Files
wagic/JGE/src/JMD2Model.cpp

678 lines
22 KiB
C++

//-------------------------------------------------------------------------------------
//
// 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>
//
//-------------------------------------------------------------------------------------
#undef GL_VERSION_2_0
#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
#if defined (PSP)
void JMD2Model::CalculateNormal(ScePspFVector3 *normal, float *p1, float *p2, float *p3)
#else
void JMD2Model::CalculateNormal(float *p1, float *p2, float *p3)
#endif
{
#if defined (PSP) || ((!defined GL_ES_VERSION_2_0) && (!defined GL_VERSION_2_0))
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]);
#if defined (PSP)
if (length == 0.0f)
length = SMALLEST_FP;
normal->x = result[0]/length;
normal->y = result[1]/length;
normal->z = result[2]/length;
#elif (!defined GL_ES_VERSION_2_0) && (!defined GL_VERSION_2_0)
glNormal3f(result[0]/length, result[1]/length, result[2]/length);
#else
// FIXME
#endif
#else
cerr << p1 << " " << p2 << " " << p3 << endl;
#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);
#if !defined (PSP)
// display the textured model with proper lighting normals
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1) || (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
#else
glBegin(GL_TRIANGLES);
#endif //(defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
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);
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1)|| (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
float vertex_data[]={
pointList[mModel->triIndex[i].meshIndex[0]].x, pointList[mModel->triIndex[i].meshIndex[0]].y, pointList[mModel->triIndex[i].meshIndex[0]].z,
pointList[mModel->triIndex[i].meshIndex[2]].x, pointList[mModel->triIndex[i].meshIndex[2]].y, pointList[mModel->triIndex[i].meshIndex[2]].z,
pointList[mModel->triIndex[i].meshIndex[1]].x, pointList[mModel->triIndex[i].meshIndex[1]].y, pointList[mModel->triIndex[i].meshIndex[1]].z,
};
float texcoord_data[] = {
mModel->st[mModel->triIndex[i].stIndex[0]].s,
mModel->st[mModel->triIndex[i].stIndex[0]].t,
mModel->st[mModel->triIndex[i].stIndex[2]].s,
mModel->st[mModel->triIndex[i].stIndex[2]].t,
mModel->st[mModel->triIndex[i].stIndex[1]].s,
mModel->st[mModel->triIndex[i].stIndex[1]].t,
};
glVertexPointer(3,GL_FLOAT,0,vertex_data);
glTexCoordPointer(2,GL_FLOAT,0,texcoord_data);
#else
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);
#endif //#if (!defined GL_ES_VERSION_2_0) && (!defined GL_VERSION_2_0)
}
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1) || (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
glDrawArrays(GL_TRIANGLES,0,3); // seems suspicious to put that here, should probably be in the loop
#else
glEnd();
#endif //(defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
#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;
pointList = &mModel->pointList[mModel->numPoints*mModel->currentFrame];
nextPointList = &mModel->pointList[mModel->numPoints*mModel->nextFrame];
mRenderer->BindTexture(mModel->modelTex);
#if !defined (PSP)
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
// FIXME
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1) || (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
#else
glBegin(GL_TRIANGLES);
#endif //(defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_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);
// calculate the normal of the triangle
//CalculateNormal(vertex[0].v, vertex[2].v, vertex[1].v);
// render properly textured triangle
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
// FIXME
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1) || (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
float vertex_data[]={
vertex[0].x, vertex[0].y, vertex[0].z,
vertex[2].x, vertex[2].y, vertex[2].z,
vertex[1].x, vertex[1].y, vertex[1].z,
};
float texcoord_data[] = {
mModel->st[mModel->triIndex[i].stIndex[0]].s,
mModel->st[mModel->triIndex[i].stIndex[0]].t,
mModel->st[mModel->triIndex[i].stIndex[2]].s,
mModel->st[mModel->triIndex[i].stIndex[2]].t,
mModel->st[mModel->triIndex[i].stIndex[1]].s,
mModel->st[mModel->triIndex[i].stIndex[1]].t,
};
glVertexPointer(3,GL_FLOAT,0,vertex_data);
glTexCoordPointer(2,GL_FLOAT,0,texcoord_data);
#else
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);
#endif //(defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
}
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
// FIXME
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1) || (defined GL_VERSION_ES_CM_1_1) || (defined GL_OES_VERSION_1_1)
glDrawArrays(GL_TRIANGLES,0,3); // seems suspicious to put that here, should probably be in the loop
#else
glEnd();
#endif //(defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
#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
}