Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/branches/bsp_model/src/lib/graphics/importer/md3/md3_model.cc @ 8644

Last change on this file since 8644 was 8644, checked in by patrick, 18 years ago

bsp: md3 model animation algorithm probably finished

File size: 21.5 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Patrick Boenzli
13*/
14
15#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER
16
17#include "md3_model.h"
18
19#include "md3_data.h"
20#include "md3_mesh.h"
21#include "md3_tag.h"
22#include "md3_bone_frame.h"
23#include "md3_animation.h"
24
25#include "md3_animation_cfg.h"
26
27#include "material.h"
28#include "quaternion.h"
29
30#include "loading/resource_manager.h"
31
32#include "debug.h"
33
34namespace md3
35{
36
37  /**
38   * md3 model
39   */
40  MD3Model::MD3Model(std::string filename, float scaling)
41  {
42    this->autoAssemblePlayerModel(filename, scaling);
43
44    this->bDrawBones = false;
45    this->bDrawNormals = false;
46  }
47
48
49
50  MD3Model::~MD3Model()
51  {
52//     delete this->tmpBoneFrame;
53//     delete [] this->tmpMesh;
54
55    ///TODO deleting mesh
56    ///TODO deleting matrices
57  }
58
59
60  /**
61   * auto assemples a player model
62   * @param filename is the name to the directory of the modelzzzzzz
63   */
64  void MD3Model::autoAssemblePlayerModel(std::string filename, float scaling)
65  {
66    // loading the config file
67    std::string cfgName(filename + "/animation.cfg");
68    this->config = (MD3AnimationCfg*)ResourceManager::getInstance()->load(cfgName, MD3_CONFIG, RP_GAME);
69
70    //first load the torso or the upper part
71    std::string nameUpper(filename + "/upper.md3");
72    if( (this->md3Data = (MD3Data*)ResourceManager::getInstance()->load(nameUpper, MD3, RP_GAME, nameUpper, scaling)) == NULL)
73    {
74      std::string nameTorso(filename + "/torso.md3");
75      this->md3Data = (MD3Data*)ResourceManager::getInstance()->load(nameTorso, MD3, RP_GAME, nameTorso, scaling);
76    }
77
78    if( this->md3Data == NULL)
79    {
80      PRINTF(1)("Problems loading the MD3Model. Abording\n");
81      return;
82    }
83
84    // load lower
85    std::string nameLower(filename + "/lower.md3");
86    MD3Data* lower = (MD3Data*)ResourceManager::getInstance()->load(nameLower, MD3, RP_GAME, nameLower, scaling);
87    if( lower != NULL)
88    {
89      int tag = this->md3Data->getTagIndexByName("tag_lower");
90      PRINTF(0)("Loaded the %s model on index %i\n", nameLower.c_str(), tag);
91      if( tag >= 0)
92       this->md3Data->addLinkedModel(tag, lower);
93      else
94        PRINTF(0)("Could not add %s\n", nameLower.c_str());
95    }
96
97
98    // load head
99    std::string nameHead(filename + "/head.md3");
100    MD3Data* head = (MD3Data*)ResourceManager::getInstance()->load(nameHead, MD3, RP_GAME, nameLower, scaling);
101    if( head != NULL)
102    {
103      int tag = this->md3Data->getTagIndexByName("tag_head");
104      PRINTF(0)("Loaded the %s model on index %i\n", nameHead.c_str(), tag);
105      if( tag >= 0)
106        this->md3Data->addLinkedModel(tag, head);
107      else
108        PRINTF(0)("Could not add %s\n", nameHead.c_str());
109    }
110
111  }
112
113
114
115  /**
116   * tick float
117   * @param time: time elapsed
118   */
119  void MD3Model::tick(float time)
120  {
121
122    this->tick(time, this->md3Data);
123  }
124
125
126  /**
127   * tick each data
128   */
129  void MD3Model::tick(float time, MD3Data* data)
130  {
131    // draw the bones if needed
132    if( this->bDrawBones)
133    {
134      // get bone frame, interpolate if necessary
135      if( data->animationState.interpolationFraction != 0.0 &&
136          data->animationState.currentFrame != data->animationState.nextFrame)
137      {
138        //interpolate bone frame
139        data->tmpBoneFrame = this->interpolateBoneFrame(data, data->boneFrames[data->animationState.currentFrame],
