along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
-/**> HEADER FILES <**/
-#include "Game.h"
-#include "Animation/Skeleton.h"
-#include "openal_wrapper.h"
-#include "Animation/Animation.h"
-#include "Utils/Folders.h"
+#include "Animation/Skeleton.hpp"
+
+#include "Animation/Animation.hpp"
+#include "Audio/openal_wrapper.hpp"
+#include "Game.hpp"
+#include "Utils/Folders.hpp"
+#include "Tutorial.hpp"
extern float multiplier;
extern float gravity;
extern Terrain terrain;
-extern Objects objects;
extern int environment;
extern float camerashake;
extern bool freeze;
extern int detail;
-extern int tutoriallevel;
extern int whichjointstartarray[26];
extern int whichjointendarray[26];
-extern bool visibleloading;
-
-/* EFFECT
- */
-void dealloc2(void* param)
-{
- free(param);
-}
-
-enum {boneconnect, constraint, muscle};
-
-
-/* EFFECT
- * sets strength, length,
- * parent1->position, parent2->position,
- * parent1->velocity, parent2->velocity
- * used for ragdolls?
- *
- * USES:
- * Skeleton::DoConstraints
- */
-void Muscle::DoConstraint(bool spinny)
+Skeleton::Skeleton() :
+ selected(0),
+ id(0),
+ num_models(0),
+ clothes(false),
+ spinny(false),
+ skinsize(0),
+ checkdelay(0),
+ longdead(0),
+ broken(false),
+ free(0),
+ oldfree(0),
+ freetime(0),
+ freefall(false)
{
- // FIXME: relaxlength shouldn't be static, but may not always be set
- // so I don't want to change the existing behavior even though it's probably a bug
- static float relaxlength;
-
- float oldlength = length;
-
- if (type != boneconnect)
- relaxlength = findDistance(&parent1->position, &parent2->position);
-
- if (type == boneconnect)
- strength = 1;
- if (type == constraint)
- strength = 0;
-
- // clamp strength
- if (strength < 0)
- strength = 0;
- if (strength > 1)
- strength = 1;
-
- length -= (length - relaxlength) * (1 - strength) * multiplier * 10000;
- length -= (length - targetlength) * (strength) * multiplier * 10000;
- if (strength == 0)
- length = relaxlength;
-
- if ((relaxlength - length > 0 && relaxlength - oldlength < 0) || (relaxlength - length < 0 && relaxlength - oldlength > 0))
- length = relaxlength;
-
- // clamp length
- if (length < minlength)
- length = minlength;
- if (length > maxlength)
- length = maxlength;
-
- if (length == relaxlength)
- return;
-
- // relax muscle?
-
- //Find midpoint
- XYZ midp = (parent1->position * parent1->mass + parent2->position * parent2->mass) / (parent1->mass + parent2->mass);
-
- //Find vector from midpoint to second vector
- XYZ vel = parent2->position - midp;
-
- //Change to unit vector
- Normalise(&vel);
-
- //Apply velocity change
- XYZ newpoint1 = midp - vel * length * (parent2->mass / (parent1->mass + parent2->mass));
- XYZ newpoint2 = midp + vel * length * (parent1->mass / (parent1->mass + parent2->mass));
- if (!freeze && spinny) {
- parent1->velocity = parent1->velocity + (newpoint1 - parent1->position) / multiplier / 4;
- parent2->velocity = parent2->velocity + (newpoint2 - parent2->position) / multiplier / 4;
- } else {
- parent1->velocity = parent1->velocity + (newpoint1 - parent1->position);
- parent2->velocity = parent2->velocity + (newpoint2 - parent2->position);
- }
-
- //Move child point to within certain distance of parent point
- parent1->position = newpoint1;
- parent2->position = newpoint2;
+ memset(forwardjoints, 0, sizeof(forwardjoints));
+ memset(lowforwardjoints, 0, sizeof(lowforwardjoints));
+ memset(jointlabels, 0, sizeof(jointlabels));
+ memset(skinText, 0, sizeof(skinText));
}
/* EFFECT
*/
float Skeleton::DoConstraints(XYZ *coords, float *scale)
{
- float friction = 1.5;
const float elasticity = .3;
XYZ bounceness;
const int numrepeats = 3;
float groundlevel = .15;
- int i, j, k, m;
+ int k, m;
+ unsigned i;
XYZ temp;
XYZ terrainnormal;
int whichhit;
whichpatchz = coords->z / (terrain.size / subdivision * terrain.scale);
terrainlight = *coords;
- objects.SphereCheckPossible(&terrainlight, 1);
+ Object::SphereCheckPossible(&terrainlight, 1);
//Add velocity
- for (i = 0; i < num_joints; i++) {
+ for (i = 0; i < joints.size(); i++) {
joints[i].position = joints[i].position + joints[i].velocity * multiplier;
switch (joints[i].label) {
float tempmult = multiplier;
//multiplier/=numrepeats;
- for (j = 0; j < numrepeats; j++) {
+ for (int j = 0; j < numrepeats; j++) {
float r = .05;
// right leg constraints?
