Example #1
0
        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);

                            }
                        }
                        if (interpLevels > 1)
                            cva.updateVBOBuffer();
                        vas.push_back(cva);
                    }
                }
            }
        }