This commit is contained in:
@@ -0,0 +1,625 @@
|
||||
//-------------------------------------------------------------------------------------
|
||||
//
|
||||
// JGE++ is a hardware accelerated 2D game SDK for PSP/Windows.
|
||||
//
|
||||
// Licensed under the BSD license, see LICENSE in JGE root for details.
|
||||
//
|
||||
// Copyright (c) 2007 James Hui (a.k.a. Dr.Watson) <jhkhui@gmail.com>
|
||||
//
|
||||
//-------------------------------------------------------------------------------------
|
||||
|
||||
#include "../include/JFileSystem.h"
|
||||
#include "../include/JRenderer.h"
|
||||
#include "../include/JMD2Model.h"
|
||||
|
||||
|
||||
MD2Animation::MD2Animation(int start, int end)
|
||||
{
|
||||
mStartFrame = start;
|
||||
mEndFrame = end;
|
||||
}
|
||||
|
||||
JRenderer* JMD2Model::mRenderer = NULL;
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------------------------
|
||||
JMD2Model::JMD2Model()
|
||||
{
|
||||
mRenderer = JRenderer::GetInstance();
|
||||
|
||||
int endFrames[] = { 39, 46, 60, 66, 73, 95, 112, 122, 135, 154, 161, 169, 177, 185, 190, 198 };
|
||||
int startFrame = 0;
|
||||
|
||||
mAnimations = (MD2Animation **)malloc(sizeof(MD2Animation)*MAX_ANIMATION);
|
||||
for (int i=0;i<MAX_ANIMATION;i++)
|
||||
{
|
||||
mAnimations[i] = new MD2Animation(startFrame, endFrames[i]);
|
||||
startFrame = endFrames[i]+1;
|
||||
}
|
||||
|
||||
mState = -1;
|
||||
mNextState = STATE_IDLE;
|
||||
|
||||
mModel = NULL;
|
||||
mAnimationSpeed = 6.0f;
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------------------------
|
||||
JMD2Model::~JMD2Model()
|
||||
{
|
||||
if (mModel)
|
||||
{
|
||||
|
||||
if (mModel->triIndex != NULL)
|
||||
free(mModel->triIndex);
|
||||
if (mModel->pointList != NULL)
|
||||
free(mModel->pointList);
|
||||
if (mModel->st != NULL)
|
||||
free(mModel->st);
|
||||
if (mModel->modelTex != NULL)
|
||||
delete mModel->modelTex;
|
||||
|
||||
free(mModel);
|
||||
}
|
||||
|
||||
if (mAnimations)
|
||||
{
|
||||
for (int i=0;i<MAX_ANIMATION;i++)
|
||||
delete mAnimations[i];
|
||||
|
||||
free(mAnimations);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------------------------
|
||||
// loads MD2 model
|
||||
bool JMD2Model::Load(char *filename, char *textureName)
|
||||
{
|
||||
|
||||
//FILE *filePtr; // file pointer
|
||||
int fileLen; // length of model file
|
||||
char *buffer; // file buffer
|
||||
|
||||
modelHeader_t *modelHeader; // model header
|
||||
|
||||
stIndex_t *stPtr; // texture data
|
||||
frame_t *frame; // frame data
|
||||
Vector3D *pointListPtr; // index variable
|
||||
mesh_t *triIndex, *bufIndexPtr; // index variables
|
||||
int i, j; // index variables
|
||||
|
||||
// open the model file
|
||||
|
||||
JFileSystem* fileSystem = JFileSystem::GetInstance();
|
||||
if (!fileSystem->OpenFile(filename))
|
||||
return false;
|
||||
//filePtr = fopen(filename, "rb");
|
||||
//if (filePtr == NULL)
|
||||
// return false;
|
||||
|
||||
// find length of file
|
||||
//fseek(filePtr, 0, SEEK_END);
|
||||
//fileLen = ftell(filePtr);
|
||||