if (!joint(rightknee).locked && !joint(righthip).locked) {
}
}
- for (i = 0; i < num_joints; i++) {
+ for (i = 0; i < joints.size(); i++) {
if (joints[i].locked && !spinny && findLengthfast(&joints[i].velocity) > 320)
joints[i].locked = 0;
if (spinny && findLengthfast(&joints[i].velocity) > 600)
joints[i].locked = 0;
if (joints[i].delay > 0) {
bool freely = true;
- for (j = 0; j < num_joints; j++) {
+ for (unsigned j = 0; j < joints.size(); j++) {
if (joints[j].locked)
freely = false;
}
}
}
- if (num_muscles)
- for (i = 0; i < num_muscles; i++) {
- //Length constraints
- muscles[i].DoConstraint(spinny);
- }
+ for (i = 0; i < muscles.size(); i++) {
+ //Length constraints
+ muscles[i].DoConstraint(spinny);
+ }
- for (i = 0; i < num_joints; i++) {
+ float friction;
+ for (i = 0; i < joints.size(); i++) {
//Length constraints
//Ground constraint
groundlevel = 0;
if (joints[i].label == groin && !joints[i].locked && joints[i].delay <= 0) {
joints[i].locked = 1;
joints[i].delay = 1;
- if (tutoriallevel != 1 || id == 0) {
+ if (!Tutorial::active || id == 0) {
emit_sound_at(landsound1, joints[i].position * (*scale) + *coords, 128.);
}
breaking = true;
if (joints[i].label == head && !joints[i].locked && joints[i].delay <= 0) {
joints[i].locked = 1;
joints[i].delay = 1;
- if (tutoriallevel != 1 || id == 0) {
+ if (!Tutorial::active || id == 0) {
emit_sound_at(landsound2, joints[i].position * (*scale) + *coords, 128.);
}
}
else
joints[i].velocity = 0;
- if (tutoriallevel != 1 || id == 0)
+ if (!Tutorial::active || id == 0)
if (findLengthfast(&bounceness) > 8000 && breaking) {
// FIXME: this crashes because k is not initialized!
