2 Copyright (C) 2003, 2010 - Wolfire Games
4 This file is part of Lugaru.
6 Lugaru is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
15 See the GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
22 /**> HEADER FILES <**/
25 #include "openal_wrapper.h"
26 #include "Animation.h"
28 extern float multiplier;
30 extern Skeleton testskeleton;
31 extern Terrain terrain;
32 extern Objects objects;
33 extern int environment;
34 extern float camerashake;
37 extern XYZ envsound[30];
38 extern float envsoundvol[30];
39 extern int numenvsounds;
40 extern float envsoundlife[30];
41 extern int tutoriallevel;
43 extern int whichjointstartarray[26];
44 extern int whichjointendarray[26];
47 extern bool visibleloading;
49 void dealloc2(void* param){
54 enum {boneconnect, constraint, muscle};
56 void Muscle::DoConstraint(bool spinny)
60 static XYZ newpoint1,newpoint2;
62 static float oldlength;
63 static float relaxlength;
67 if(type!=boneconnect)relaxlength=findDistance(&parent1->position,&parent2->position);
69 if(type==boneconnect)strength=1;
70 if(type==constraint)strength=0;
72 if(strength<0)strength=0;
73 if(strength>1)strength=1;
75 length-=(length-relaxlength)*(1-strength)*multiplier*10000;
76 length-=(length-targetlength)*(strength)*multiplier*10000;
77 if(strength==0)length=relaxlength;
79 if((relaxlength-length>0&&relaxlength-oldlength<0)||(relaxlength-length<0&&relaxlength-oldlength>0))length=relaxlength;
82 if(length<minlength)length=minlength;
83 if(length>maxlength)length=maxlength;
87 if(length<minlength*.6)length=minlength*.6;
88 if(length>maxlength*1.4)length=maxlength*1.4;
91 if(length==relaxlength)return;
94 midp=(parent1->position*parent1->mass+parent2->position*parent2->mass)/(parent1->mass+parent2->mass);
95 //Find vector from midpoint to second vector
96 vel=parent2->position-midp;
97 //Change to unit vector
99 //Apply velocity change
100 newpoint1=midp-vel*length*(parent2->mass/(parent1->mass+parent2->mass));
101 newpoint2=midp+vel*length*(parent1->mass/(parent1->mass+parent2->mass));
103 parent1->velocity=parent1->velocity+(newpoint1-parent1->position)/multiplier/4;
104 parent2->velocity=parent2->velocity+(newpoint2-parent2->position)/multiplier/4;
108 parent1->velocity=parent1->velocity+(newpoint1-parent1->position);
109 parent2->velocity=parent2->velocity+(newpoint2-parent2->position);
111 //Move child point to within certain distance of parent point
112 parent1->position=newpoint1;
113 parent2->position=newpoint2;
116 void Skeleton::FindForwardsfirst()
118 //Find forward vectors
119 CrossProduct(joints[forwardjoints[1]].position-joints[forwardjoints[0]].position,joints[forwardjoints[2]].position-joints[forwardjoints[0]].position,&forward);
122 CrossProduct(joints[lowforwardjoints[1]].position-joints[lowforwardjoints[0]].position,joints[lowforwardjoints[2]].position-joints[lowforwardjoints[0]].position,&lowforward);
123 Normalise(&lowforward);
126 specialforward[0]=forward;
127 specialforward[1]=forward;
128 specialforward[2]=forward;
129 specialforward[3]=forward;
130 specialforward[4]=forward;
133 void Skeleton::FindForwards()
135 //Find forward vectors
136 CrossProduct(joints[forwardjoints[1]].position-joints[forwardjoints[0]].position,joints[forwardjoints[2]].position-joints[forwardjoints[0]].position,&forward);
139 CrossProduct(joints[lowforwardjoints[1]].position-joints[lowforwardjoints[0]].position,joints[lowforwardjoints[2]].position-joints[lowforwardjoints[0]].position,&lowforward);
140 Normalise(&lowforward);
143 specialforward[0]=forward;
145 specialforward[1]=joints[jointlabels[rightshoulder]].position+joints[jointlabels[rightwrist]].position;
146 specialforward[1]=joints[jointlabels[rightelbow]].position-specialforward[1]/2;
147 specialforward[1]+=forward*.4;
148 Normalise(&specialforward[1]);
149 specialforward[2]=joints[jointlabels[leftshoulder]].position+joints[jointlabels[leftwrist]].position;
150 specialforward[2]=joints[jointlabels[leftelbow]].position-specialforward[2]/2;
151 specialforward[2]+=forward*.4;
152 Normalise(&specialforward[2]);
154 specialforward[3]=joints[jointlabels[righthip]].position+joints[jointlabels[rightankle]].position;
155 specialforward[3]=specialforward[3]/2-joints[jointlabels[rightknee]].position;
156 specialforward[3]+=lowforward*.4;
157 Normalise(&specialforward[3]);
158 specialforward[4]=joints[jointlabels[lefthip]].position+joints[jointlabels[leftankle]].position;
159 specialforward[4]=specialforward[4]/2-joints[jointlabels[leftknee]].position;
160 specialforward[4]+=lowforward*.4;
161 Normalise(&specialforward[4]);
164 float Skeleton::DoConstraints(XYZ *coords,float *scale)
166 static float friction=1.5;
167 static float elasticity=.3;
168 static XYZ bounceness;
169 static XYZ oldpos[100];
170 static int numrepeats=3;
171 static float groundlevel=.15;
172 static float soundvolume;
173 static int i,j,k,l,m;
174 static XYZ temp,start,end;
175 static XYZ terrainnormal;
179 //static int whichjointstart,whichjointend;
180 static float distance;
181 static float frictionness;
182 static XYZ terrainlight;
183 static int whichpatchx;
184 static int whichpatchz;
187 static float tempmult;
188 static bool breaking;
194 freetime+=multiplier;
196 whichpatchx=coords->x/(terrain.size/subdivision*terrain.scale);
197 whichpatchz=coords->z/(terrain.size/subdivision*terrain.scale);
199 terrainlight=*coords;
200 objects.SphereCheckPossible(&terrainlight, 1);
202 for(i=0; i<num_joints; i++){
203 oldpos[i]=joints[i].position;
207 for(i=0; i<num_joints; i++){
208 //if(!isnormal(joints[i].velocity.x)||!isnormal(joints[i].velocity.y)||!isnormal(joints[i].velocity.z))joints[i].velocity=0;
209 joints[i].position=joints[i].position+joints[i].velocity*multiplier;
211 if(joints[i].label==head)groundlevel=.8;
212 if(joints[i].label==righthand||joints[i].label==rightwrist||joints[i].label==rightelbow)groundlevel=.2;
213 if(joints[i].label==lefthand||joints[i].label==leftwrist||joints[i].label==leftelbow)groundlevel=.2;
214 joints[i].position.y-=groundlevel;
215 //if(!joints[i].locked&&!broken)joints[i].velocity+=joints[i].velchange*multiplier*10*(500-longdead)/500;