//fseek(filePtr, 0, SEEK_SET);
|
||||
|
||||
fileLen = fileSystem->GetFileSize();
|
||||
|
||||
// read entire file into buffer
|
||||
buffer = (char*)malloc(fileLen + 1);
|
||||
//fread(buffer, sizeof(char), fileLen, filePtr);
|
||||
fileSystem->ReadFile(buffer, fileLen);
|
||||
fileSystem->CloseFile();
|
||||
|
||||
// extract model file header from buffer
|
||||
modelHeader = (modelHeader_t*)buffer;
|
||||
|
||||
// allocate memory for model data
|
||||
mModel = (modelData_t*)malloc(sizeof(modelData_t));
|
||||
if (mModel == NULL)
|
||||
return false;
|
||||
|
||||
// allocate memory for all vertices used in model, including animations
|
||||
mModel->pointList = (Vector3D *)malloc(sizeof(Vector3D)*modelHeader->numXYZ * modelHeader->numFrames);
|
||||
|
||||
// store vital model data
|
||||
mModel->numPoints = modelHeader->numXYZ;
|
||||
mModel->numFrames = modelHeader->numFrames;
|
||||
mModel->frameSize = modelHeader->framesize;
|
||||
|
||||
// loop number of frames in model file
|
||||
for(j = 0; j < modelHeader->numFrames; j++)
|
||||
{
|
||||
// offset to the points in this frame
|
||||
frame = (frame_t*)&buffer[modelHeader->offsetFrames + modelHeader->framesize * j];
|
||||
|
||||
// calculate the point positions based on frame details
|
||||
pointListPtr = (Vector3D *)&mModel->pointList[modelHeader->numXYZ * j];
|
||||
for(i = 0; i < modelHeader->numXYZ; i++)
|
||||
{
|
||||
pointListPtr[i].x = frame->scale[0] * frame->fp[i].v[0] + frame->translate[0];
|
||||
pointListPtr[i].y = frame->scale[1] * frame->fp[i].v[1] + frame->translate[1];
|
||||
pointListPtr[i].z = frame->scale[2] * frame->fp[i].v[2] + frame->translate[2];
|
||||
}
|
||||
}
|
||||
|
||||
JTexture *tex = mRenderer->LoadTexture(textureName);
|
||||
if (tex)
|
||||
mModel->modelTex = tex;
|
||||
else
|
||||
{
|
||||
free(mModel);
|
||||
mModel = NULL;
|
||||
|
||||
free(buffer);
|
||||
return false;
|
||||
}
|
||||
|
||||
float texWidth = (float)tex->mWidth;
|
||||
float texHeight = (float)tex->mHeight;
|
||||
|
||||
|
||||
// allocate memory for the model texture coordinates
|
||||
mModel->st = (texCoord_t*)malloc(sizeof(texCoord_t)*modelHeader->numST);
|
||||
|
||||
// store number of texture coordinates
|
||||
mModel->numST = modelHeader->numST;
|
||||
|
||||
// set texture pointer to texture coordinate offset
|
||||
stPtr = (stIndex_t*)&buffer[modelHeader->offsetST];
|
||||
|
||||
// calculate and store the texture coordinates for the model
|
||||
for (i = 0; i < modelHeader->numST; i++)
|
||||
{
|
||||
mModel->st[i].s = (float)stPtr[i].s / texWidth;
|
||||
mModel->st[i].t = (float)stPtr[i].t / texHeight;
|
||||
}
|
||||
|
||||
// allocate an index of triangles
|
||||
triIndex = (mesh_t*)malloc(sizeof(mesh_t) * modelHeader->numTris);
|
||||
|
||||
// set total number of triangles
|
||||
mModel->numTriangles = modelHeader->numTris;
|
||||
mModel->triIndex = triIndex;
|
||||
|
||||
// point to triangle indexes in buffer
|
||||
bufIndexPtr = (mesh_t*)&buffer[modelHeader->offsetTris];
|
||||
|
||||
// create a mesh (triangle) list
|