140                                                        data->boneFrames[data->animationState.nextFrame],
141                                                        data->animationState.interpolationFraction);
142      }
143      else
144      {
145        data->tmpBoneFrame = data->boneFrames[data->animationState.currentFrame];
146      }
147    }
148
149    //draw all meshes of current frame of this model
150    for( int i = 0;  i < data->header->meshNum; i++)
151    {
152      MD3Mesh* mesh = data->meshes[i];
153
154      // get mesh frame, do interpolation if necessary
155      sVec3D* frame;
156      if( data->animationState.interpolationFraction != 0.0 &&
157          data->animationState.currentFrame != data->animationState.nextFrame)
158      {
159        //interpolate mesh frame between the 2 current mesh frames
160        frame = this->interpolateMeshFrame( data, data->meshes[data->animationState.currentFrame]->meshFrames,
161                                            data->meshes[data->animationState.nextFrame]->meshFrames,
162                                            data->animationState.interpolationFraction, mesh, i);
163      }
164      else
165      {
166        //no interpolation needed, just draw current frame
167        frame = &mesh->meshFrames[data->animationState.currentFrame];
168      }
169      data->tmpMesh[i] = frame;
170
171      // draw vertex normals if needed
172      if( this->bDrawNormals)
173      {
174        // get vertex normals, interpolate if necessary
175        if( data->animationState.interpolationFraction != 0.0 &&
176            data->animationState.currentFrame != data->animationState.nextFrame)
177        {
178          //interpolate vertex normals
179          this->interpolateVertexNormals(data, &mesh->normals[data->animationState.currentFrame],
180                                         &mesh->normals[data->animationState.nextFrame],
181                                         data->animationState.interpolationFraction, mesh, i);
182        }
183      }
184    }
185
186
187    // draw all models linked to this model
188    std::map<int, MD3Data*>::iterator it = data->sortedMap.begin();
189    int i = 0;
190    while( it != data->sortedMap.end())
191    {
192      MD3Data* child = it->second;
193
194      //build transformation array m from matrix, interpolate if necessary
195
196      MD3Tag* currFrameTag = data->boneFrames[data->animationState.currentFrame]->tags[child->parentTagIndex];
197
198      if( data->animationState.interpolationFraction != 0.0 &&
199          data->animationState.currentFrame != data->animationState.nextFrame)
200      {
201        //we need to interpolate
202        MD3Tag* nextFrameTag = data->boneFrames[data->animationState.nextFrame]->tags[child->parentTagIndex];
203        this->interpolateTransformation(child, currFrameTag, nextFrameTag, data->animationState.interpolationFraction, i);
204      }
205      else
206      {
207        //no interpolation needed, stay with last transformation
208        //OpenGL matrix is in column-major order
209        data->tmpMatrix[i][0] = currFrameTag->matrix[0][0];
210        data->tmpMatrix[i][1] = currFrameTag->matrix[1][0];
211        data->tmpMatrix[i][2] = currFrameTag->matrix[2][0];
212        data->tmpMatrix[i][3] = 0.0f;
213        data->tmpMatrix[i][4] = currFrameTag->matrix[0][1];
214        data->tmpMatrix[i][5] = currFrameTag->matrix[1][1];
215        data->tmpMatrix[i][6] = currFrameTag->matrix[2][1];
216        data->tmpMatrix[i][7] = 0.0f;
217        data->tmpMatrix[i][8] = currFrameTag->matrix[0][2];
218        data->tmpMatrix[i][9] = currFrameTag->matrix[1][2];
219        data->tmpMatrix[i][10]= currFrameTag->matrix[2][2];
220        data->tmpMatrix[i][11]= 0.0f;
221        data->tmpMatrix[i][12] = currFrameTag->position.x;
222        data->tmpMatrix[i][13] = currFrameTag->position.y;
223        data->tmpMatrix[i][14] = currFrameTag->position.z;
224        data->tmpMatrix[i][15] = 1.0f;
225      }
226