216 joints[i].oldvelocity=joints[i].velocity;
219 //multiplier/=numrepeats;
220 for(j=0; j<numrepeats; j++){
221 if(!joints[jointlabels[rightknee]].locked&&!joints[jointlabels[righthip]].locked){
222 temp=joints[jointlabels[rightknee]].position-(joints[jointlabels[righthip]].position+joints[jointlabels[rightankle]].position)/2;
223 while(normaldotproduct(temp,lowforward)>-.1&&!sphere_line_intersection(&joints[jointlabels[righthip]].position,&joints[jointlabels[rightankle]].position,&joints[jointlabels[rightknee]].position,&r)){
224 joints[jointlabels[rightknee]].position-=lowforward*.05;
225 if(spinny)joints[jointlabels[rightknee]].velocity-=lowforward*.05/multiplier/4;
226 else joints[jointlabels[rightknee]].velocity-=lowforward*.05;
227 joints[jointlabels[rightankle]].position+=lowforward*.025;
228 if(spinny)joints[jointlabels[rightankle]].velocity+=lowforward*.025/multiplier/4;
229 else joints[jointlabels[rightankle]].velocity+=lowforward*.25;
230 joints[jointlabels[righthip]].position+=lowforward*.025;
231 if(spinny)joints[jointlabels[righthip]].velocity+=lowforward*.025/multiplier/4;
232 else joints[jointlabels[righthip]].velocity+=lowforward*.025;
233 temp=joints[jointlabels[rightknee]].position-(joints[jointlabels[righthip]].position+joints[jointlabels[rightankle]].position)/2;
236 if(!joints[jointlabels[leftknee]].locked&&!joints[jointlabels[righthip]].locked){
237 temp=joints[jointlabels[leftknee]].position-(joints[jointlabels[lefthip]].position+joints[jointlabels[leftankle]].position)/2;
238 while(normaldotproduct(temp,lowforward)>-.1&&!sphere_line_intersection(&joints[jointlabels[lefthip]].position,&joints[jointlabels[leftankle]].position,&joints[jointlabels[leftknee]].position,&r)){
239 joints[jointlabels[leftknee]].position-=lowforward*.05;
240 if(spinny)joints[jointlabels[leftknee]].velocity-=lowforward*.05/multiplier/4;
241 else joints[jointlabels[leftknee]].velocity-=lowforward*.05;
242 joints[jointlabels[leftankle]].position+=lowforward*.025;
243 if(spinny)joints[jointlabels[leftankle]].velocity+=lowforward*.025/multiplier/4;
244 else joints[jointlabels[leftankle]].velocity+=lowforward*.25;
245 joints[jointlabels[lefthip]].position+=lowforward*.025;
246 if(spinny)joints[jointlabels[lefthip]].velocity+=lowforward*.025/multiplier/4;
247 else joints[jointlabels[lefthip]].velocity+=lowforward*.025;
248 temp=joints[jointlabels[leftknee]].position-(joints[jointlabels[lefthip]].position+joints[jointlabels[leftankle]].position)/2;
252 for(i=0; i<num_joints; i++){
253 //joints[i].delay-=multiplier/1.5;
255 if(!spinny)if(findLengthfast(&joints[i].velocity)>320)joints[i].locked=0;
256 if(spinny)if(findLengthfast(&joints[i].velocity)>600)joints[i].locked=0;
257 if(joints[i].delay>0){
259 for(j=0;j<num_joints;j++){
260 if(joints[j].locked)freely=0;
262 if(freely)joints[i].delay-=multiplier*3;
264 //if(joints[i].delay>0)
265 //if(findLengthfast(&joints[i].velocity)>700&&joints[i].label!=head)joints[i].delay-=multiplier;
269 for(i=0; i<num_muscles; i++){
271 //muscles[i].DoConstraint(broken);
272 muscles[i].DoConstraint(spinny);
275 for(i=0; i<num_joints; i++){
276 //joints[i].delay-=multiplier/1.5;
280 if(joints[i].position.y*(*scale)+coords->y<terrain.getHeight(joints[i].position.x*(*scale)+coords->x,joints[i].position.z*(*scale)+coords->z)+groundlevel){
283 if(joints[i].label==groin&&!joints[i].locked&&joints[i].delay<=0){
286 if(tutoriallevel!=1||id==0){
287 emit_sound_at(landsound1, joints[i].position*(*scale)+*coords, 128.);
292 if(joints[i].label==head&&!joints[i].locked&&joints[i].delay<=0){
295 if(tutoriallevel!=1||id==0){
296 emit_sound_at(landsound2, joints[i].position*(*scale)+*coords, 128.);
300 terrainnormal=terrain.getNormal(joints[i].position.x*(*scale)+coords->x,joints[i].position.z*(*scale)+coords->z);
301 ReflectVector(&joints[i].velocity,&terrainnormal);
302 bounceness=terrainnormal*findLength(&joints[i].velocity)*(abs(normaldotproduct(joints[i].velocity,terrainnormal)));
303 if(!joints[i].locked)damage+=findLengthfast(&bounceness)/4000;
304 if(findLengthfast(&joints[i].velocity)<findLengthfast(&bounceness))bounceness=0;
305 frictionness=abs(normaldotproduct(joints[i].velocity,terrainnormal));//findLength(&bounceness)/findLength(&joints[i].velocity);
306 joints[i].velocity-=bounceness;
307 if(1-friction*frictionness>0)joints[i].velocity*=1-friction*frictionness;
308 else joints[i].velocity=0;
310 if(tutoriallevel!=1||id==0)
311 if(findLengthfast(&bounceness)>8000&&breaking){
312 objects.model[k].MakeDecal(breakdecal,DoRotation(temp-objects.position[k],0,-objects.rotation[k],0),.4,.5,Random()%360);
313 Sprite::MakeSprite(cloudsprite, joints[i].position*(*scale)+*coords,joints[i].velocity*.06, 1,1,1, 4, .2);
314 //Sprite::MakeSprite(cloudsprite, joints[i].position*(*scale)+*coords,joints[i].velocity*.06, 1,1,1, 1, .2);
318 emit_sound_at(breaksound2, joints[i].position*(*scale)+*coords);
320 envsound[numenvsounds]=*coords;
321 envsoundvol[numenvsounds]=64;
322 envsoundlife[numenvsounds]=.4;
326 if(findLengthfast(&bounceness)>2500){
327 Normalise(&bounceness);
328 bounceness=bounceness*50;
331 joints[i].velocity+=bounceness*elasticity;
333 if(findLengthfast(&joints[i].velocity)>findLengthfast(&joints[i].oldvelocity)){
335 joints[i].velocity=joints[i].oldvelocity;
339 if(joints[i].locked==0)
340 if(findLengthfast(&joints[i].velocity)<1)joints[i].locked=1;
342 if(environment==snowyenvironment&&findLengthfast(&bounceness)>500&&terrain.getOpacity(joints[i].position.x*(*scale)+coords->x,joints[i].position.z*(*scale)+coords->z)<.2){
343 terrainlight=terrain.getLighting(joints[i].position.x*(*scale)+coords->x,joints[i].position.z*(*scale)+coords->z);
344 Sprite::MakeSprite(cloudsprite, joints[i].position*(*scale)+*coords,joints[i].velocity*.06, terrainlight.x,terrainlight.y,terrainlight.z, .5, .7);
345 if(detail==2)terrain.MakeDecal(bodyprintdecal, joints[i].position*(*scale)+*coords,.4,.4,0);
347 else if(environment==desertenvironment&&findLengthfast(&bounceness)>500&&terrain.getOpacity(joints[i].position.x*(*scale)+coords->x,joints[i].position.z*(*scale)+coords->z)<.2){