||||
for (j = 0; j < mModel->numFrames; j++)
|
||||
{
|
||||
// for all triangles in each frame
|
||||
for(i = 0; i < modelHeader->numTris; i++)
|
||||
{
|
||||
triIndex[i].meshIndex[0] = bufIndexPtr[i].meshIndex[0];
|
||||
triIndex[i].meshIndex[1] = bufIndexPtr[i].meshIndex[1];
|
||||
triIndex[i].meshIndex[2] = bufIndexPtr[i].meshIndex[2];
|
||||
triIndex[i].stIndex[0] = bufIndexPtr[i].stIndex[0];
|
||||
triIndex[i].stIndex[1] = bufIndexPtr[i].stIndex[1];
|
||||
triIndex[i].stIndex[2] = bufIndexPtr[i].stIndex[2];
|
||||
}
|
||||
}
|
||||
|
||||
// close file and free memory
|
||||
//fclose(filePtr);
|
||||
free(buffer);
|
||||
|
||||
mModel->currentFrame = 0;
|
||||
mModel->nextFrame = 1;
|
||||
mModel->interpol = 0.0;
|
||||
|
||||
CheckNextState();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------------------------
|
||||
// given 3 points, calculates the normal to the points
|
||||
#ifdef WIN32
|
||||
void JMD2Model::CalculateNormal(float *p1, float *p2, float *p3)
|
||||
#else
|
||||
void JMD2Model::CalculateNormal(ScePspFVector3 *normal, float *p1, float *p2, float *p3)
|
||||
#endif
|
||||
{
|
||||
float a[3], b[3], result[3];
|
||||
float length;
|
||||
|
||||
a[0] = p1[0] - p2[0];
|
||||
a[1] = p1[1] - p2[1];
|
||||
a[2] = p1[2] - p2[2];
|
||||
|
||||
b[0] = p1[0] - p3[0];
|
||||
b[1] = p1[1] - p3[1];
|
||||
b[2] = p1[2] - p3[2];
|
||||
|
||||
result[0] = a[1] * b[2] - b[1] * a[2];
|
||||
result[1] = b[0] * a[2] - a[0] * b[2];
|
||||
result[2] = a[0] * b[1] - b[0] * a[1];
|
||||
|
||||
// calculate the length of the normal
|
||||
length = (float)sqrt(result[0]*result[0] + result[1]*result[1] + result[2]*result[2]);
|
||||
|
||||
#ifdef WIN32
|
||||
// normalize and specify the normal
|
||||
glNormal3f(result[0]/length, result[1]/length, result[2]/length);
|
||||
|
||||
#else
|
||||
if (length == 0.0f)
|
||||
length = SMALLEST_FP;
|
||||
|
||||
normal->x = result[0]/length;
|
||||
normal->y = result[1]/length;
|
||||
normal->z = result[2]/length;
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------------------------
|
||||
// render a single frame of a MD2 model
|
||||
void JMD2Model::Render(int frameNum)
|
||||
{
|
||||
Vector3D *pointList;
|
||||
int i;
|
||||
|
||||
// create a pointer to the frame we want to show
|
||||
pointList = &mModel->pointList[mModel->numPoints * frameNum];
|
||||
|
||||
// set the texture
|
||||
mRenderer->BindTexture(mModel->modelTex);
|
||||
|
||||
|
||||
#ifdef WIN32
|
||||
|
||||
|
||||
// display the textured model with proper lighting normals
|
||||
glBegin(GL_TRIANGLES);
|
||||
for(i = 0; i < mModel->numTriangles; i++)
|
||||
{
|
||||
CalculateNormal(pointList[mModel->triIndex[i].meshIndex[0]].v,
|
||||
pointList[mModel->triIndex[i].meshIndex[2]].v,
|
||||
pointList[mModel->triIndex[i].meshIndex[1]].v);
|
||||
glTexCoord2f(mModel->st[mModel->triIndex[i].stIndex[0]].s,
|
||||
mModel->st[mModel->triIndex[i].stIndex[0]].t);
|
||||
glVertex3fv(pointList[mModel->triIndex[i].meshIndex[0]].v);
|
||||
|
||||
glTexCoord2f(mModel->st[mModel->triIndex[i].stIndex[2]].s ,