227      // switch to child coord system
228
229      // and tick child
230      this->tick(time, child);
231
232      i++;
233      it++;
234    }
235  }
236
237
238  /**
239   * this draws the md3 model
240   */
241  void MD3Model::draw() const
242  {
243    PRINTF(0)("\ndraw========================\n");
244    //draw current bone frame
245    this->draw(this->md3Data);
246  }
247
248
249  /**
250   * draw the md3model
251   * @param data: the data to be drawn
252   */
253  void MD3Model::draw(MD3Data* data) const
254  {
255
256    // draw the bones if needed
257    if( this->bDrawBones)
258    {
259      // get bone frame, interpolate if necessary
260      if( data->animationState.interpolationFraction != 0.0 &&
261          data->animationState.currentFrame != data->animationState.nextFrame) {
262        //interpolate bone frame
263        this->drawBoneFrame(data->tmpBoneFrame);
264      }
265      else {
266        //stick with current bone frame
267        this->drawBoneFrame(data->boneFrames[data->animationState.currentFrame]);
268      }
269    }
270
271
272    //draw all meshes of current frame of this model
273    for( int i = 0;  i < data->header->meshNum; i++)
274    {
275      MD3Mesh* mesh = data->meshes[i];
276
277      if( mesh->header->textureNum > 0 && &mesh->material[0] != NULL)
278        mesh->material[0].select();
279
280      // get mesh frame, do interpolation if necessary
281      sVec3D* frame = data->tmpMesh[i];
282
283      this->drawMesh(mesh, frame);
284
285      // draw vertex normals if needed
286      if( this->bDrawNormals)
287      {
288        // get vertex normals, interpolate if necessary
289        if( data->animationState.interpolationFraction != 0.0 &&
290            data->animationState.currentFrame != data->animationState.nextFrame)
291        {
292          //interpolate vertex normals
293          this->drawVertexNormals(frame, data->tmpNormal[i]);
294        }
295        else {
296          //stick with current vertex normals
297          this->drawVertexNormals(frame, &mesh->normals[data->animationState.currentFrame]);
298        }
299      }
300    }
301
302
303    // draw all models linked to this model
304    int i = 0;
305    std::map<int, MD3Data*>::iterator it = data->sortedMap.begin();
306    while( it != data->sortedMap.end())
307    {
308      MD3Data* child = it->second;
309
310      //switch to child coord system
311      glPushMatrix();
312      glMultMatrixf(data->tmpMatrix[i]);
313
314      // and draw child
315      this->draw(child);
316
317      glPopMatrix();
318
319      i++;
320      it++;
321    }
322
323  }
324
325
326  /**
327   * draws the mesh
328   */
329  void MD3Model::drawMesh(MD3Mesh* mesh, sVec3D* frame) const
330  {
331    PRINTF(0)("drawMesh: %s\n", mesh->header->name);
332    Vector tmpVec1, tmpVec2;
333
334    glColor3f(1.0f, 1.0f, 1.0f);
335    glBegin( GL_TRIANGLES);
336
337    // upload all triangles in the frame to OpenGL
338    for( int t = 0; t < mesh->header->triangleNum; t++)
339    {
340      // calc normal vector
341      tmpVec1.x = frame[mesh->triangles[t].vertexOffset[1]][0] - frame[mesh->triangles[t].vertexOffset[0]][0];
342      tmpVec1.y = frame[mesh->triangles[t].vertexOffset[1]][1] - frame[mesh->triangles[t].vertexOffset[0]][1];
343      tmpVec1.z = frame[mesh->triangles[t].vertexOffset[1]][2] - frame[mesh->triangles[t].vertexOffset[0]][2];
344
345      tmpVec2.x = frame[mesh->triangles[t].vertexOffset[2]][0] - frame[mesh->triangles[t].vertexOffset[0]][0];
346      tmpVec2.y = frame[mesh->triangles[t].vertexOffset[2]][1] - frame[mesh->triangles[t].vertexOffset[0]][1];
347      tmpVec2.z = frame[mesh->triangles[t].vertexOffset[2]][2] - frame[mesh->triangles[t].vertexOffset[0]][2];
348
349      Vector normal = tmpVec1.cross(tmpVec2);
350      normal.normalize();
351
352//       PRINTF(0)("normal: %f, %f, %f\n", normal.x, normal.y, normal.z);
353
354      glNormal3f(normal.x, normal.y, normal.z);