348 terrainlight=terrain.getLighting(joints[i].position.x*(*scale)+coords->x,joints[i].position.z*(*scale)+coords->z);
349 Sprite::MakeSprite(cloudsprite, joints[i].position*(*scale)+*coords,joints[i].velocity*.06, terrainlight.x*190/255,terrainlight.y*170/255,terrainlight.z*108/255, .5, .7);
352 else if(environment==grassyenvironment&&findLengthfast(&bounceness)>500&&terrain.getOpacity(joints[i].position.x*(*scale)+coords->x,joints[i].position.z*(*scale)+coords->z)<.2){
353 terrainlight=terrain.getLighting(joints[i].position.x*(*scale)+coords->x,joints[i].position.z*(*scale)+coords->z);
354 Sprite::MakeSprite(cloudsprite, joints[i].position*(*scale)+*coords,joints[i].velocity*.06, terrainlight.x*90/255,terrainlight.y*70/255,terrainlight.z*8/255, .5, .5);
356 else if(findLengthfast(&bounceness)>500)Sprite::MakeSprite(cloudsprite, joints[i].position*(*scale)+*coords,joints[i].velocity*.06, terrainlight.x,terrainlight.y,terrainlight.z, .5, .2);
359 joints[i].position.y=(terrain.getHeight(joints[i].position.x*(*scale)+coords->x,joints[i].position.z*(*scale)+coords->z)+groundlevel-coords->y)/(*scale);
360 if(longdead>100)broken=1;
362 if(terrain.patchobjectnum[whichpatchx][whichpatchz])
363 for(m=0;m<terrain.patchobjectnum[whichpatchx][whichpatchz];m++){
364 k=terrain.patchobjects[whichpatchx][whichpatchz][m];
365 if(k<objects.numobjects&&k>=0)
366 if(objects.possible[k]){
367 friction=objects.friction[k];
368 start=joints[i].realoldposition;
369 end=joints[i].position*(*scale)+*coords;
370 whichhit=objects.model[k].LineCheckPossible(&start,&end,&temp,&objects.position[k],&objects.rotation[k]);
372 if(joints[i].label==groin&&!joints[i].locked&&joints[i].delay<=0){
375 if(tutoriallevel!=1||id==0){
376 emit_sound_at(landsound1, joints[i].position*(*scale)+*coords, 128.);
381 if(joints[i].label==head&&!joints[i].locked&&joints[i].delay<=0){
384 if(tutoriallevel!=1||id==0){
385 emit_sound_at(landsound2, joints[i].position*(*scale)+*coords, 128.);
389 terrainnormal=DoRotation(objects.model[k].facenormals[whichhit],0,objects.rotation[k],0)*-1;
390 if(terrainnormal.y>.8)freefall=0;
391 bounceness=terrainnormal*findLength(&joints[i].velocity)*(abs(normaldotproduct(joints[i].velocity,terrainnormal)));
392 if(findLengthfast(&joints[i].velocity)>findLengthfast(&joints[i].oldvelocity)){
394 joints[i].velocity=joints[i].oldvelocity;
396 if(tutoriallevel!=1||id==0)
397 if(findLengthfast(&bounceness)>4000&&breaking){
398 objects.model[k].MakeDecal(breakdecal,DoRotation(temp-objects.position[k],0,-objects.rotation[k],0),.4,.5,Random()%360);
399 Sprite::MakeSprite(cloudsprite, joints[i].position*(*scale)+*coords,joints[i].velocity*.06, 1,1,1, 4, .2);
403 emit_sound_at(breaksound2, joints[i].position*(*scale)+*coords);
405 envsound[numenvsounds]=*coords;
406 envsoundvol[numenvsounds]=64;
407 envsoundlife[numenvsounds]=.4;
410 if(objects.type[k]==treetrunktype){
411 //if(objects.rotx[k]==0||objects.roty[k]==0){
415 if(environment==grassyenvironment)howmany=findLength(&joints[i].velocity)*4/10;
416 if(environment==snowyenvironment)howmany=findLength(&joints[i].velocity)*1/10;
417 if(environment!=desertenvironment)
418 for(j=0;j<howmany;j++){
419 tempvel.x=float(abs(Random()%100)-50)/20;
420 tempvel.y=float(abs(Random()%100)-50)/20;
421 tempvel.z=float(abs(Random()%100)-50)/20;
422 pos=objects.position[k];
423 pos.y+=objects.scale[k]*15;
424 pos.x+=float(abs(Random()%100)-50)/100*objects.scale[k]*5;
425 pos.y+=float(abs(Random()%100)-50)/100*objects.scale[k]*15;
426 pos.z+=float(abs(Random()%100)-50)/100*objects.scale[k]*5;
427 Sprite::MakeSprite(splintersprite, pos,tempvel*.5, 165/255+float(abs(Random()%100)-50)/400,0,0, .2+float(abs(Random()%100)-50)/1300, 1);
428 Sprite::special[Sprite::numsprites-1]=1;
430 objects.rotx[k]+=joints[i].velocity.x*multiplier*.4;
431 objects.roty[k]+=joints[i].velocity.z*multiplier*.4;
432 objects.rotx[k+1]+=joints[i].velocity.x*multiplier*.4;
433 objects.roty[k+1]+=joints[i].velocity.z*multiplier*.4;
435 if(!joints[i].locked)damage+=findLengthfast(&bounceness)/2500;
436 ReflectVector(&joints[i].velocity,&terrainnormal);
437 frictionness=abs(normaldotproduct(joints[i].velocity,terrainnormal));//findLength(&bounceness)/findLength(&joints[i].velocity);
438 joints[i].velocity-=bounceness;
439 if(1-friction*frictionness>0)joints[i].velocity*=1-friction*frictionness;
440 else joints[i].velocity=0;
441 if(findLengthfast(&bounceness)>2500){
442 Normalise(&bounceness);
443 bounceness=bounceness*50;
445 joints[i].velocity+=bounceness*elasticity;
448 if(!joints[i].locked)
449 if(findLengthfast(&joints[i].velocity)<1){
451 //joints[i].velocity*=3;
453 if(findLengthfast(&bounceness)>500)Sprite::MakeSprite(cloudsprite, joints[i].position*(*scale)+*coords,joints[i].velocity*.06, 1,1,1, .5, .2);
454 joints[i].position=(temp-*coords)/(*scale)+terrainnormal*.005;
455 if(longdead>100)broken=1;
459 joints[i].realoldposition=joints[i].position*(*scale)+*coords;
465 if(terrain.patchobjectnum[whichpatchx][whichpatchz])
466 for(m=0;m<terrain.patchobjectnum[whichpatchx][whichpatchz];m++){
467 k=terrain.patchobjects[whichpatchx][whichpatchz][m];
468 if(objects.possible[k]){
470 //Make this less stupid
471 start=joints[jointlabels[whichjointstartarray[i]]].position*(*scale)+*coords;
472 end=joints[jointlabels[whichjointendarray[i]]].position*(*scale)+*coords;
473 whichhit=objects.model[k].LineCheckSlidePossible(&start,&end,&temp,&objects.position[k],&objects.rotation[k]);
475 joints[jointlabels[whichjointendarray[i]]].position=(end-*coords)/(*scale);
476 for(j=0; j<num_muscles; j++){
477 if((muscles[j].parent1->label==whichjointstartarray[i]&&muscles[j].parent2->label==whichjointendarray[i])||(muscles[j].parent2->label==whichjointstartarray[i]&&muscles[j].parent1->label==whichjointendarray[i]))
478 muscles[j].DoConstraint(spinny);
485 for(i=0; i<num_joints; i++){
487 if(joints[i].label==head)groundlevel=.8;
488 if(joints[i].label==righthand||joints[i].label==rightwrist||joints[i].label==rightelbow)groundlevel=.2;
489 if(joints[i].label==lefthand||joints[i].label==leftwrist||joints[i].label==leftelbow)groundlevel=.2;
490 joints[i].position.y+=groundlevel;
