void Anim::interpolate(Entity* currentFrame, Entity* nextFrame) { if (currentFrame->getChildren().size() == nextFrame->getChildren().size()) { if (currentFrame->getChildren().size() != 0 && nextFrame->getChildren().size() != 0) { for (unsigned int i = 0; i < currentFrame->getChildren().size(); i++) { interpolate(currentFrame->getChildren()[i], nextFrame->getChildren()[i]); } } if (currentFrame->getFaces().size() == nextFrame->getFaces().size()) { for (unsigned int i = 0; i < currentFrame->getFaces().size(); i++) { VertexArray cva = currentFrame->getFaces()[i]->getVertexArray(); const VertexArray& nva = nextFrame->getFaces()[i]->getVertexArray(); if (cva.getVertexCount() == nva.getVertexCount()) { for (unsigned int j = 0; j < cva.getVertexCount(); j++) { cva[j].position.x = cva[j].position.x + (nva[j].position.x - cva[j].position.x) * (interpPerc / interpLevels); cva[j].position.y = cva[j].position.y + (nva[j].position.y - cva[j].position.y) * (interpPerc / interpLevels); cva[j].position.z = cva[j].position.z + (nva[j].position.z - cva[j].position.z) * (interpPerc / interpLevels); } } vas.push_back(cva); } } } }
vector<Vec2b> to_vec2b(VertexArray &va) { vector<Vec2b> ret; for (int i = 0; i < va.getVertexCount(); ++i) { ret.push_back(Vec2b(va[i].position*255.f)); } msg(ret); }