|
||||
mModel->st[mModel->triIndex[i].stIndex[2]].t);
|
||||
glVertex3fv(pointList[mModel->triIndex[i].meshIndex[2]].v);
|
||||
|
||||
glTexCoord2f(mModel->st[mModel->triIndex[i].stIndex[1]].s,
|
||||
mModel->st[mModel->triIndex[i].stIndex[1]].t);
|
||||
glVertex3fv(pointList[mModel->triIndex[i].meshIndex[1]].v);
|
||||
}
|
||||
glEnd();
|
||||
|
||||
|
||||
#else
|
||||
|
||||
PSPVertex3D* vertices = (PSPVertex3D*) sceGuGetMemory(mModel->numTriangles * 3 * sizeof(PSPVertex3D));
|
||||
|
||||
int n = 0;
|
||||
for(i = 0; i < mModel->numTriangles; i++)
|
||||
{
|
||||
//CalculateNormal(&vertices[n].normal,
|
||||
// pointList[mModel->triIndex[i].meshIndex[0]].v,
|
||||
// pointList[mModel->triIndex[i].meshIndex[2]].v,
|
||||
// pointList[mModel->triIndex[i].meshIndex[1]].v);
|
||||
|
||||
vertices[n].texture.x = mModel->st[mModel->triIndex[i].stIndex[0]].s;
|
||||
vertices[n].texture.y = mModel->st[mModel->triIndex[i].stIndex[0]].t;
|
||||
|
||||
vertices[n].pos.x = pointList[mModel->triIndex[i].meshIndex[0]].x;
|
||||
vertices[n].pos.y = pointList[mModel->triIndex[i].meshIndex[0]].y;
|
||||
vertices[n].pos.z = pointList[mModel->triIndex[i].meshIndex[0]].z;
|
||||
n++;
|
||||
|
||||
//vertices[n].normal.x = vertices[n-1].normal.x;
|
||||
//vertices[n].normal.y = vertices[n-1].normal.y;
|
||||
//vertices[n].normal.z = vertices[n-1].normal.z;
|
||||
|
||||
vertices[n].texture.x = mModel->st[mModel->triIndex[i].stIndex[2]].s;
|
||||
vertices[n].texture.y = mModel->st[mModel->triIndex[i].stIndex[2]].t;
|
||||
|
||||
vertices[n].pos.x = pointList[mModel->triIndex[i].meshIndex[2]].x;
|
||||
vertices[n].pos.y = pointList[mModel->triIndex[i].meshIndex[2]].y;
|
||||
vertices[n].pos.z = pointList[mModel->triIndex[i].meshIndex[2]].z;
|
||||
n++;
|
||||
|
||||
|
||||
//vertices[n].normal.x = vertices[n-1].normal.x;
|
||||
//vertices[n].normal.y = vertices[n-1].normal.y;
|
||||
//vertices[n].normal.z = vertices[n-1].normal.z;
|
||||
|
||||
vertices[n].texture.x = mModel->st[mModel->triIndex[i].stIndex[1]].s;
|
||||
vertices[n].texture.y = mModel->st[mModel->triIndex[i].stIndex[1]].t;
|
||||
|
||||
vertices[n].pos.x = pointList[mModel->triIndex[i].meshIndex[1]].x;
|
||||
vertices[n].pos.y = pointList[mModel->triIndex[i].meshIndex[1]].y;
|
||||
vertices[n].pos.z = pointList[mModel->triIndex[i].meshIndex[1]].z;
|
||||
n++;
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
sceGuColor(0xff000000);
|
||||
sceGumDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_NORMAL_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_3D,mModel->numTriangles*3,0,vertices);
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------------------------
|
||||
void JMD2Model::SetState(int newState)
|
||||
{
|
||||
mNextState = newState;
|
||||
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------------------------
|
||||
void JMD2Model::CheckNextState()
|
||||
{
|
||||
if (mState != mNextState)
|
||||
{
|
||||
mState = mNextState;
|
||||
mModel->currentFrame = mAnimations[mState]->mStartFrame;
|
||||