492 if(joints[i].label==lefthip||joints[i].label==leftknee||joints[i].label==leftankle||joints[i].label==righthip||joints[i].label==rightknee||joints[i].label==rightankle)joints[i].mass=2;
493 if(joints[i].locked){
501 for(i=0; i<num_muscles; i++){
502 if(muscles[i].type==boneconnect)
503 muscles[i].DoConstraint(0);
509 void Skeleton::DoGravity(float *scale)
512 for(i=0; i<num_joints; i++){
513 if(((joints[i].label!=leftknee&&joints[i].label!=rightknee)||lowforward.y>-.1||joints[i].mass<5)&&((joints[i].label!=rightelbow&&joints[i].label!=rightelbow)||forward.y<.3))joints[i].velocity.y+=gravity*multiplier/(*scale);
517 void Skeleton::Draw(int muscleview)
519 static float jointcolor[4];
534 //Calc motionblur-ness
535 for(int i=0; i<num_joints; i++){
536 joints[i].oldposition=joints[i].position;
537 joints[i].blurred=findDistance(&joints[i].position,&joints[i].oldposition)*100;
538 if(joints[i].blurred<1)joints[i].blurred=1;
544 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
546 for(int i=0; i<num_joints; i++){
547 if(joints[i].hasparent){
548 glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/joints[i].blurred);
549 glVertex3f(joints[i].position.x,joints[i].position.y,joints[i].position.z);
550 glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/joints[i].parent->blurred);
551 glVertex3f(joints[i].parent->position.x,joints[i].parent->position.y,joints[i].parent->position.z);
552 glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/joints[i].parent->blurred);
553 glVertex3f(joints[i].parent->oldposition.x,joints[i].parent->oldposition.y,joints[i].parent->oldposition.z);
554 glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/joints[i].blurred);
555 glVertex3f(joints[i].oldposition.x,joints[i].oldposition.y,joints[i].oldposition.z);
558 for(int i=0; i<num_muscles; i++){
559 if(muscles[i].type==boneconnect){
560 glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/muscles[i].parent2->blurred);
561 glVertex3f(muscles[i].parent1->position.x,muscles[i].parent1->position.y,muscles[i].parent1->position.z);
562 glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/muscles[i].parent2->blurred);
563 glVertex3f(muscles[i].parent2->position.x,muscles[i].parent2->position.y,muscles[i].parent2->position.z);
564 glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/muscles[i].parent2->blurred);
565 glVertex3f(muscles[i].parent2->oldposition.x,muscles[i].parent2->oldposition.y,muscles[i].parent2->oldposition.z);
566 glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/muscles[i].parent1->blurred);
567 glVertex3f(muscles[i].parent1->oldposition.x,muscles[i].parent1->oldposition.y,muscles[i].parent1->oldposition.z);
573 for(int i=0; i<num_joints; i++){
574 if(joints[i].hasparent){
575 glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/joints[i].blurred);
576 glVertex3f(joints[i].position.x,joints[i].position.y,joints[i].position.z);
577 glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/joints[i].parent->blurred);
578 glVertex3f(joints[i].parent->position.x,joints[i].parent->position.y,joints[i].parent->position.z);
581 /*for(int i=0; i<num_joints; i++){
582 if(joints[i].hasparent){
583 glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],1);
584 glVertex3f(joints[i].position.x,joints[i].position.y,joints[i].position.z);
585 glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],1);
586 glVertex3f(joints[i].position.x+forward.x,joints[i].position.y+forward.y,joints[i].position.z+forward.z);
589 for(int i=0; i<num_muscles; i++){
590 if(muscles[i].type==boneconnect){
591 glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/muscles[i].parent1->blurred);
592 glVertex3f(muscles[i].parent1->position.x,muscles[i].parent1->position.y,muscles[i].parent1->position.z);
593 glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/muscles[i].parent2->blurred);
594 glVertex3f(muscles[i].parent2->position.x,muscles[i].parent2->position.y,muscles[i].parent2->position.z);
599 for(int i=0; i<num_muscles; i++){
600 if(muscles[i].type!=boneconnect){
601 glVertex3f(muscles[i].parent1->position.x,muscles[i].parent1->position.y,muscles[i].parent1->position.z);
602 glVertex3f(muscles[i].parent2->position.x,muscles[i].parent2->position.y,muscles[i].parent2->position.z);
610 for(int i=0; i<num_joints; i++){
611 if(i!=selected)glColor4f(0,0,.5,1);
612 if(i==selected)glColor4f(1,1,0,1);
613 if(joints[i].locked&&i!=selected)glColor4f(1,0,0,1);
614 glVertex3f(joints[i].position.x,joints[i].position.y,joints[i].position.z);
619 //Set old position to current position
621 for(int i=0; i<num_joints; i++){
622 joints[i].oldposition=joints[i].position;
627 void Skeleton::AddJoint(float x, float y, float z, int which)
629 if(num_joints<max_joints-1){
630 joints[num_joints].velocity=0;
631 joints[num_joints].position.x=x;
632 joints[num_joints].position.y=y;
633 joints[num_joints].position.z=z;
634 joints[num_joints].mass=1;
635 joints[num_joints].locked=0;
637 /*if(which>=num_joints||which<0)*/joints[num_joints].hasparent=0;
638 /*if(which<num_joints&&which>=0){
639 joints[num_joints].parent=&joints[which];
640 joints[num_joints].hasparent=1;
641 joints[num_joints].length=findDistance(joints[num_joints].position,joints[num_joints].parent->position);
644 if(which<num_joints&&which>=0)AddMuscle(num_joints-1,which,0,10,boneconnect);
648 void Skeleton::DeleteJoint(int whichjoint)
650 if(whichjoint<num_joints&&whichjoint>=0){
651 joints[whichjoint].velocity=joints[num_joints-1].velocity;
652 joints[whichjoint].position=joints[num_joints-1].position;
653 joints[whichjoint].oldposition=joints[num_joints-1].oldposition;
654 joints[whichjoint].hasparent=joints[num_joints-1].hasparent;
655 joints[whichjoint].parent=joints[num_joints-1].parent;
656 joints[whichjoint].length=joints[num_joints-1].length;
657 joints[whichjoint].locked=joints[num_joints-1].locked;
658 joints[whichjoint].modelnum=joints[num_joints-1].modelnum;
659 joints[whichjoint].visible=joints[num_joints-1].visible;
661 for(int i=0;i<num_muscles;i++){
662 while(muscles[i].parent1==&joints[whichjoint]&&i<num_muscles)DeleteMuscle(i);
663 while(muscles[i].parent2==&joints[whichjoint]&&i<num_muscles)DeleteMuscle(i);