// to reproduce, type 'wolfie' in console and play a while
// I'll just comment it out for now
- //objects.model[k].MakeDecal(breakdecal, DoRotation(temp - objects.position[k], 0, -objects.yaw[k], 0), .4, .5, Random() % 360);
+ //Object::objects[k]->model.MakeDecal(breakdecal, DoRotation(temp - Object::objects[k]->position, 0, -Object::objects[k]->yaw, 0), .4, .5, Random() % 360);
Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, 1, 1, 1, 4, .2);
breaking = false;
camerashake += .6;
if (terrain.patchobjectnum[whichpatchx][whichpatchz])
for (m = 0; m < terrain.patchobjectnum[whichpatchx][whichpatchz]; m++) {
k = terrain.patchobjects[whichpatchx][whichpatchz][m];
- if (k < objects.numobjects && k >= 0)
- if (objects.possible[k]) {
- friction = objects.friction[k];
+ if (k < Object::objects.size() && k >= 0)
+ if (Object::objects[k]->possible) {
+ friction = Object::objects[k]->friction;
XYZ start = joints[i].realoldposition;
XYZ end = joints[i].position * (*scale) + *coords;
- whichhit = objects.model[k].LineCheckPossible(&start, &end, &temp, &objects.position[k], &objects.yaw[k]);
+ whichhit = Object::objects[k]->model.LineCheckPossible(&start, &end, &temp, &Object::objects[k]->position, &Object::objects[k]->yaw);
if (whichhit != -1) {
if (joints[i].label == groin && !joints[i].locked && joints[i].delay <= 0) {
joints[i].locked = 1;
joints[i].delay = 1;
- if (tutoriallevel != 1 || id == 0) {
+ if (!Tutorial::active || id == 0) {
emit_sound_at(landsound1, joints[i].position * (*scale) + *coords, 128.);
}
breaking = true;
if (joints[i].label == head && !joints[i].locked && joints[i].delay <= 0) {
joints[i].locked = 1;
joints[i].delay = 1;
- if (tutoriallevel != 1 || id == 0) {
+ if (!Tutorial::active || id == 0) {
emit_sound_at(landsound2, joints[i].position * (*scale) + *coords, 128.);
}
}
- terrainnormal = DoRotation(objects.model[k].facenormals[whichhit], 0, objects.yaw[k], 0) * -1;
+ terrainnormal = DoRotation(Object::objects[k]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * -1;
if (terrainnormal.y > .8)
freefall = 0;
bounceness = terrainnormal * findLength(&joints[i].velocity) * (abs(normaldotproduct(joints[i].velocity, terrainnormal)));
bounceness = 0;
joints[i].velocity = joints[i].oldvelocity;
}
- if (tutoriallevel != 1 || id == 0)
+ if (!Tutorial::active || id == 0)
if (findLengthfast(&bounceness) > 4000 && breaking) {
- objects.model[k].MakeDecal(breakdecal, DoRotation(temp - objects.position[k], 0, -objects.yaw[k], 0), .4, .5, Random() % 360);
+ Object::objects[k]->model.MakeDecal(breakdecal, DoRotation(temp - Object::objects[k]->position, 0, -Object::objects[k]->yaw, 0), .4, .5, Random() % 360);
Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, 1, 1, 1, 4, .2);
breaking = false;
camerashake += .6;
addEnvSound(*coords, 64);
}
- if (objects.type[k] == treetrunktype) {
- objects.rotx[k] += joints[i].velocity.x * multiplier * .4;
- objects.roty[k] += joints[i].velocity.z * multiplier * .4;
- objects.rotx[k + 1] += joints[i].velocity.x * multiplier * .4;
- objects.roty[k + 1] += joints[i].velocity.z * multiplier * .4;
+ if (Object::objects[k]->type == treetrunktype) {
+ Object::objects[k]->rotx += joints[i].velocity.x * multiplier * .4;
+ Object::objects[k]->roty += joints[i].velocity.z * multiplier * .4;
+ Object::objects[k + 1]->rotx += joints[i].velocity.x * multiplier * .4;
+ Object::objects[k + 1]->roty += joints[i].velocity.z * multiplier * .4;
}
if (!joints[i].locked)
damage += findLengthfast(&bounceness) / 2500;
if (terrain.patchobjectnum[whichpatchx][whichpatchz])
for (m = 0; m < terrain.patchobjectnum[whichpatchx][whichpatchz]; m++) {
k = terrain.patchobjects[whichpatchx][whichpatchz][m];
- if (objects.possible[k]) {