355      glTexCoord2fv( mesh->texVecs[mesh->triangles[t].vertexOffset[0]].textureCoord);
356      glVertex3f( frame[mesh->triangles[t].vertexOffset[0]][0],
357                  frame[mesh->triangles[t].vertexOffset[0]][2],
358                  frame[mesh->triangles[t].vertexOffset[0]][1]);
359
360      glNormal3f(normal.x, normal.y, normal.z);
361      glTexCoord2fv( mesh->texVecs[mesh->triangles[t].vertexOffset[1]].textureCoord);
362      glVertex3f( frame[mesh->triangles[t].vertexOffset[1]][0],
363                  frame[mesh->triangles[t].vertexOffset[1]][2],
364                  frame[mesh->triangles[t].vertexOffset[1]][1]);
365
366      glNormal3f(normal.x, normal.y, normal.z);
367      glTexCoord2fv( mesh->texVecs[mesh->triangles[t].vertexOffset[2]].textureCoord);
368      glVertex3f( frame[mesh->triangles[t].vertexOffset[2]][0],
369                  frame[mesh->triangles[t].vertexOffset[2]][2],
370                  frame[mesh->triangles[t].vertexOffset[2]][1]);
371    }
372    glEnd();
373  }
374
375
376  /**
377   *  drawo vertex normals
378   */
379  void MD3Model::drawVertexNormals(sVec3D* frame, MD3Normal* normals) const
380  {}
381
382
383  /**
384   * draw bone frame
385   */
386  void MD3Model::drawBoneFrame(MD3BoneFrame* frame) const
387  {
388    float x1 = frame->mins.x;
389    float y1 = frame->mins.y;
390    float z1 = frame->mins.z;
391    float x2 = frame->maxs.x;
392    float y2 = frame->maxs.y;
393    float z2 = frame->maxs.z;
394
395    glPushAttrib(GL_TEXTURE_2D);
396    glPushAttrib(GL_LIGHTING);
397
398    glColor3f(1.0f,0.0f,0.0f);
399    glPointSize(6.0f);
400
401    glBegin(GL_POINTS);
402    glVertex3f(frame->position.x, frame->position.y, frame->position.z);
403    glEnd();
404    glPointSize(1.0f);
405
406    glColor3f(0.0f,1.0f,0.0f);
407    glBegin(GL_LINE_LOOP);
408    glVertex3f(x1,y1,z1);
409    glVertex3f(x1,y1,z2);
410    glVertex3f(x1,y2,z2);
411    glVertex3f(x1,y2,z1);
412    glEnd();
413
414    glBegin(GL_LINE_LOOP);
415    glVertex3f(x2,y2,z2);
416    glVertex3f(x2,y1,z2);
417    glVertex3f(x2,y1,z1);
418    glVertex3f(x2,y2,z1);
419    glEnd();
420
421    glBegin(GL_LINES);
422    glVertex3f(x1,y1,z1);
423    glVertex3f(x2,y1,z1);
424
425    glVertex3f(x1,y1,z2);
426    glVertex3f(x2,y1,z2);
427
428    glVertex3f(x1,y2,z2);
429    glVertex3f(x2,y2,z2);
430
431    glVertex3f(x1,y2,z1);
432    glVertex3f(x2,y2,z1);
433    glEnd();
434
435     glPopAttrib();
436     glPopAttrib();
437  }
438
439
440  /**
441   *  interpolate bone frame
442   * @param currBoneFrame Start bone frame.
443   * @param nextBoneFrame End bone frame.
444   * @param frac Interpolation fraction, in [0,1].
445   */
446  MD3BoneFrame* MD3Model::interpolateBoneFrame(MD3Data* data, MD3BoneFrame* currBoneFrame, MD3BoneFrame* nextBoneFrame, float frac)
447  {
448    data->tmpBoneFrame->mins.x      = (1.0f - frac) * currBoneFrame->mins.x       + frac * nextBoneFrame->mins.x;
449    data->tmpBoneFrame->maxs.x      = (1.0f - frac) * currBoneFrame->maxs.x       + frac * nextBoneFrame->maxs.x;
450    data->tmpBoneFrame->position.= (1.0f - frac) * currBoneFrame->position.x   + frac * nextBoneFrame->position.x;
451    data->tmpBoneFrame->mins.y      = (1.0f - frac) * currBoneFrame->mins.y       + frac * nextBoneFrame->mins.y;
452    data->tmpBoneFrame->maxs.y      = (1.0f - frac) * currBoneFrame->maxs.y       + frac * nextBoneFrame->maxs.y;
453    data->tmpBoneFrame->position.= (1.0f - frac) * currBoneFrame->position.y   + frac * nextBoneFrame->position.y;
454    data->tmpBoneFrame->mins.z      = (1.0f - frac) * currBoneFrame->mins.z       + frac * nextBoneFrame->mins.z;
455    data->tmpBoneFrame->maxs.z      = (1.0f - frac) * currBoneFrame->maxs.z       + frac * nextBoneFrame->maxs.z;
456    data->tmpBoneFrame->position.= (1.0f - frac) * currBoneFrame->position.z   + frac * nextBoneFrame->position.z;
457
458    return data->tmpBoneFrame;
459  }
460
461
462
463  /**
464   * interpolate mesh frame
465   */