665 for(int i=0;i<num_muscles;i++){
666 while(muscles[i].parent1==&joints[num_joints-1]&&i<num_muscles)muscles[i].parent1=&joints[whichjoint];
667 while(muscles[i].parent2==&joints[num_joints-1]&&i<num_muscles)muscles[i].parent2=&joints[whichjoint];
669 for(int i=0;i<num_joints;i++){
670 if(joints[i].parent==&joints[whichjoint])joints[i].hasparent=0;
672 for(int i=0;i<num_joints;i++){
673 if(joints[i].parent==&joints[num_joints-1])joints[i].parent=&joints[whichjoint];
680 void Skeleton::DeleteMuscle(int whichmuscle)
682 if(whichmuscle<num_muscles){
683 muscles[whichmuscle].minlength=muscles[num_muscles-1].minlength;
684 muscles[whichmuscle].maxlength=muscles[num_muscles-1].maxlength;
685 muscles[whichmuscle].strength=muscles[num_muscles-1].strength;
686 muscles[whichmuscle].parent1=muscles[num_muscles-1].parent1;
687 muscles[whichmuscle].parent2=muscles[num_muscles-1].parent2;
688 muscles[whichmuscle].length=muscles[num_muscles-1].length;
689 muscles[whichmuscle].visible=muscles[num_muscles-1].visible;
690 muscles[whichmuscle].type=muscles[num_muscles-1].type;
691 muscles[whichmuscle].targetlength=muscles[num_muscles-1].targetlength;
697 void Skeleton::SetJoint(float x, float y, float z, int which, int whichjoint)
699 if(whichjoint<num_joints){
700 joints[whichjoint].velocity=0;
701 joints[whichjoint].position.x=x;
702 joints[whichjoint].position.y=y;
703 joints[whichjoint].position.z=z;
705 if(which>=num_joints||which<0)joints[whichjoint].hasparent=0;
706 if(which<num_joints&&which>=0){
707 joints[whichjoint].parent=&joints[which];
708 joints[whichjoint].hasparent=1;
709 joints[whichjoint].length=findDistance(&joints[whichjoint].position,&joints[whichjoint].parent->position);
714 void Skeleton::AddMuscle(int attach1,int attach2,float minlength,float maxlength,int type)
716 const int max_muscles = 100; // FIXME: Probably can be dropped
717 if(num_muscles<max_muscles-1&&attach1<num_joints&&attach1>=0&&attach2<num_joints&&attach2>=0&&attach1!=attach2){
718 muscles[num_muscles].parent1=&joints[attach1];
719 muscles[num_muscles].parent2=&joints[attach2];
720 muscles[num_muscles].length=findDistance(&muscles[num_muscles].parent1->position,&muscles[num_muscles].parent2->position);
721 muscles[num_muscles].targetlength=findDistance(&muscles[num_muscles].parent1->position,&muscles[num_muscles].parent2->position);
722 muscles[num_muscles].strength=.7;
723 muscles[num_muscles].type=type;
724 muscles[num_muscles].minlength=minlength;
725 muscles[num_muscles].maxlength=maxlength;
731 void Skeleton::MusclesSet()
733 for(int i=0;i<num_muscles;i++){
734 muscles[i].length=findDistance(&muscles[i].parent1->position,&muscles[i].parent2->position);
738 void Skeleton::DoBalance()
741 newpoint=joints[0].position;
742 newpoint.x=(joints[2].position.x+joints[4].position.x)/2;
743 newpoint.z=(joints[2].position.z+joints[4].position.z)/2;
744 joints[0].velocity=joints[0].velocity+(newpoint-joints[0].position);
745 //Move child point to within certain distance of parent point
746 joints[0].position=newpoint;
751 void Skeleton::FindRotationMuscle(int which, int animation)
753 static XYZ temppoint1,temppoint2,tempforward;
754 static float distance;
756 temppoint1=muscles[which].parent1->position;
757 temppoint2=muscles[which].parent2->position;
758 distance=sqrt((temppoint1.x-temppoint2.x)*(temppoint1.x-temppoint2.x)+(temppoint1.y-temppoint2.y)*(temppoint1.y-temppoint2.y)+(temppoint1.z-temppoint2.z)*(temppoint1.z-temppoint2.z));
759 if((temppoint1.y-temppoint2.y)<=distance)muscles[which].rotate2=asin((temppoint1.y-temppoint2.y)/distance);
760 if((temppoint1.y-temppoint2.y)>distance)muscles[which].rotate2=asin(1.f);
761 muscles[which].rotate2*=360/6.28;
764 distance=sqrt((temppoint1.x-temppoint2.x)*(temppoint1.x-temppoint2.x)+(temppoint1.y-temppoint2.y)*(temppoint1.y-temppoint2.y)+(temppoint1.z-temppoint2.z)*(temppoint1.z-temppoint2.z));
765 if((temppoint1.z-temppoint2.z)<=distance)muscles[which].rotate1=acos((temppoint1.z-temppoint2.z)/distance);
766 if((temppoint1.z-temppoint2.z)>distance)muscles[which].rotate1=acos(1.f);
767 muscles[which].rotate1*=360/6.28;
768 if(temppoint1.x>temppoint2.x)muscles[which].rotate1=360-muscles[which].rotate1;
769 if(!isnormal(muscles[which].rotate1))muscles[which].rotate1=0;
770 if(!isnormal(muscles[which].rotate2))muscles[which].rotate2=0;
772 if(muscles[which].parent1->label==head)tempforward=specialforward[0];
773 else if(muscles[which].parent1->label==rightshoulder||muscles[which].parent1->label==rightelbow||muscles[which].parent1->label==rightwrist||muscles[which].parent1->label==righthand)tempforward=specialforward[1];
774 else if(muscles[which].parent1->label==leftshoulder||muscles[which].parent1->label==leftelbow||muscles[which].parent1->label==leftwrist||muscles[which].parent1->label==lefthand)tempforward=specialforward[2];
775 else if(muscles[which].parent1->label==righthip||muscles[which].parent1->label==rightknee||muscles[which].parent1->label==rightankle||muscles[which].parent1->label==rightfoot)tempforward=specialforward[3];
776 else if(muscles[which].parent1->label==lefthip||muscles[which].parent1->label==leftknee||muscles[which].parent1->label==leftankle||muscles[which].parent1->label==leftfoot)tempforward=specialforward[4];
777 else if(!muscles[which].parent1->lower)tempforward=forward;
778 else if(muscles[which].parent1->lower)tempforward=lowforward;
780 if(animation==hanganim){
781 if(muscles[which].parent1->label==righthand||muscles[which].parent2->label==righthand){
785 if(muscles[which].parent1->label==lefthand||muscles[which].parent2->label==lefthand){
792 if(muscles[which].parent1->label==rightfoot||muscles[which].parent2->label==rightfoot){
795 if(muscles[which].parent1->label==leftfoot||muscles[which].parent2->label==leftfoot){
801 tempforward=DoRotation(tempforward,0,muscles[which].rotate1-90,0);
802 tempforward=DoRotation(tempforward,0,0,muscles[which].rotate2-90);
804 tempforward/=sqrt(tempforward.x*tempforward.x+tempforward.y*tempforward.y+tempforward.z*tempforward.z);
805 if(tempforward.z<=1&&tempforward.z>=-1)muscles[which].rotate3=acos(0-tempforward.z);