+ if (Object::objects[k]->possible) {
for (i = 0; i < 26; i++) {
//Make this less stupid
XYZ start = joints[jointlabels[whichjointstartarray[i]]].position * (*scale) + *coords;
XYZ end = joints[jointlabels[whichjointendarray[i]]].position * (*scale) + *coords;
- whichhit = objects.model[k].LineCheckSlidePossible(&start, &end, &temp, &objects.position[k], &objects.yaw[k]);
+ whichhit = Object::objects[k]->model.LineCheckSlidePossible(&start, &end, &temp, &Object::objects[k]->position, &Object::objects[k]->yaw);
if (whichhit != -1) {
joints[jointlabels[whichjointendarray[i]]].position = (end - *coords) / (*scale);
- for (j = 0; j < num_muscles; j++) {
+ for (unsigned j = 0; j < muscles.size(); j++) {
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]))
muscles[j].DoConstraint(spinny);
}
}
}
- for (i = 0; i < num_joints; i++) {
+ for (i = 0; i < joints.size(); i++) {
switch (joints[i].label) {
case head:
groundlevel = .8;
}
if (!free) {
- for (i = 0; i < num_muscles; i++) {
+ for (i = 0; i < muscles.size(); i++) {
if (muscles[i].type == boneconnect)
muscles[i].DoConstraint(0);
}
*/
void Skeleton::DoGravity(float *scale)
{
- static int i;
- for (i = 0; i < num_joints; i++) {
+ for (unsigned i = 0; i < joints.size(); i++) {
if (
(
((joints[i].label != leftknee) && (joints[i].label != rightknee)) ||
((joints[i].label != leftelbow) && (joints[i].label != rightelbow)) ||
(forward.y < .3)
)
- )
+ ) {
joints[i].velocity.y += gravity * multiplier / (*scale);
+ }
}
}
const std::string& modelclothesfilename, bool clothes)
{
GLfloat M[16];
- int parentID;
FILE *tfile;
float lSize;
- int i, j;
- int edit;
+ int j, num_joints, num_muscles;
LOGFUNC;
model[5].loadnotex(model6filename);
model[6].loadnotex(model7filename);
- for (i = 0; i < num_models; i++) {
+ for (int i = 0; i < num_models; i++) {
model[i].Rotate(180, 0, 0);
model[i].Scale(.04, .04, .04);
model[i].CalculateNormals(0);
drawmodel.Rotate(180, 0, 0);
drawmodel.Scale(.04, .04, .04);
drawmodel.FlipTexCoords();
- if (tutoriallevel == 1 && id != 0)
+ if ((Tutorial::active) && (id != 0)) {
drawmodel.UniformTexCoords();
- if (tutoriallevel == 1 && id != 0)
drawmodel.ScaleTexCoords(0.1);
+ }
drawmodel.CalculateNormals(0);
modellow.loadnotex(modellowfilename);
drawmodellow.Rotate(180, 0, 0);
drawmodellow.Scale(.04, .04, .04);
drawmodellow.FlipTexCoords();
- if (tutoriallevel == 1 && id != 0)
+ if (Tutorial::active && id != 0)
drawmodellow.UniformTexCoords();
- if (tutoriallevel == 1 && id != 0)
+ if (Tutorial::active && id != 0)
drawmodellow.ScaleTexCoords(0.1);
drawmodellow.CalculateNormals(0);
// read num_joints
funpackf(tfile, "Bi", &num_joints);
- // allocate memory
- if (joints)
- delete [] joints; //dealloc2(joints);
- joints = (Joint*)new Joint[num_joints];
+ joints.resize(num_joints);
// read info for each joint
- for (i = 0; i < num_joints; i++) {
- 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);
- funpackf(tfile, "Bb Bb", &joints[i].hasparent, &joints[i].locked);
- funpackf(tfile, "Bi", &joints[i].modelnum);
- funpackf(tfile, "Bb Bb", &joints[i].visible, &joints[i].sametwist);
- funpackf(tfile, "Bi Bi", &joints[i].label, &joints[i].hasgun);
- funpackf(tfile, "Bb", &joints[i].lower);
- funpackf(tfile, "Bi", &parentID);
- if (joints[i].hasparent)
- joints[i].parent = &joints[parentID];
- joints[i].velocity = 0;
- joints[i].oldposition = joints[i].position;
+ for (int i = 0; i < num_joints; i++) {
+ joints[i].load(tfile, joints);
}
// read num_muscles
funpackf(tfile, "Bi", &num_muscles);
// allocate memory
- if (muscles)
- delete [] muscles; //dealloc2(muscles);
- muscles = (Muscle*)new Muscle[num_muscles]; //malloc(sizeof(Muscle)*num_muscles);
+ muscles.resize(num_muscles);
// for each muscle...
