Created
July 21, 2015 22:08
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Matrix4 Md2Model::GetTrianglePos(int frameA, int frameB, float interp, int index, const Vector3& localOffset, const Vector3& localRot) { | |
Vector3 tri[3]; | |
if(frameA == frameB) { | |
// not animating | |
Md2Frame_t *pFrame = &_frames[frameA]; | |
for(int j = 0; j < 3; ++j) { | |
Md2Vertex_t *pVert = &pFrame->verts[_triangles[index].vertex[j]]; | |
tri[j] = Vector3((pFrame->scale[0] * pVert->v[0] + pFrame->translate[0]) * _scale, | |
(pFrame->scale[1] * pVert->v[1] + pFrame->translate[1]) * _scale, | |
(pFrame->scale[2] * pVert->v[2] + pFrame->translate[2]) * _scale); | |
tri[j] = tri[j] * worldTranform; | |
tri[j] += worldPos; | |
} | |
} else { | |
for(int j = 0; j < 3; ++j) { | |
Md2Frame_t *pFrameA = &_frames[frameA]; | |
Md2Frame_t *pFrameB = &_frames[frameB]; | |
Md2Vertex_t *pVertA = &pFrameA->verts[_triangles[index].vertex[j]]; | |
Md2Vertex_t *pVertB = &pFrameB->verts[_triangles[index].vertex[j]]; | |
// Compute final vertex position | |
vec3_t vecA, vecB; | |
// First, uncompress vertex positions | |
vecA[0] = pFrameA->scale[0] * pVertA->v[0] + pFrameA->translate[0]; | |
vecA[1] = pFrameA->scale[1] * pVertA->v[1] + pFrameA->translate[1]; | |
vecA[2] = pFrameA->scale[2] * pVertA->v[2] + pFrameA->translate[2]; | |
vecB[0] = pFrameB->scale[0] * pVertB->v[0] + pFrameB->translate[0]; | |
vecB[1] = pFrameB->scale[1] * pVertB->v[1] + pFrameB->translate[1]; | |
vecB[2] = pFrameB->scale[2] * pVertB->v[2] + pFrameB->translate[2]; | |
// Linear interpolation and scaling | |
Vector3 temp((vecA[0] + interp * (vecB[0] - vecA[0])) * _scale, | |
(vecA[1] + interp * (vecB[1] - vecA[1])) * _scale, | |
(vecA[2] + interp * (vecB[2] - vecA[2])) * _scale); | |
temp = temp * worldTranform; | |
temp += worldPos; | |
tri[j] = temp; | |
} | |
} | |
Vector3 u(tri[1] - tri[0]); | |
Vector3 v(tri[2] - tri[0]); | |
Vector3 normal = Vector3::cross(u.normalize(), v.normalize()).normalize(); | |
Vector3 tangent, bitangent; | |
Vector3 triPos = (tri[0] + tri[1] + tri[2]) / 3.0f; | |
// find tangent | |
tangent = Vector3::cross(u, normal).normalize(); | |
bitangent = Vector3::cross(tangent, normal); | |
return Matrix4::createFromHeadPitchRoll(localRot.x, localRot.y, localRot.z) * Matrix4::createTranslate(localOffset.x, localOffset.y, localOffset.z) * Matrix4::createFromAxes(tangent, bitangent, normal) * Matrix4::createTranslate(triPos.x, triPos.y, triPos.z); | |
} |
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