806 else muscles[which].rotate3=acos(-1.f);
807 muscles[which].rotate3*=360/6.28;
808 if(0>tempforward.x)muscles[which].rotate3=360-muscles[which].rotate3;
809 if(!isnormal(muscles[which].rotate3))muscles[which].rotate3=0;
812 void Animation::Load(const char *filename, int aheight, int aattack)
816 static XYZ startoffset,endoffset;
819 static const char *anim_prefix = ":Data:Animations:";
824 int len = strlen(anim_prefix) + strlen(filename);
825 char *buf = new char[len + 1];
826 snprintf(buf, len + 1, "%s%s", anim_prefix, filename);
827 // Changing the filename into something the OS can understand
828 char *fixedFN = ConvertFileName(buf);
831 LOG(std::string("Loading animation...") + fixedFN);
838 if(visibleloading)pgame->LoadingScreen();
840 tfile=fopen( fixedFN, "rb" );
842 funpackf(tfile, "Bi Bi", &numframes, &joints);
844 for(i = 0; i < joints; i++){
845 if(position[i])dealloc2(position[i]);
846 if(twist[i])dealloc2(twist[i]);
847 if(twist2[i])dealloc2(twist2[i]);
848 if(onground[i])dealloc2(onground[i]);
851 if(position)dealloc2(position);
852 if(twist)dealloc2(twist);
853 if(twist2)dealloc2(twist2);
854 if(speed)dealloc2(speed);
855 if(onground)dealloc2(onground);
856 if(forward)dealloc2(forward);
857 if(weapontarget)dealloc2(weapontarget);
858 if(label)dealloc2(label);*/
860 position=(XYZ**)malloc(sizeof(XYZ*)*joints);
861 for(i = 0; i < joints; i++)
862 position[i] = (XYZ*)malloc(sizeof(XYZ)*numframes);
864 twist=(float**)malloc(sizeof(float*)*joints);
865 for(i = 0; i < joints; i++)
866 twist[i] = (float*)malloc(sizeof(float)*numframes);
868 twist2=(float**)malloc(sizeof(float*)*joints);
869 for(i = 0; i < joints; i++)
870 twist2[i] = (float*)malloc(sizeof(float)*numframes);
872 speed = (float*)malloc(sizeof(float)*numframes);
874 onground=(bool**)malloc(sizeof(bool*)*joints);
875 for(i = 0; i < joints; i++)
876 onground[i] =(bool*)malloc(sizeof(bool)*numframes);
878 forward = (XYZ*)malloc(sizeof(XYZ)*numframes);
879 weapontarget = (XYZ*)malloc(sizeof(XYZ)*numframes);
880 label = (int*)malloc(sizeof(int)*numframes);
882 /*position = new XYZ[joints][numframes];
883 twist = new float[joints][numframes];
884 twist2 = new float[joints][numframes];
885 speed = new float[numframes];
886 onground = new bool[joints][numframes];
887 forward = new XYZ[numframes];
888 label = new int[numframes];*/
890 for(i=0;i<numframes;i++){
891 for(j=0;j<joints;j++){
892 funpackf(tfile, "Bf Bf Bf", &position[j][i].x,&position[j][i].y,&position[j][i].z);
894 for(j=0;j<joints;j++){
895 funpackf(tfile, "Bf", &twist[j][i]);
897 for(j=0;j<joints;j++){
899 funpackf(tfile, "Bb", &uch);
900 onground[j][i] = (uch != 0);
902 funpackf(tfile, "Bf", &speed[i]);
904 for(i=0;i<numframes;i++){
905 for(j=0;j<joints;j++){
906 funpackf(tfile, "Bf", &twist2[j][i]);
909 for(i=0;i<numframes;i++){
910 funpackf(tfile, "Bf", &label[i]);
912 funpackf(tfile, "Bi", &weapontargetnum);
913 for(i=0;i<numframes;i++){
914 funpackf(tfile, "Bf Bf Bf", &weapontarget[i].x,&weapontarget[i].y,&weapontarget[i].z);
923 for(j=0;j<joints;j++){
924 if(position[j][0].y<1)
925 startoffset+=position[j][0];
926 if(position[j][numframes-1].y<1)
927 endoffset+=position[j][numframes-1];
930 startoffset/=howmany;
937 void Animation::Move(XYZ how)
939 static int i,j,joints;
940 for(i=0;i<numframes;i++){
941 for(j=0;j<joints;j++){
947 void Skeleton::Load(const char *filename, const char *lowfilename, const char *clothesfilename,
948 const char *modelfilename, const char *model2filename,
949 const char *model3filename, const char *model4filename,
950 const char *model5filename, const char *model6filename,
951 const char *model7filename, const char *modellowfilename,
952 const char *modelclothesfilename, bool aclothes)
954 static GLfloat M[16];
958 static int i,j,tempmuscle;
971 for(i=0;i<num_models;i++){
972 if(i==0)model[i].loadnotex(modelfilename);
973 if(i==1)model[i].loadnotex(model2filename);
974 if(i==2)model[i].loadnotex(model3filename);
975 if(i==3)model[i].loadnotex(model4filename);
976 if(i==4)model[i].loadnotex(model5filename);
977 if(i==5)model[i].loadnotex(model6filename);
978 if(i==6)model[i].loadnotex(model7filename);
979 model[i].Rotate(180,0,0);
980 model[i].Scale(.04,.04,.04);
981 model[i].CalculateNormals(0);
984 drawmodel.load(modelfilename,0);
985 drawmodel.Rotate(180,0,0);
986 drawmodel.Scale(.04,.04,.04);
987 drawmodel.FlipTexCoords();
988 if(tutoriallevel==1&&id!=0)drawmodel.UniformTexCoords();
989 if(tutoriallevel==1&&id!=0)drawmodel.ScaleTexCoords(0.1);
990 drawmodel.CalculateNormals(0);
992 modellow.loadnotex(modellowfilename);
993 modellow.Rotate(180,0,0);
994 modellow.Scale(.04,.04,.04);
995 modellow.CalculateNormals(0);
997 drawmodellow.load(modellowfilename,0);
998 drawmodellow.Rotate(180,0,0);
999 drawmodellow.Scale(.04,.04,.04);
1000 drawmodellow.FlipTexCoords();
1001 if(tutoriallevel==1&&id!=0)drawmodellow.UniformTexCoords();
1002 if(tutoriallevel==1&&id!=0)drawmodellow.ScaleTexCoords(0.1);
1003 drawmodellow.CalculateNormals(0);
1006 modelclothes.loadnotex(modelclothesfilename);
1007 modelclothes.Rotate(180,0,0);
1008 modelclothes.Scale(.041,.04,.041);
1009 modelclothes.CalculateNormals(0);
1011 drawmodelclothes.load(modelclothesfilename,0);
1012 drawmodelclothes.Rotate(180,0,0);
1013 drawmodelclothes.Scale(.04,.04,.04);
1014 drawmodelclothes.FlipTexCoords();
1015 drawmodelclothes.CalculateNormals(0);
1018 tfile=fopen( ConvertFileName(filename), "rb" );
1020 funpackf(tfile, "Bi", &num_joints);
1021 //joints.resize(num_joints);
1022 if(joints) delete [] joints; //dealloc2(joints);
1023 joints=(Joint*)new Joint[num_joints]; //malloc(sizeof(Joint)*num_joints);
1025 for(i=0;i<num_joints;i++){
1026 funpackf(tfile, "Bf Bf Bf Bf Bf", &joints[i].position.x, &joints[i].position.y, &joints[i].position.z, &joints[i].length,&joints[i].mass);
1027 funpackf(tfile, "Bb Bb", &joints[i].hasparent,&joints[i].locked);
1028 funpackf(tfile, "Bi", &joints[i].modelnum);
1029 funpackf(tfile, "Bb Bb", &joints[i].visible,&joints[i].sametwist);
1030 funpackf(tfile, "Bi Bi", &joints[i].label,&joints[i].hasgun);
1031 funpackf(tfile, "Bb", &joints[i].lower);
