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Code Restructuring to make mega-glest more standard
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@@ -1,102 +0,0 @@
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// ==============================================================
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// This file is part of Glest Shared Library (www.glest.org)
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//
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// Copyright (C) 2001-2008 Marti<74>o Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#include "interpolation.h"
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#include <cassert>
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#include <algorithm>
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#include "model.h"
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#include "leak_dumper.h"
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using namespace std;
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namespace Shared{ namespace Graphics{
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// =====================================================
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// class InterpolationData
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// =====================================================
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InterpolationData::InterpolationData(const Mesh *mesh){
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vertices= NULL;
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normals= NULL;
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this->mesh= mesh;
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if(mesh->getFrameCount()>1){
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vertices= new Vec3f[mesh->getVertexCount()];
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normals= new Vec3f[mesh->getVertexCount()];
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}
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}
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InterpolationData::~InterpolationData(){
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delete [] vertices;
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delete [] normals;
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}
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void InterpolationData::update(float t, bool cycle){
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updateVertices(t, cycle);
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updateNormals(t, cycle);
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}
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void InterpolationData::updateVertices(float t, bool cycle){
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assert(t>=0.0f && t<=1.0f);
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uint32 frameCount= mesh->getFrameCount();
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uint32 vertexCount= mesh->getVertexCount();
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const Vec3f *meshVertices= mesh->getVertices();
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if(frameCount>1){
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//misc vars
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uint32 prevFrame= min<uint32>(static_cast<uint32>(t*frameCount), frameCount-1);
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uint32 nextFrame= cycle? (prevFrame+1) % frameCount: min(prevFrame+1, frameCount-1);
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float localT= t*frameCount - prevFrame;
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uint32 prevFrameBase= prevFrame*vertexCount;
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uint32 nextFrameBase= nextFrame*vertexCount;
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//assertions
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assert(prevFrame<frameCount);
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assert(nextFrame<frameCount);
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//interpolate vertices
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for(uint32 j=0; j<vertexCount; ++j){
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vertices[j]= meshVertices[prevFrameBase+j].lerp(localT, meshVertices[nextFrameBase+j]);
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}
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}
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}
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void InterpolationData::updateNormals(float t, bool cycle){
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assert(t>=0.0f && t<=1.0f);
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uint32 frameCount= mesh->getFrameCount();
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uint32 vertexCount= mesh->getVertexCount();
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const Vec3f *meshNormals= mesh->getNormals();
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if(frameCount>1){
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//misc vars
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uint32 prevFrame= min<uint32>(static_cast<uint32>(t*frameCount), frameCount-1);
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uint32 nextFrame= cycle? (prevFrame+1) % frameCount: min(prevFrame+1, frameCount-1);
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float localT= t*frameCount - prevFrame;
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uint32 prevFrameBase= prevFrame*vertexCount;
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uint32 nextFrameBase= nextFrame*vertexCount;
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//assertions
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assert(prevFrame<frameCount);
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assert(nextFrame<frameCount);
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//interpolate vertices
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for(uint32 j=0; j<vertexCount; ++j){
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normals[j]= meshNormals[prevFrameBase+j].lerp(localT, meshNormals[nextFrameBase+j]);
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}
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}
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}
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}}//end namespace
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