mModel->nextFrame = mAnimations[mState]->mStartFrame+1;
|
||||
mModel->interpol = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void JMD2Model::Update(float dt)
|
||||
{
|
||||
|
||||
mModel->interpol += mAnimationSpeed*dt;
|
||||
|
||||
if (mModel->interpol >= 1.0)
|
||||
{
|
||||
mModel->interpol = 0.0f;
|
||||
|
||||
int startFrame = mAnimations[mState]->mStartFrame;
|
||||
int endFrame = mAnimations[mState]->mEndFrame;
|
||||
|
||||
if ( (startFrame < 0) || (endFrame < 0) )
|
||||
return;
|
||||
|
||||
if ( (startFrame >= mModel->numFrames) || (endFrame >= mModel->numFrames) )
|
||||
return;
|
||||
|
||||
mModel->currentFrame++;
|
||||
if (mModel->currentFrame >= endFrame)
|
||||
mModel->currentFrame = startFrame;
|
||||
|
||||
mModel->nextFrame = mModel->currentFrame + 1;
|
||||
|
||||
if (mModel->nextFrame >= endFrame)
|
||||
{
|
||||
mModel->nextFrame = startFrame;
|
||||
CheckNextState();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
void JMD2Model::SetAnimationSpeed(float speed)
|
||||
{
|
||||
mAnimationSpeed = speed;
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------------------------
|
||||
// displays a frame of the model between startFrame and endFrame with an interpolation percent
|
||||
void JMD2Model::Render()
|
||||
{
|
||||
|
||||
CheckNextState();
|
||||
|
||||
Vector3D *pointList; // current frame vertices
|
||||
Vector3D *nextPointList; // next frame vertices
|
||||
int i;
|
||||
float x1, y1, z1; // current frame point values
|
||||
float x2, y2, z2; // next frame point values
|
||||
|
||||
Vector3D vertex[3];
|
||||
|
||||
if (mModel == NULL)
|
||||
return;
|
||||
|
||||
// int startFrame = mAnimations[mState]->mStartFrame;
|
||||
// int endFrame = mAnimations[mState]->mEndFrame;
|
||||
//
|
||||
// if ( (startFrame < 0) || (endFrame < 0) )
|
||||
// return;
|
||||
//
|
||||
// if ( (startFrame >= mModel->numFrames) || (endFrame >= mModel->numFrames) )
|
||||
// return;
|
||||
|
||||
// if (mModel->interpol >= 1.0)
|
||||
// {
|
||||
// mModel->interpol = 0.0f;
|
||||
// mModel->currentFrame++;
|
||||
// if (mModel->currentFrame >= endFrame)
|
||||
// mModel->currentFrame = startFrame;
|
||||
//
|
||||
// mModel->nextFrame = mModel->currentFrame + 1;
|
||||
//
|
||||
// if (mModel->nextFrame >= endFrame)
|
||||
// {
|
||||
// mModel->nextFrame = startFrame;
|
||||
// CheckNextState();
|
||||
// }
|
||||
// }
|
||||
|
||||
pointList = &mModel->pointList[mModel->numPoints*mModel->currentFrame];
|
||||
nextPointList = &mModel->pointList[mModel->numPoints*mModel->nextFrame];
|
||||
|
||||
mRenderer->BindTexture(mModel->modelTex);
|
||||
|
||||
#ifdef WIN32
|
||||
|
||||
|
||||
glBegin(GL_TRIANGLES);
|
||||
for (i = 0; i < mModel->numTriangles; i++)
|
||||
{
|
||||
// get first points of each frame
|
||||
x1 = pointList[mModel->triIndex[i].meshIndex[0]].x;
|
||||
y1 = pointList[mModel->triIndex[i].meshIndex[0]].y;
|
||||
z1 = pointList[mModel->triIndex[i].meshIndex[0]].z;
|
||||
x2 = nextPointList[mModel->triIndex[i].meshIndex[0]].x;
|
||||
y2 = nextPointList[mModel->triIndex[i].meshIndex[0]].y;
