extern int whichjointstartarray[26];
extern int whichjointendarray[26];
-extern bool visibleloading;
-
Skeleton::Skeleton() :
selected(0),
id(0),
*/
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 k, m;
+ int m;
unsigned i;
XYZ temp;
XYZ terrainnormal;
muscles[i].DoConstraint(spinny);
}
+ float friction;
for (i = 0; i < joints.size(); i++) {
//Length constraints
//Ground constraint
}
if (terrain.patchobjectnum[whichpatchx][whichpatchz])
for (m = 0; m < terrain.patchobjectnum[whichpatchx][whichpatchz]; m++) {
- k = terrain.patchobjects[whichpatchx][whichpatchz][m];
- if (k < Object::objects.size() && k >= 0)
+ unsigned int k = terrain.patchobjects[whichpatchx][whichpatchz][m];
+ if (k < Object::objects.size()) {
if (Object::objects[k]->possible) {
friction = Object::objects[k]->friction;
XYZ start = joints[i].realoldposition;
}
}
- terrainnormal = DoRotation(Object::objects[k]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * -1;
+ terrainnormal = DoRotation(Object::objects[k]->model.Triangles[whichhit].facenormal, 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)));
broken = 1;
}
}
+ }
}
joints[i].realoldposition = joints[i].position * (*scale) + *coords;
}
if (terrain.patchobjectnum[whichpatchx][whichpatchz])
for (m = 0; m < terrain.patchobjectnum[whichpatchx][whichpatchz]; m++) {
- k = terrain.patchobjects[whichpatchx][whichpatchz][m];
+ unsigned int k = terrain.patchobjects[whichpatchx][whichpatchz][m];
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 = Object::objects[k]->model.LineCheckSlidePossible(&start, &end, &temp, &Object::objects[k]->position, &Object::objects[k]->yaw);
+ whichhit = Object::objects[k]->model.LineCheckSlidePossible(&start, &end, &Object::objects[k]->position, &Object::objects[k]->yaw);
if (whichhit != -1) {
joints[jointlabels[whichjointendarray[i]]].position = (end - *coords) / (*scale);
for (unsigned j = 0; j < muscles.size(); j++) {
model[i].CalculateNormals(0);
}
- drawmodel.load(modelfilename, 0);
+ drawmodel.load(modelfilename);
drawmodel.Rotate(180, 0, 0);
drawmodel.Scale(.04, .04, .04);
drawmodel.FlipTexCoords();
modellow.Scale(.04, .04, .04);
modellow.CalculateNormals(0);
- drawmodellow.load(modellowfilename, 0);
+ drawmodellow.load(modellowfilename);
drawmodellow.Rotate(180, 0, 0);
drawmodellow.Scale(.04, .04, .04);
drawmodellow.FlipTexCoords();
modelclothes.Scale(.041, .04, .041);
modelclothes.CalculateNormals(0);
- drawmodelclothes.load(modelclothesfilename, 0);
+ drawmodelclothes.load(modelclothesfilename);
drawmodelclothes.Rotate(180, 0, 0);
drawmodelclothes.Scale(.04, .04, .04);
drawmodelclothes.FlipTexCoords();