac) * currBoneFrame->position.y + frac * nextBoneFrame->position.y; |
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479 | this->tmpBoneFrame->mins.z = (1.0f - frac) * currBoneFrame->mins.z + frac * nextBoneFrame->mins.z; |
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480 | this->tmpBoneFrame->maxs.z = (1.0f - frac) * currBoneFrame->maxs.z + frac * nextBoneFrame->maxs.z; |
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481 | this->tmpBoneFrame->position.z = (1.0f - frac) * currBoneFrame->position.z + frac * nextBoneFrame->position.z; |
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482 | |
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483 | return this->tmpBoneFrame; |
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484 | } |
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485 | |
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486 | |
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487 | |
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488 | /** |
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489 | * interpolate mesh frame |
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490 | */ |
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491 | sVec3D* MD3Model::interpolateMeshFrame(sVec3D* currMeshFrame, sVec3D* nextMeshFrame, float frac, MD3Mesh* mesh, int i) |
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492 | { |
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493 | int vertexNum = mesh->header->vertexNum; |
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494 | |
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495 | // calc interpolated vertices |
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496 | for( int t = 0; t < vertexNum * 3.0f; t++) |
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497 | { |
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498 | |
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499 | // PRINTF(0)("tmp mesh: %f, %f, %f\n", this->tmpMesh[i][t][0], this->tmpMesh[i][t][1], this->tmpMesh[i][t][2]); |
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500 | |
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501 | this->tmpMesh[i][t][0] = (1.0f - frac) * currMeshFrame[t][0] + frac * nextMeshFrame[t][0]; |
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502 | this->tmpMesh[i][t][1] = (1.0f - frac) * currMeshFrame[t][1] + frac * nextMeshFrame[t][1]; |
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503 | this->tmpMesh[i][t][2] = (1.0f - frac) * currMeshFrame[t][2] + frac * nextMeshFrame[t][2]; |
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504 | } |
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505 | |
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506 | return this->tmpMesh[i]; |
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507 | } |
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508 | |
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509 | |
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510 | /** |
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511 | * interpolate vertex normal |
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512 | */ |
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513 | MD3Normal* MD3Model::interpolateVertexNormals(MD3Normal* currNormals, MD3Normal* nextNormals, float frac, MD3Mesh* mesh, int i) |
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514 | { |
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515 | for( int j = 0; j < mesh->header->vertexNum; j++) |
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516 | { |
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517 | this->tmpNormal[i][j].vertexNormal[0] = (int)((1.0f - frac) * currNormals[j].vertexNormal[0] + frac * nextNormals[j].vertexNormal[0]); |
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518 | this->tmpNormal[i][j].vertexNormal[1] = (int)((1.0f - frac) * currNormals[j].vertexNormal[1] + frac * nextNormals[j].vertexNormal[1]); |
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519 | } |
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520 | |
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521 | return this->tmpNormal[i]; |
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522 | } |
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523 | |
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524 | |
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525 | /** |
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526 | * interpolate transformation |
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527 | */ |
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528 | float* MD3Model::interpolateTransformation(MD3Tag* currFrameTag, MD3Tag* nextFrameTag, float frac, int i) |
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529 | { |
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530 | // interpolate position |
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531 | Vector interpolatedPosition = currFrameTag->position * (1.0f - frac) + nextFrameTag->position * frac; |
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532 | |
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533 | |
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534 | // interpolate rotation matrix |
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535 | float currRot[4][4]; |
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536 | float nextRot[4][4]; |
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537 | float interpolatedMatrix[4][4]; |
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538 | |
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539 | Quaternion currQuat(currFrameTag->matrix); currQuat.matrix(currRot); |
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540 | Quaternion nextQuat(nextFrameTag->matrix); nextQuat.matrix(nextRot); |
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541 | |
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542 | Quaternion interpolatedQuat = Quaternion::quatSlerp(currQuat, nextQuat, frac); interpolatedQuat.matrix(interpolatedMatrix); |
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543 | |
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544 | // quaternion code is column based, so use transposed matrix when spitting out to gl |
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545 | this->tmpMatrix[i][0] = interpolatedMatrix[0][0]; |
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546 | this->tmpMatrix[i][4] = interpolatedMatrix[1][0]; |
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547 | this->tmpMatrix[i][8] = interpolatedMatrix[2][0]; |
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548 | this->tmpMatrix[i][12] = interpolatedPosition.x; |
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549 | this->tmpMatrix[i][1] = interpolatedMatrix[0][1]; |
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550 | this->tmpMatrix[i][5] = interpolatedMatrix[1][1]; |
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551 | this->tmpMatrix[i][9] = interpolatedMatrix[2][1]; |
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552 | this->tmpMatrix[i][13] = interpolatedPosition.y; |
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553 | this->tmpMatrix[i][2] = interpolatedMatrix[0][2]; |
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554 | this->tmpMatrix[i][6] = interpolatedMatrix[1][2]; |
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555 | this->tmpMatrix[i][10]= interpolatedMatrix[2][2]; |
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556 | this->tmpMatrix[i][14] = interpolatedPosition.z; |
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557 | this->tmpMatrix[i][3] = 0.0f; |
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558 | this->tmpMatrix[i][7] = 0.0f; |
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559 | this->tmpMatrix[i][11]= 0.0f; |
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560 | this->tmpMatrix[i][15] = 1.0f; |
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561 | |
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562 | return this->tmpMatrix[i]; |
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563 | |
---|
564 | } |
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565 | |
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566 | |
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567 | } |
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