|
||||
z2 = nextPointList[mModel->triIndex[i].meshIndex[0]].z;
|
||||
|
||||
// store first interpolated vertex of triangle
|
||||
vertex[0].x = x1 + mModel->interpol * (x2 - x1);
|
||||
vertex[0].y = y1 + mModel->interpol * (y2 - y1);
|
||||
vertex[0].z = z1 + mModel->interpol * (z2 - z1);
|
||||
|
||||
// get second points of each frame
|
||||
x1 = pointList[mModel->triIndex[i].meshIndex[2]].x;
|
||||
y1 = pointList[mModel->triIndex[i].meshIndex[2]].y;
|
||||
z1 = pointList[mModel->triIndex[i].meshIndex[2]].z;
|
||||
x2 = nextPointList[mModel->triIndex[i].meshIndex[2]].x;
|
||||
y2 = nextPointList[mModel->triIndex[i].meshIndex[2]].y;
|
||||
z2 = nextPointList[mModel->triIndex[i].meshIndex[2]].z;
|
||||
|
||||
// store second interpolated vertex of triangle
|
||||
vertex[2].x = x1 + mModel->interpol * (x2 - x1);
|
||||
vertex[2].y = y1 + mModel->interpol * (y2 - y1);
|
||||
vertex[2].z = z1 + mModel->interpol * (z2 - z1);
|
||||
|
||||
// get third points of each frame
|
||||
x1 = pointList[mModel->triIndex[i].meshIndex[1]].x;
|
||||
y1 = pointList[mModel->triIndex[i].meshIndex[1]].y;
|
||||
z1 = pointList[mModel->triIndex[i].meshIndex[1]].z;
|
||||
x2 = nextPointList[mModel->triIndex[i].meshIndex[1]].x;
|
||||
y2 = nextPointList[mModel->triIndex[i].meshIndex[1]].y;
|
||||
z2 = nextPointList[mModel->triIndex[i].meshIndex[1]].z;
|
||||
|
||||
// store third interpolated vertex of triangle
|
||||
vertex[1].x = x1 + mModel->interpol * (x2 - x1);
|
||||
vertex[1].y = y1 + mModel->interpol * (y2 - y1);
|
||||
vertex[1].z = z1 + mModel->interpol * (z2 - z1);
|
||||
|
||||
// calculate the normal of the triangle
|
||||
//CalculateNormal(vertex[0].v, vertex[2].v, vertex[1].v);
|
||||
|
||||
// render properly textured triangle
|
||||
glTexCoord2f(mModel->st[mModel->triIndex[i].stIndex[0]].s,
|
||||
mModel->st[mModel->triIndex[i].stIndex[0]].t);
|
||||
glVertex3fv(vertex[0].v);
|
||||
|
||||
glTexCoord2f(mModel->st[mModel->triIndex[i].stIndex[2]].s ,
|
||||
mModel->st[mModel->triIndex[i].stIndex[2]].t);
|
||||
glVertex3fv(vertex[2].v);
|
||||
|
||||
glTexCoord2f(mModel->st[mModel->triIndex[i].stIndex[1]].s,
|
||||
mModel->st[mModel->triIndex[i].stIndex[1]].t);
|
||||
glVertex3fv(vertex[1].v);
|
||||
}
|
||||
glEnd();
|
||||
|
||||
#else
|
||||
|
||||
PSPVertex3D* vertices = (PSPVertex3D*) sceGuGetMemory(mModel->numTriangles * 3 * sizeof(PSPVertex3D));
|
||||
|
||||
int n = 0;
|
||||
for (i = 0; i < mModel->numTriangles; i++)
|
||||
{
|
||||
// get first points of each frame
|
||||
x1 = pointList[mModel->triIndex[i].meshIndex[0]].x;
|
||||
y1 = pointList[mModel->triIndex[i].meshIndex[0]].y;
|
||||
z1 = pointList[mModel->triIndex[i].meshIndex[0]].z;
|
||||
x2 = nextPointList[mModel->triIndex[i].meshIndex[0]].x;
|
||||
y2 = nextPointList[mModel->triIndex[i].meshIndex[0]].y;
|
||||
z2 = nextPointList[mModel->triIndex[i].meshIndex[0]].z;
|
||||
|
||||
// store first interpolated vertex of triangle
|
||||
vertex[0].x = x1 + mModel->interpol * (x2 - x1);
|
||||
vertex[0].y = y1 + mModel->interpol * (y2 - y1);
|
||||