1032 funpackf(tfile, "Bi", &parentID);
1033 if(joints[i].hasparent)joints[i].parent=&joints[parentID];
1034 joints[i].velocity=0;
1035 joints[i].oldposition=joints[i].position;
1037 tempmuscle=num_muscles;
1038 funpackf(tfile, "Bi", &num_muscles);
1040 if(muscles) delete [] muscles; //dealloc2(muscles);
1041 muscles=(Muscle*)new Muscle[num_muscles]; //malloc(sizeof(Muscle)*num_muscles);
1043 for(i=0;i<num_muscles;i++){
1044 tempmuscle=muscles[i].numvertices;
1045 funpackf(tfile, "Bf Bf Bf Bf Bf Bi Bi", &muscles[i].length, &muscles[i].targetlength,&muscles[i].minlength, &muscles[i].maxlength,&muscles[i].strength,&muscles[i].type,&muscles[i].numvertices);
1046 //muscles[i].vertices.clear();
1047 //muscles[i].vertices.resize(muscles[i].numvertices);
1048 //if(muscles[i].vertices)dealloc2(muscles[i].vertices);
1049 muscles[i].vertices=(int*)malloc(sizeof(int)*muscles[i].numvertices);
1052 for(j=0;j<muscles[i].numvertices-edit;j++){
1053 funpackf(tfile, "Bi", &muscles[i].vertices[j+edit]);
1054 if(muscles[i].vertices[j+edit]>=model[0].vertexNum){
1055 muscles[i].numvertices--;
1059 funpackf(tfile, "Bb Bi", &muscles[i].visible, &parentID);
1060 muscles[i].parent1=&joints[parentID];
1061 funpackf(tfile, "Bi", &parentID);
1062 muscles[i].parent2=&joints[parentID];
1065 funpackf(tfile, "Bi", &forwardjoints[j]);
1068 funpackf(tfile, "Bi", &lowforwardjoints[j]);
1070 for(j=0;j<num_muscles;j++){
1071 for(i=0;i<muscles[j].numvertices;i++){
1072 for(int k=0;k<num_models;k++){
1073 if(muscles[j].numvertices&&muscles[j].vertices[i]<model[k].vertexNum)model[k].owner[muscles[j].vertices[i]]=j;
1078 for(i=0;i<num_joints;i++){
1079 joints[i].startpos=joints[i].position;
1081 for(i=0;i<num_muscles;i++){
1082 FindRotationMuscle(i,-1);
1084 for(int k=0;k<num_models;k++){
1085 for(i=0;i<model[k].vertexNum;i++){
1086 model[k].vertex[i]=model[k].vertex[i]-(muscles[model[k].owner[i]].parent1->position+muscles[model[k].owner[i]].parent2->position)/2;
1087 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1090 glRotatef(muscles[model[k].owner[i]].rotate3,0,1,0);
1091 glRotatef(muscles[model[k].owner[i]].rotate2-90,0,0,1);
1092 glRotatef(muscles[model[k].owner[i]].rotate1-90,0,1,0);
1093 glTranslatef(model[k].vertex[i].x,model[k].vertex[i].y,model[k].vertex[i].z);
1094 glGetFloatv(GL_MODELVIEW_MATRIX,M);
1095 model[k].vertex[i].x=M[12]*1;
1096 model[k].vertex[i].y=M[13]*1;
1097 model[k].vertex[i].z=M[14]*1;
1100 model[k].CalculateNormals(0);
1105 tfile=fopen( ConvertFileName(lowfilename), "rb" );
1107 lSize=sizeof(num_joints);
1108 fseek ( tfile, lSize, SEEK_CUR);
1109 //joints = new Joint[num_joints];
1110 //jointlabels = new int[num_joints];
1111 for(i=0;i<num_joints;i++){
1113 fseek ( tfile, lSize, SEEK_CUR);
1114 lSize=sizeof(float);
1115 fseek ( tfile, lSize, SEEK_CUR);
1116 lSize=sizeof(float);
1117 fseek ( tfile, lSize, SEEK_CUR);
1118 lSize=1;//sizeof(bool);
1119 fseek ( tfile, lSize, SEEK_CUR);
1120 lSize=1;//sizeof(bool);
1121 fseek ( tfile, lSize, SEEK_CUR);
1123 fseek ( tfile, lSize, SEEK_CUR);
1124 lSize=1;//sizeof(bool);
1125 fseek ( tfile, lSize, SEEK_CUR);
1126 lSize=1;//sizeof(bool);
1127 fseek ( tfile, lSize, SEEK_CUR);
1129 fseek ( tfile, lSize, SEEK_CUR);
1131 fseek ( tfile, lSize, SEEK_CUR);
1132 lSize=1;//sizeof(bool);
1133 fseek ( tfile, lSize, SEEK_CUR);
1135 fseek ( tfile, lSize, SEEK_CUR);
1136 if(joints[i].hasparent)joints[i].parent=&joints[parentID];
1137 joints[i].velocity=0;
1138 joints[i].oldposition=joints[i].position;
1140 funpackf(tfile, "Bi", &num_muscles);
1141 //muscles = new Muscle[num_muscles];
1142 for(i=0;i<num_muscles;i++){
1143 lSize=sizeof(float);
1144 fseek ( tfile, lSize, SEEK_CUR);
1145 lSize=sizeof(float);
1146 fseek ( tfile, lSize, SEEK_CUR);
1147 lSize=sizeof(float);
1148 fseek ( tfile, lSize, SEEK_CUR);
1149 lSize=sizeof(float);
1150 fseek ( tfile, lSize, SEEK_CUR);
1151 lSize=sizeof(float);
1152 fseek ( tfile, lSize, SEEK_CUR);
1154 fseek ( tfile, lSize, SEEK_CUR);
1155 tempmuscle=muscles[i].numverticeslow;
1156 funpackf(tfile, "Bi", &muscles[i].numverticeslow);
1157 if(muscles[i].numverticeslow){
1158 //muscles[i].verticeslow.clear();
1159 //muscles[i].verticeslow.resize(muscles[i].numverticeslow);
1160 //if(muscles[i].verticeslow)dealloc2(muscles[i].verticeslow);
1161 muscles[i].verticeslow=(int*)malloc(sizeof(int)*muscles[i].numverticeslow);
1163 for(j=0;j<muscles[i].numverticeslow-edit;j++){
1164 funpackf(tfile, "Bi", &muscles[i].verticeslow[j+edit]);
1165 if(muscles[i].verticeslow[j+edit]>=modellow.vertexNum){
1166 muscles[i].numverticeslow--;
1173 lSize=1;//sizeof(bool);
1174 fseek ( tfile, lSize, SEEK_CUR);
1176 fseek ( tfile, lSize, SEEK_CUR);
1177 fseek ( tfile, lSize, SEEK_CUR);
1180 for(j=0;j<num_muscles;j++){
1181 for(i=0;i<muscles[j].numverticeslow;i++){
1182 if(muscles[j].numverticeslow&&muscles[j].verticeslow[i]<modellow.vertexNum)modellow.owner[muscles[j].verticeslow[i]]=j;
1186 for(i=0;i<num_joints;i++){
1187 joints[i].startpos=joints[i].position;
1189 for(i=0;i<num_muscles;i++){
1190 FindRotationMuscle(i,-1);
1192 for(i=0;i<modellow.vertexNum;i++){
1193 modellow.vertex[i]=modellow.vertex[i]-(muscles[modellow.owner[i]].parent1->position+muscles[modellow.owner[i]].parent2->position)/2;
1194 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1197 glRotatef(muscles[modellow.owner[i]].rotate3,0,1,0);
1198 glRotatef(muscles[modellow.owner[i]].rotate2-90,0,0,1);
1199 glRotatef(muscles[modellow.owner[i]].rotate1-90,0,1,0);
1200 glTranslatef(modellow.vertex[i].x,modellow.vertex[i].y,modellow.vertex[i].z);
1201 glGetFloatv(GL_MODELVIEW_MATRIX,M);
1202 modellow.vertex[i].x=M[12];
1203 modellow.vertex[i].y=M[13];
1204 modellow.vertex[i].z=M[14];
1207 modellow.CalculateNormals(0);
1211 tfile=fopen( ConvertFileName(clothesfilename), "rb" );
1212 lSize=sizeof(num_joints);
1213 fseek ( tfile, lSize, SEEK_CUR);
1214 //joints = new Joint[num_joints];
1215 //jointlabels = new int[num_joints];
1216 for(i=0;i<num_joints;i++){
1218 fseek ( tfile, lSize, SEEK_CUR);
1219 lSize=sizeof(float);
1220 fseek ( tfile, lSize, SEEK_CUR);
1221 lSize=sizeof(float);
1222 fseek ( tfile, lSize, SEEK_CUR);