466  sVec3D* MD3Model::interpolateMeshFrame(MD3Data* data, sVec3D* currMeshFrame, sVec3D* nextMeshFrame, float frac, MD3Mesh* mesh, int i)
467  {
468    int vertexNum = mesh->header->vertexNum;
469
470    // calc interpolated vertices
471    for( int t = 0; t < vertexNum * 3.0f; t++)
472    {
473      data->tmpMesh[i][t][0]  = (1.0f - frac)   * currMeshFrame[t][0]  + frac * nextMeshFrame[t][0];
474      data->tmpMesh[i][t][1]  = (1.0f - frac)   * currMeshFrame[t][1]  + frac * nextMeshFrame[t][1];
475      data->tmpMesh[i][t][2]  = (1.0f - frac)   * currMeshFrame[t][2]  + frac * nextMeshFrame[t][2];
476    }
477
478    return data->tmpMesh[i];
479  }
480
481
482  /**
483   * interpolate vertex normal
484   */
485  MD3Normal* MD3Model::interpolateVertexNormals(MD3Data* data, MD3Normal* currNormals, MD3Normal* nextNormals, float frac, MD3Mesh* mesh, int i)
486  {
487    for( int j = 0; j < mesh->header->vertexNum; j++)
488    {
489      data->tmpNormal[i][j].vertexNormal[0] = (int)((1.0f - frac) * currNormals[j].vertexNormal[0] + frac * nextNormals[j].vertexNormal[0]);
490      data->tmpNormal[i][j].vertexNormal[1] = (int)((1.0f - frac) * currNormals[j].vertexNormal[1] + frac * nextNormals[j].vertexNormal[1]);
491    }
492
493    return data->tmpNormal[i];
494  }
495
496
497  /**
498   * interpolate transformation
499   */
500  float* MD3Model::interpolateTransformation(MD3Data* data, MD3Tag* currFrameTag, MD3Tag* nextFrameTag, float frac, int i)
501  {
502    // interpolate position
503    Vector interpolatedPosition = currFrameTag->position * (1.0f - frac) + nextFrameTag->position * frac;
504
505
506    // interpolate rotation matrix
507    float  currRot[4][4];
508    float  nextRot[4][4];
509    float  interpolatedMatrix[4][4];
510
511    Quaternion currQuat(currFrameTag->matrix); currQuat.matrix(currRot);
512    Quaternion nextQuat(nextFrameTag->matrix); nextQuat.matrix(nextRot);
513
514    Quaternion interpolatedQuat = Quaternion::quatSlerp(currQuat, nextQuat, frac); interpolatedQuat.matrix(interpolatedMatrix);
515
516    // quaternion code is column based, so use transposed matrix when spitting out to gl
517    data->tmpMatrix[i][0] = interpolatedMatrix[0][0];
518    data->tmpMatrix[i][4] = interpolatedMatrix[1][0];
519    data->tmpMatrix[i][8] = interpolatedMatrix[2][0];
520    data->tmpMatrix[i][12] = interpolatedPosition.x;
521    data->tmpMatrix[i][1] = interpolatedMatrix[0][1];
522    data->tmpMatrix[i][5] = interpolatedMatrix[1][1];
523    data->tmpMatrix[i][9] = interpolatedMatrix[2][1];
524    data->tmpMatrix[i][13] = interpolatedPosition.y;
525    data->tmpMatrix[i][2] = interpolatedMatrix[0][2];
526    data->tmpMatrix[i][6] = interpolatedMatrix[1][2];
527    data->tmpMatrix[i][10]= interpolatedMatrix[2][2];
528    data->tmpMatrix[i][14] = interpolatedPosition.z;
529    data->tmpMatrix[i][3] = 0.0f;
530    data->tmpMatrix[i][7] = 0.0f;
531    data->tmpMatrix[i][11]= 0.0f;
532    data->tmpMatrix[i][15] = 1.0f;
533
534    return data->tmpMatrix[i];
535
536  }
537
538
539
540  /**
541   * visit the model
542   */
543  void MD3Model::visit(MD3Data* data)
544  {
545    if ( (data->filename.find("lower") == std::string::npos &&
546          (data->animation->type == LEGS || data->animation->type == BOTH)) // this is the LEGS model and the animation is applicable
547          ||
548          (data->filename.find("upper") == std::string::npos &&
549          (data->animation->type == TORSO || data->animation->type == BOTH)) // this is the TORSO model and the animation is applicable
550          ||
551          data->animation->type == ALL // the animation is allways applicable
552       )
553      this->doOp(data);
554
555    // visit children
556    std::map<int, MD3Data*>::iterator it = data->sortedMap.begin();
557    while( it != data->sortedMap.end())
558    {
559      this->visit(it->second);
560      it++;
561    }
562  }
563
564
565  /**
566   * Create a new visitor to apply an animation operation (NEXT, REWIND, ...)