vertex[0].z = z1 + mModel->interpol * (z2 - z1);
|
||||
|
||||
// get second points of each frame
|
||||
x1 = pointList[mModel->triIndex[i].meshIndex[2]].x;
|
||||
y1 = pointList[mModel->triIndex[i].meshIndex[2]].y;
|
||||
z1 = pointList[mModel->triIndex[i].meshIndex[2]].z;
|
||||
x2 = nextPointList[mModel->triIndex[i].meshIndex[2]].x;
|
||||
y2 = nextPointList[mModel->triIndex[i].meshIndex[2]].y;
|
||||
z2 = nextPointList[mModel->triIndex[i].meshIndex[2]].z;
|
||||
|
||||
// store second interpolated vertex of triangle
|
||||
vertex[2].x = x1 + mModel->interpol * (x2 - x1);
|
||||
vertex[2].y = y1 + mModel->interpol * (y2 - y1);
|
||||
vertex[2].z = z1 + mModel->interpol * (z2 - z1);
|
||||
|
||||
// get third points of each frame
|
||||
x1 = pointList[mModel->triIndex[i].meshIndex[1]].x;
|
||||
y1 = pointList[mModel->triIndex[i].meshIndex[1]].y;
|
||||
z1 = pointList[mModel->triIndex[i].meshIndex[1]].z;
|
||||
x2 = nextPointList[mModel->triIndex[i].meshIndex[1]].x;
|
||||
y2 = nextPointList[mModel->triIndex[i].meshIndex[1]].y;
|
||||
z2 = nextPointList[mModel->triIndex[i].meshIndex[1]].z;
|
||||
|
||||
// store third interpolated vertex of triangle
|
||||
vertex[1].x = x1 + mModel->interpol * (x2 - x1);
|
||||
vertex[1].y = y1 + mModel->interpol * (y2 - y1);
|
||||
vertex[1].z = z1 + mModel->interpol * (z2 - z1);
|
||||
|
||||
|
||||
//CalculateNormal(&vertices[n].normal,
|
||||
// vertex[0].v,
|
||||
// vertex[2].v,
|
||||
// vertex[1].v);
|
||||
|
||||
vertices[n].texture.x = mModel->st[mModel->triIndex[i].stIndex[0]].s;
|
||||
vertices[n].texture.y = mModel->st[mModel->triIndex[i].stIndex[0]].t;
|
||||
|
||||
vertices[n].pos.x = vertex[0].x;
|
||||
vertices[n].pos.y = vertex[0].y;
|
||||
vertices[n].pos.z = vertex[0].z;
|
||||
n++;
|
||||
|
||||
//vertices[n].normal.x = vertices[n-1].normal.x;
|
||||
//vertices[n].normal.y = vertices[n-1].normal.y;
|
||||
//vertices[n].normal.z = vertices[n-1].normal.z;
|
||||
|
||||
vertices[n].texture.x = mModel->st[mModel->triIndex[i].stIndex[2]].s;
|
||||
vertices[n].texture.y = mModel->st[mModel->triIndex[i].stIndex[2]].t;
|
||||
|
||||
vertices[n].pos.x = vertex[2].x;
|
||||
vertices[n].pos.y = vertex[2].y;
|
||||
vertices[n].pos.z = vertex[2].z;
|
||||
n++;
|
||||
|
||||
|
||||
//vertices[n].normal.x = vertices[n-1].normal.x;
|
||||
//vertices[n].normal.y = vertices[n-1].normal.y;
|
||||
//vertices[n].normal.z = vertices[n-1].normal.z;
|
||||
|
||||
vertices[n].texture.x = mModel->st[mModel->triIndex[i].stIndex[1]].s;
|
||||
vertices[n].texture.y = mModel->st[mModel->triIndex[i].stIndex[1]].t;
|
||||
|
||||
vertices[n].pos.x = vertex[1].x;
|
||||
vertices[n].pos.y = vertex[1].y;
|
||||
vertices[n].pos.z = vertex[1].z;
|
||||
n++;
|
||||
|
||||
}
|
||||
|
||||
sceGuColor(0xff000000);
|
||||
sceGumDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_3D,mModel->numTriangles*3,0,vertices);
|
||||
|
||||
#endif
|
||||
|
||||
// mModel->interpol += percent; // increase percentage of interpolation between frames
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user