- for (i = 0; i < num_muscles; i++) {
- // read info
- 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);
-
- // allocate memory for vertices
- muscles[i].vertices = (int*)malloc(sizeof(int) * muscles[i].numvertices);
-
- // read vertices
- edit = 0;
- for (j = 0; j < muscles[i].numvertices - edit; j++) {
- funpackf(tfile, "Bi", &muscles[i].vertices[j + edit]);
- if (muscles[i].vertices[j + edit] >= model[0].vertexNum) {
- muscles[i].numvertices--;
- edit--;
- }
- }
-
- // read more info
- funpackf(tfile, "Bb Bi", &muscles[i].visible, &parentID);
- muscles[i].parent1 = &joints[parentID];
- funpackf(tfile, "Bi", &parentID);
- muscles[i].parent2 = &joints[parentID];
+ for (int i = 0; i < num_muscles; i++) {
+ muscles[i].load(tfile, model[0].vertexNum, joints);
}
// read forwardjoints (?)
// ???
for (j = 0; j < num_muscles; j++) {
- for (i = 0; i < muscles[j].numvertices; i++) {
+ for (unsigned i = 0; i < muscles[j].vertices.size(); i++) {
for (int k = 0; k < num_models; k++) {
- if (muscles[j].numvertices && muscles[j].vertices[i] < model[k].vertexNum)
+ if (muscles[j].vertices[i] < model[k].vertexNum) {
model[k].owner[muscles[j].vertices[i]] = j;
+ }
}
}
}
// calculate some stuff
FindForwards();
- for (i = 0; i < num_joints; i++) {
- joints[i].startpos = joints[i].position;
- }
- for (i = 0; i < num_muscles; i++) {
+ for (int i = 0; i < num_muscles; i++) {
FindRotationMuscle(i, -1);
}
// this seems to use opengl purely for matrix calculations
for (int k = 0; k < num_models; k++) {
- for (i = 0; i < model[k].vertexNum; i++) {
+ for (int i = 0; i < model[k].vertexNum; i++) {
model[k].vertex[i] = model[k].vertex[i] - (muscles[model[k].owner[i]].parent1->position + muscles[model[k].owner[i]].parent2->position) / 2;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
// skip joints section
- lSize = sizeof(num_joints);
- fseek(tfile, lSize, SEEK_CUR);
- for (i = 0; i < num_joints; i++) {
+ fseek(tfile, sizeof(num_joints), SEEK_CUR);
+ for (int i = 0; i < num_joints; i++) {
// skip joint info
lSize = sizeof(XYZ)
+ sizeof(float)
+ 1 //sizeof(bool)
+ sizeof(int);
fseek(tfile, lSize, SEEK_CUR);
-
- if (joints[i].hasparent)
- joints[i].parent = &joints[parentID];
- joints[i].velocity = 0;
- joints[i].oldposition = joints[i].position;
}
- // read num_muscles
- funpackf(tfile, "Bi", &num_muscles);
+ // skip num_muscles
+ fseek(tfile, sizeof(num_muscles), SEEK_CUR);
- for (i = 0; i < num_muscles; i++) {
+ for (int i = 0; i < num_muscles; i++) {
// skip muscle info
lSize = sizeof(float)
+ sizeof(float)
+ sizeof(int);
fseek(tfile, lSize, SEEK_CUR);
- // read numverticeslow
- funpackf(tfile, "Bi", &muscles[i].numverticeslow);
-
- if (muscles[i].numverticeslow) {
- // allocate memory
- muscles[i].verticeslow = (int*)malloc(sizeof(int) * muscles[i].numverticeslow);
-
- // read verticeslow
- edit = 0;
- for (j = 0; j < muscles[i].numverticeslow - edit; j++) {
- funpackf(tfile, "Bi", &muscles[i].verticeslow[j + edit]);
- if (muscles[i].verticeslow[j + edit] >= modellow.vertexNum) {
- muscles[i].numverticeslow--;
- edit--;
- }
- }
- }
+ muscles[i].loadVerticesLow(tfile, modellow.vertexNum);
// skip more stuff
lSize = 1; //sizeof(bool);