567   * to a MD3 model. The operation is executed in the context of the specified
568   * animation.
569   *
570   * @param anim The animation that provides the context for the operation.
571   * @param op The operation to apply.
572   * @param interpolate Should interpolation be done?
573   */
574  void MD3Model::interpolate(MD3Data* data, MD3Animation* anim, int op, bool bInterpolate)
575  {
576     data->animation = anim;
577     if( data->op == NEXT || data->op == PREVIOUS || data->op == REWIND)
578      data->op = op;
579
580     data->bInterpolate = bInterpolate;
581  }
582
583
584  /**
585   * calc next frame number
586   */
587  int MD3Model::next(MD3Data* data, int nr)
588  {
589    if( nr < (data->upperBound - 1))
590      return nr + 1;
591    else
592    { //rewind needed
593      if( data->animation->numFrames < 0)
594        return data->animation->first;
595      else {
596        nr = (data->animation->numLoopFrames != 0)?(data->animation->numFrames - data->animation->numLoopFrames):0;
597        return data->animation->first + nr;
598      }
599    }
600  }
601
602
603  /**
604   * calc prev frame number
605   */
606  int MD3Model::prev(MD3Data* data, int nr)
607  {
608    if( nr == data->animation->first)
609      return data->upperBound - 1;
610    else
611      return nr - 1;
612  }
613
614
615  /**
616   * apply the specified operation to the animation state data members of the model
617   * taking the specified animation into account
618   *
619   * @param data: the data of the model
620   */
621  void MD3Model::doOp(MD3Data* data)
622  {
623    // animation to be applied could have illegal data with respect to this model,
624    // ignore anim in this case
625    if( data->animation->first >= data->header->boneFrameNum || data->animation->first < 0)
626      return;
627
628    //calc upper bound for animation frames in this model
629    if( data->animation->numFrames < 0)
630      data->upperBound = data->header->boneFrameNum; //use all available frames
631    else
632      data->upperBound = data->header->boneFrameNum <
633          (data->animation->first + data->animation->numFrames)?data->header->boneFrameNum:(data->animation->first +
634          data->animation->numFrames);
635
636    switch( data->op) {
637
638      case NEXT:
639        if( data->bInterpolate)
640        {
641          data->animationState.interpolationFraction += FRACTION;
642          if( data->animationState.interpolationFraction >= 1.0f)
643          {
644            data->animationState.currentFrame = data->animationState.nextFrame;
645            data->animationState.nextFrame = next(data, data->animationState.nextFrame);
646            data->animationState.interpolationFraction = 0.0f;
647          }
648        }
649        else {
650          data->animationState.currentFrame = data->animationState.nextFrame;
651          data->animationState.nextFrame = next(data, data->animationState.nextFrame);
652        }
653        break;
654
655      case PREVIOUS:
656        if( data->bInterpolate)
657        {
658          data->animationState.interpolationFraction -= FRACTION;
659          if( data->animationState.interpolationFraction < 0.0f)
660          {
661            data->animationState.nextFrame = data->animationState.currentFrame;
662            data->animationState.currentFrame = prev(data, data->animationState.currentFrame);
663            data->animationState.interpolationFraction = 0.8f;
664          }
665        }
666        else
667        {
668          data->animationState.nextFrame = data->animationState.currentFrame;
669          data->animationState.currentFrame = prev(data, data->animationState.currentFrame);
670        }
671        break;
672
673      case REWIND:
674        data->animationState.currentFrame = data->animation->first;
675        data->animationState.nextFrame = next(data, data->animationState.currentFrame);
676        data->animationState.interpolationFraction = 0.0f;
677        break;
678    }
679  }
680
681
682}
Note: See TracBrowser for help on using the repository browser.