1223 lSize=1;//sizeof(bool);
1224 fseek ( tfile, lSize, SEEK_CUR);
1225 lSize=1;//sizeof(bool);
1226 fseek ( tfile, lSize, SEEK_CUR);
1228 fseek ( tfile, lSize, SEEK_CUR);
1229 lSize=1;//sizeof(bool);
1230 fseek ( tfile, lSize, SEEK_CUR);
1231 lSize=1;//sizeof(bool);
1232 fseek ( tfile, lSize, SEEK_CUR);
1234 fseek ( tfile, lSize, SEEK_CUR);
1236 fseek ( tfile, lSize, SEEK_CUR);
1237 lSize=1;//sizeof(bool);
1238 fseek ( tfile, lSize, SEEK_CUR);
1240 fseek ( tfile, lSize, SEEK_CUR);
1241 if(joints[i].hasparent)joints[i].parent=&joints[parentID];
1242 joints[i].velocity=0;
1243 joints[i].oldposition=joints[i].position;
1245 funpackf(tfile, "Bi", &num_muscles);
1246 //muscles = new Muscle[num_muscles];
1247 for(i=0;i<num_muscles;i++){
1248 lSize=sizeof(float);
1249 fseek ( tfile, lSize, SEEK_CUR);
1250 lSize=sizeof(float);
1251 fseek ( tfile, lSize, SEEK_CUR);
1252 lSize=sizeof(float);
1253 fseek ( tfile, lSize, SEEK_CUR);
1254 lSize=sizeof(float);
1255 fseek ( tfile, lSize, SEEK_CUR);
1256 lSize=sizeof(float);
1257 fseek ( tfile, lSize, SEEK_CUR);
1259 fseek ( tfile, lSize, SEEK_CUR);
1260 tempmuscle=muscles[i].numverticesclothes;
1261 funpackf(tfile, "Bi", &muscles[i].numverticesclothes);
1262 if(muscles[i].numverticesclothes){
1263 //muscles[i].verticesclothes.clear();
1264 //muscles[i].verticesclothes.resize(muscles[i].numverticesclothes);
1265 //if(muscles[i].verticesclothes)dealloc2(muscles[i].verticesclothes);
1266 muscles[i].verticesclothes=(int*)malloc(sizeof(int)*muscles[i].numverticesclothes);
1268 for(j=0;j<muscles[i].numverticesclothes-edit;j++){
1269 funpackf(tfile, "Bi", &muscles[i].verticesclothes[j+edit]);
1270 if(muscles[i].verticesclothes[j+edit]>=modelclothes.vertexNum){
1271 muscles[i].numverticesclothes--;
1276 lSize=1;//sizeof(bool);
1277 fseek ( tfile, lSize, SEEK_CUR);
1279 fseek ( tfile, lSize, SEEK_CUR);
1280 fseek ( tfile, lSize, SEEK_CUR);
1283 for(j=0;j<num_muscles;j++){
1284 for(i=0;i<muscles[j].numverticesclothes;i++){
1285 if(muscles[j].numverticesclothes&&muscles[j].verticesclothes[i]<modelclothes.vertexNum)modelclothes.owner[muscles[j].verticesclothes[i]]=j;
1289 for(i=0;i<num_joints;i++){
1290 joints[i].startpos=joints[i].position;
1292 for(i=0;i<num_muscles;i++){
1293 FindRotationMuscle(i,-1);
1295 for(i=0;i<modelclothes.vertexNum;i++){
1296 modelclothes.vertex[i]=modelclothes.vertex[i]-(muscles[modelclothes.owner[i]].parent1->position+muscles[modelclothes.owner[i]].parent2->position)/2;
1297 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
1300 glRotatef(muscles[modelclothes.owner[i]].rotate3,0,1,0);
1301 glRotatef(muscles[modelclothes.owner[i]].rotate2-90,0,0,1);
1302 glRotatef(muscles[modelclothes.owner[i]].rotate1-90,0,1,0);
1303 glTranslatef(modelclothes.vertex[i].x,modelclothes.vertex[i].y,modelclothes.vertex[i].z);
1304 glGetFloatv(GL_MODELVIEW_MATRIX,M);
1305 modelclothes.vertex[i].x=M[12];
1306 modelclothes.vertex[i].y=M[13];
1307 modelclothes.vertex[i].z=M[14];
1310 modelclothes.CalculateNormals(0);
1314 for(i=0;i<num_joints;i++){
1315 for(j=0;j<num_joints;j++){
1316 if(joints[i].label==j)jointlabels[j]=i;
1323 Animation::Animation()
1329 weapontargetnum = 0;
1341 Animation::~Animation()
1346 void Animation::deallocate()
1352 for(i = 0; i < joints; i++)
1353 dealloc2(position[i]);
1361 for(i = 0; i < joints; i++)
1370 for(i = 0; i < joints; i++)
1371 dealloc2(twist2[i]);
1379 for(i = 0; i < joints; i++)
1380 dealloc2(onground[i]);
1386 if(speed)dealloc2(speed);
1389 if(forward)dealloc2(forward);
1392 if(weapontarget)dealloc2(weapontarget);
1395 if(label)dealloc2(label);
1401 Skeleton::Skeleton()
1409 memset(forwardjoints, 0, sizeof(forwardjoints));
1414 memset(lowforwardjoints, 0, sizeof(lowforwardjoints));
1417 // XYZ specialforward[5];
1418 memset(jointlabels, 0, sizeof(jointlabels));
1422 // Model modelclothes;
1426 // Model drawmodellow;
1427 // Model drawmodelclothes;
1432 memset(skinText, 0, sizeof(skinText));
1449 Skeleton::~Skeleton()
1472 numverticesclothes = 0;
1481 rotate1 = 0,rotate2 = 0,rotate3 = 0;
1482 lastrotate1 = 0,lastrotate2 = 0,lastrotate3 = 0;
1483 oldrotate1 = 0,oldrotate2 = 0,oldrotate3 = 0;
1484 newrotate1 = 0,newrotate2 = 0,newrotate3 = 0;
1492 dealloc2(verticeslow);
1493 dealloc2(verticesclothes);
1496 Animation & Animation::operator = (const Animation & ani)
1500 bool allocate = true;
1502 allocate = ((ani.numframes != numframes) || (ani.joints != joints));
1504 if (allocate) deallocate();
1506 numframes = ani.numframes;
1507 height = ani.height;
1508 attack = ani.attack;
1509 joints = ani.joints;
1510 weapontargetnum = ani.weapontargetnum;
1512 if (allocate) position=(XYZ**)malloc(sizeof(XYZ*)*ani.joints);
1513 for(i = 0; i < ani.joints; i++)
1515 if (allocate) position[i] = (XYZ*)malloc(sizeof(XYZ)*ani.numframes);
1516 memcpy(position[i], ani.position[i], sizeof(XYZ)*ani.numframes);
1519 if (allocate) twist=(float**)malloc(sizeof(float*)*ani.joints);
1520 for(i = 0; i < ani.joints; i++)
1522 if (allocate) twist[i] = (float*)malloc(sizeof(float)*ani.numframes);
1523 memcpy(twist[i], ani.twist[i], sizeof(float)*ani.numframes);
1526 if (allocate) twist2=(float**)malloc(sizeof(float*)*ani.joints);
1527 for(i = 0; i < ani.joints; i++)
1529 if (allocate) twist2[i] = (float*)malloc(sizeof(float)*ani.numframes);
1530 memcpy(twist2[i], ani.twist2[i], sizeof(float)*ani.numframes);
1533 if (allocate) speed = (float*)malloc(sizeof(float)*ani.numframes);
1534 memcpy(speed, ani.speed, sizeof(float)*ani.numframes);
1536 if (allocate) onground=(bool**)malloc(sizeof(bool*)*ani.joints);
1537 for(i = 0; i < ani.joints; i++)
1539 if (allocate) onground[i] =(bool*)malloc(sizeof(bool)*ani.numframes);
1540 memcpy(onground[i], ani.onground[i], sizeof(bool)*ani.numframes);
1543 if (allocate) forward = (XYZ*)malloc(sizeof(XYZ)*ani.numframes);
1544 memcpy(forward, ani.forward, sizeof(XYZ)*ani.numframes);
1546 if (allocate) weapontarget = (XYZ*)malloc(sizeof(XYZ)*ani.numframes);
1547 memcpy(weapontarget, ani.weapontarget, sizeof(XYZ)*ani.numframes);
1549 if (allocate) label = (int*)malloc(sizeof(int)*ani.numframes);
1550 memcpy(label, ani.label, sizeof(int)*ani.numframes);