-
-Skeleton::Skeleton()
-{
- num_joints = 0;
-
- num_muscles = 0;
-
- selected = 0;
-
- memset(forwardjoints, 0, sizeof(forwardjoints));
- // XYZ forward;
-
- id = 0;
-
- memset(lowforwardjoints, 0, sizeof(lowforwardjoints));
- // XYZ lowforward;
-
- // XYZ specialforward[5];
- memset(jointlabels, 0, sizeof(jointlabels));
-
- // Model model[7];
- // Model modellow;
- // Model modelclothes;
- num_models = 0;
-
- // Model drawmodel;
- // Model drawmodellow;
- // Model drawmodelclothes;
-
- clothes = 0;
- spinny = 0;
-
- memset(skinText, 0, sizeof(skinText));
- skinsize = 0;
-
- checkdelay = 0;
-
- longdead = 0;
- broken = 0;
-
- free = 0;
- oldfree = 0;
- freetime = 0;
- freefall = 0;
-
- joints = 0;
- muscles = 0;
-}
-
-Skeleton::~Skeleton()
-{
- if (muscles) {
- delete [] muscles;
- }
- muscles = 0;
-
- if (joints) {
- delete [] joints;
- }
- joints = 0;
-}
-
-Muscle::Muscle()
-{
- vertices = 0;
- verticeslow = 0;
- verticesclothes = 0;
-
- numvertices = 0;
- numverticeslow = 0;
- numverticesclothes = 0;
- length = 0;
- targetlength = 0;
- parent1 = 0;
- parent2 = 0;
- maxlength = 0;
- minlength = 0;
- type = 0;
- visible = 0;
- rotate1 = 0, rotate2 = 0, rotate3 = 0;
- lastrotate1 = 0, lastrotate2 = 0, lastrotate3 = 0;
- oldrotate1 = 0, oldrotate2 = 0, oldrotate3 = 0;
- newrotate1 = 0, newrotate2 = 0, newrotate3 = 0;
-
- strength = 0;
-}
-
-Muscle::~Muscle()
-{
- dealloc2(vertices);
- dealloc2(verticeslow);
- dealloc2(verticesclothes);
-}
-
-#if 0
-
-// the following functions are not used anywhere
-
-/* EFFECT
- * sets forward, lowforward, specialforward[]
- *
- * USES:
- * NONE
- */
-void Skeleton::FindForwardsfirst()
-{
- //Find forward vectors
- CrossProduct(joints[forwardjoints[1]].position - joints[forwardjoints[0]].position, joints[forwardjoints[2]].position - joints[forwardjoints[0]].position, &forward);
- Normalise(&forward);
-
- CrossProduct(joints[lowforwardjoints[1]].position - joints[lowforwardjoints[0]].position, joints[lowforwardjoints[2]].position - joints[lowforwardjoints[0]].position, &lowforward);
- Normalise(&lowforward);
-
- //Special forwards
- specialforward[0] = forward;
- specialforward[1] = forward;
- specialforward[2] = forward;
- specialforward[3] = forward;
- specialforward[4] = forward;
-
-}
-
-/* EFFECT
- *
- * USES:
- * NONE
- */
-void Skeleton::Draw(int muscleview)
-{
- static float jointcolor[4];
-
- if (muscleview != 2) {
- jointcolor[0] = 0;
- jointcolor[1] = 0;
- jointcolor[2] = .5;
- jointcolor[3] = 1;
- }
-
- if (muscleview == 2) {
- jointcolor[0] = 0;
- jointcolor[1] = 0;
- jointcolor[2] = 0;
- jointcolor[3] = .5;
- }
- //Calc motionblur-ness
- for (int i = 0; i < num_joints; i++) {
- joints[i].oldposition = joints[i].position;
- joints[i].blurred = findDistance(&joints[i].position, &joints[i].oldposition) * 100;
- if (joints[i].blurred < 1)
- joints[i].blurred = 1;
- }
-
- //Do Motionblur
- glDepthMask(0);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBegin(GL_QUADS);
- for (int i = 0; i < num_joints; i++) {
- if (joints[i].hasparent) {
- glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].blurred);
- glVertex3f(joints[i].position.x, joints[i].position.y, joints[i].position.z);
- glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].parent->blurred);
- glVertex3f(joints[i].parent->position.x, joints[i].parent->position.y, joints[i].parent->position.z);
- glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].parent->blurred);
- glVertex3f(joints[i].parent->oldposition.x, joints[i].parent->oldposition.y, joints[i].parent->oldposition.z);
- glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].blurred);
- glVertex3f(joints[i].oldposition.x, joints[i].oldposition.y, joints[i].oldposition.z);
- }
- }
- for (int i = 0; i < num_muscles; i++) {
- if (muscles[i].type == boneconnect) {
- glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent2->blurred);
- glVertex3f(muscles[i].parent1->position.x, muscles[i].parent1->position.y, muscles[i].parent1->position.z);
- glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent2->blurred);
- glVertex3f(muscles[i].parent2->position.x, muscles[i].parent2->position.y, muscles[i].parent2->position.z);
- glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent2->blurred);
- glVertex3f(muscles[i].parent2->oldposition.x, muscles[i].parent2->oldposition.y, muscles[i].parent2->oldposition.z);
- glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent1->blurred);
- glVertex3f(muscles[i].parent1->oldposition.x, muscles[i].parent1->oldposition.y, muscles[i].parent1->oldposition.z);
- }
- }
- glEnd();
-
- glBegin(GL_LINES);
- for (int i = 0; i < num_joints; i++) {
- if (joints[i].hasparent) {
- glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].blurred);
- glVertex3f(joints[i].position.x, joints[i].position.y, joints[i].position.z);
- glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].parent->blurred);
- glVertex3f(joints[i].parent->position.x, joints[i].parent->position.y, joints[i].parent->position.z);
- }
- }
- for (int i = 0; i < num_muscles; i++) {
- if (muscles[i].type == boneconnect) {
- glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent1->blurred);
- glVertex3f(muscles[i].parent1->position.x, muscles[i].parent1->position.y, muscles[i].parent1->position.z);
- glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent2->blurred);
- glVertex3f(muscles[i].parent2->position.x, muscles[i].parent2->position.y, muscles[i].parent2->position.z);
- }
- }
- glColor3f(.6, .6, 0);
- if (muscleview == 1)
- for (int i = 0; i < num_muscles; i++) {
- if (muscles[i].type != boneconnect) {
- glVertex3f(muscles[i].parent1->position.x, muscles[i].parent1->position.y, muscles[i].parent1->position.z);
- glVertex3f(muscles[i].parent2->position.x, muscles[i].parent2->position.y, muscles[i].parent2->position.z);
- }
- }
- glEnd();
-
- if (muscleview != 2) {
- glPointSize(3);
- glBegin(GL_POINTS);
- for (int i = 0; i < num_joints; i++) {
- if (i != selected)
- glColor4f(0, 0, .5, 1);
- if (i == selected)
- glColor4f(1, 1, 0, 1);
- if (joints[i].locked && i != selected)
- glColor4f(1, 0, 0, 1);
- glVertex3f(joints[i].position.x, joints[i].position.y, joints[i].position.z);
- }
- glEnd();
- }
-
- //Set old position to current position
- if (muscleview == 2)
- for (int i = 0; i < num_joints; i++) {
- joints[i].oldposition = joints[i].position;
- }
- glDepthMask(1);
-}
-
-/* EFFECT
- *
- * USES:
- * NONE
- */
-void Skeleton::AddJoint(float x, float y, float z, int which)
-{
- if (num_joints < max_joints - 1) {
- joints[num_joints].velocity = 0;
- joints[num_joints].position.x = x;
- joints[num_joints].position.y = y;
- joints[num_joints].position.z = z;
- joints[num_joints].mass = 1;
- joints[num_joints].locked = 0;
-
- joints[num_joints].hasparent = 0;
- num_joints++;
- if (which < num_joints && which >= 0)
- AddMuscle(num_joints - 1, which, 0, 10, boneconnect);
- }
-}
-
-/* EFFECT
- *
- * USES:
- * NONE
- */
-void Skeleton::DeleteJoint(int whichjoint)
-{
- if (whichjoint < num_joints && whichjoint >= 0) {
- joints[whichjoint].velocity = joints[num_joints - 1].velocity;
- joints[whichjoint].position = joints[num_joints - 1].position;
- joints[whichjoint].oldposition = joints[num_joints - 1].oldposition;
- joints[whichjoint].hasparent = joints[num_joints - 1].hasparent;
- joints[whichjoint].parent = joints[num_joints - 1].parent;
- joints[whichjoint].length = joints[num_joints - 1].length;
- joints[whichjoint].locked = joints[num_joints - 1].locked;
- joints[whichjoint].modelnum = joints[num_joints - 1].modelnum;
- joints[whichjoint].visible = joints[num_joints - 1].visible;
