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