}
for (j = 0; j < num_muscles; j++) {
- for (i = 0; i < muscles[j].numverticeslow; i++) {
- if (muscles[j].verticeslow[i] < modellow.vertexNum)
+ for (unsigned i = 0; i < muscles[j].verticeslow.size(); i++) {
+ if (muscles[j].verticeslow[i] < modellow.vertexNum) {
modellow.owner[muscles[j].verticeslow[i]] = j;
+ }
}
}
// use opengl for its matrix math
- for (i = 0; i < modellow.vertexNum; i++) {
+ for (int i = 0; i < modellow.vertexNum; i++) {
modellow.vertex[i] = modellow.vertex[i] - (muscles[modellow.owner[i]].parent1->position + muscles[modellow.owner[i]].parent2->position) / 2;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
tfile = Folders::openMandatoryFile( Folders::getResourcePath(clothesfilename), "rb" );
// skip num_joints
- lSize = sizeof(num_joints);
- fseek ( tfile, lSize, SEEK_CUR);
+ fseek(tfile, sizeof(num_joints), SEEK_CUR);
- for (i = 0; i < num_joints; i++) {
+ for (int i = 0; i < num_joints; i++) {
// skip joint info
lSize = sizeof(XYZ)
+ sizeof(float)
+ 1 //sizeof(bool)
+ sizeof(int);
fseek(tfile, lSize, SEEK_CUR);
-
- if (joints[i].hasparent)
- joints[i].parent = &joints[parentID];
- joints[i].velocity = 0;
- joints[i].oldposition = joints[i].position;
}
- // read num_muscles
- funpackf(tfile, "Bi", &num_muscles);
+ // skip num_muscles
+ fseek(tfile, sizeof(num_muscles), SEEK_CUR);
- for (i = 0; i < num_muscles; i++) {
+ for (int i = 0; i < num_muscles; i++) {
// skip muscle info
lSize = sizeof(float)
+ sizeof(float)
+ sizeof(int);
fseek(tfile, lSize, SEEK_CUR);
- // read numverticesclothes
- funpackf(tfile, "Bi", &muscles[i].numverticesclothes);
-
- // read verticesclothes
- if (muscles[i].numverticesclothes) {
- muscles[i].verticesclothes = (int*)malloc(sizeof(int) * muscles[i].numverticesclothes);
- edit = 0;
- for (j = 0; j < muscles[i].numverticesclothes - edit; j++) {
- funpackf(tfile, "Bi", &muscles[i].verticesclothes[j + edit]);
- if (muscles[i].verticesclothes[j + edit] >= modelclothes.vertexNum) {
- muscles[i].numverticesclothes--;
- edit--;
- }
- }
- }
+ muscles[i].loadVerticesClothes(tfile, modelclothes.vertexNum);
// skip more stuff
lSize = 1; //sizeof(bool);
// ???
lSize = sizeof(int);
for (j = 0; j < num_muscles; j++) {
- for (i = 0; i < muscles[j].numverticesclothes; i++) {
- if (muscles[j].numverticesclothes && muscles[j].verticesclothes[i] < modelclothes.vertexNum)
+ for (unsigned i = 0; i < muscles[j].verticesclothes.size(); i++) {
+ if (muscles[j].verticesclothes.size() && muscles[j].verticesclothes[i] < modelclothes.vertexNum) {
modelclothes.owner[muscles[j].verticesclothes[i]] = j;
+ }
}
}
// use opengl for its matrix math
- for (i = 0; i < modelclothes.vertexNum; i++) {
+ for (int i = 0; i < modelclothes.vertexNum; i++) {
modelclothes.vertex[i] = modelclothes.vertex[i] - (muscles[modelclothes.owner[i]].parent1->position + muscles[modelclothes.owner[i]].parent2->position) / 2;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
}
fclose(tfile);
- for (i = 0; i < num_joints; i++) {
+ for (int i = 0; i < num_joints; i++) {
for (j = 0; j < num_joints; j++) {
if (joints[i].label == j)
jointlabels[j] = i;
free = 0;
}
-
-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
-