-
- for (int i = 0; i < num_muscles; i++) {
- while (muscles[i].parent1 == &joints[whichjoint] && i < num_muscles)DeleteMuscle(i);
- while (muscles[i].parent2 == &joints[whichjoint] && i < num_muscles)DeleteMuscle(i);
- }
- for (int i = 0; i < num_muscles; i++) {
- while (muscles[i].parent1 == &joints[num_joints - 1] && i < num_muscles)muscles[i].parent1 = &joints[whichjoint];
- while (muscles[i].parent2 == &joints[num_joints - 1] && i < num_muscles)muscles[i].parent2 = &joints[whichjoint];
- }
- for (int i = 0; i < num_joints; i++) {
- if (joints[i].parent == &joints[whichjoint])
- joints[i].hasparent = 0;
- }
- for (int i = 0; i < num_joints; i++) {
- if (joints[i].parent == &joints[num_joints - 1])
- joints[i].parent = &joints[whichjoint];
- }
-
- num_joints--;
- }
-}
-
-/* EFFECT
- *
- * USES:
- * Skeleton::DeleteJoint - UNUSED
- */
-void Skeleton::DeleteMuscle(int whichmuscle)
-{
- if (whichmuscle < num_muscles) {
- muscles[whichmuscle].minlength = muscles[num_muscles - 1].minlength;
- muscles[whichmuscle].maxlength = muscles[num_muscles - 1].maxlength;
- muscles[whichmuscle].strength = muscles[num_muscles - 1].strength;
- muscles[whichmuscle].parent1 = muscles[num_muscles - 1].parent1;
- muscles[whichmuscle].parent2 = muscles[num_muscles - 1].parent2;
- muscles[whichmuscle].length = muscles[num_muscles - 1].length;
- muscles[whichmuscle].visible = muscles[num_muscles - 1].visible;
- muscles[whichmuscle].type = muscles[num_muscles - 1].type;
- muscles[whichmuscle].targetlength = muscles[num_muscles - 1].targetlength;
-
- num_muscles--;
- }
-}
-
-/* EFFECT
- *
- * USES:
- * NONE
- */
-void Skeleton::SetJoint(float x, float y, float z, int which, int whichjoint)
-{
- if (whichjoint < num_joints) {
- joints[whichjoint].velocity = 0;
- joints[whichjoint].position.x = x;
- joints[whichjoint].position.y = y;
- joints[whichjoint].position.z = z;
-
- if (which >= num_joints || which < 0)
- joints[whichjoint].hasparent = 0;
- if (which < num_joints && which >= 0) {
- joints[whichjoint].parent = &joints[which];
- joints[whichjoint].hasparent = 1;
- joints[whichjoint].length = findDistance(&joints[whichjoint].position, &joints[whichjoint].parent->position);
- }
- }
-}
-
-/* EFFECT
- *
- * USES:
- * Skeleton::AddJoint - UNUSED
- */
-void Skeleton::AddMuscle(int attach1, int attach2, float minlength, float maxlength, int type)
-{
- const int max_muscles = 100; // FIXME: Probably can be dropped
- if (num_muscles < max_muscles - 1 && attach1 < num_joints && attach1 >= 0 && attach2 < num_joints && attach2 >= 0 && attach1 != attach2) {
- muscles[num_muscles].parent1 = &joints[attach1];
- muscles[num_muscles].parent2 = &joints[attach2];
- muscles[num_muscles].length = findDistance(&muscles[num_muscles].parent1->position, &muscles[num_muscles].parent2->position);
- muscles[num_muscles].targetlength = findDistance(&muscles[num_muscles].parent1->position, &muscles[num_muscles].parent2->position);
- muscles[num_muscles].strength = .7;
- muscles[num_muscles].type = type;
- muscles[num_muscles].minlength = minlength;
- muscles[num_muscles].maxlength = maxlength;
-
- num_muscles++;
- }
-}
-
-/* EFFECT
- *
- * USES:
- * NONE
- */
-void Skeleton::MusclesSet()
-{
- for (int i = 0; i < num_muscles; i++) {
- muscles[i].length = findDistance(&muscles[i].parent1->position, &muscles[i].parent2->position);
- }
-}
-
-/* EFFECT
- *
- * USES:
- * NONE
- */
-void Skeleton::DoBalance()
-{
- /*XYZ newpoint;
- newpoint=joints[0].position;
- newpoint.x=(joints[2].position.x+joints[4].position.x)/2;
- newpoint.z=(joints[2].position.z+joints[4].position.z)/2;
- joints[0].velocity=joints[0].velocity+(newpoint-joints[0].position);
- //Move child point to within certain distance of parent point
- joints[0].position=newpoint;
-
- MusclesSet();*/
-}
-
-#endif
-