X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FAnimation%2FSkeleton.cpp;h=191f3cfa3e6a1f016f47a8fc910ce81186f01f11;hb=cf610b0dfbf15ffafaefcae72a44957095fd7740;hp=ee19b81f7edbf745f96c71c81caaa78822d4e504;hpb=1d589bc3024e30dd51e41b6041b57649190bef4d;p=lugaru.git diff --git a/Source/Animation/Skeleton.cpp b/Source/Animation/Skeleton.cpp index ee19b81..191f3cf 100644 --- a/Source/Animation/Skeleton.cpp +++ b/Source/Animation/Skeleton.cpp @@ -18,33 +18,44 @@ You should have received a copy of the GNU General Public License along with Lugaru. If not, see . */ -/**> 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) +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) { - free(param); + memset(forwardjoints, 0, sizeof(forwardjoints)); + memset(lowforwardjoints, 0, sizeof(lowforwardjoints)); + memset(jointlabels, 0, sizeof(jointlabels)); + memset(skinText, 0, sizeof(skinText)); } /* EFFECT @@ -96,12 +107,12 @@ void Skeleton::FindForwards() */ 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; @@ -119,10 +130,10 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) 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) { @@ -149,7 +160,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) 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) { @@ -197,14 +208,14 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) } } - 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; } @@ -213,13 +224,13 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) } } - 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; @@ -229,7 +240,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) 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; @@ -238,7 +249,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) 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.); } } @@ -257,12 +268,12 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) 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; @@ -313,17 +324,17 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) 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; @@ -332,12 +343,12 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) 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))); @@ -345,9 +356,9 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) 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; @@ -356,11 +367,11 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) 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; @@ -399,15 +410,15 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) 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); } @@ -416,7 +427,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) } } - for (i = 0; i < num_joints; i++) { + for (i = 0; i < joints.size(); i++) { switch (joints[i].label) { case head: groundlevel = .8; @@ -446,7 +457,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) } 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); } @@ -463,8 +474,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) */ 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)) || @@ -474,8 +484,9 @@ void Skeleton::DoGravity(float *scale) ((joints[i].label != leftelbow) && (joints[i].label != rightelbow)) || (forward.y < .3) ) - ) + ) { joints[i].velocity.y += gravity * multiplier / (*scale); + } } } @@ -600,11 +611,9 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfil 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; @@ -621,7 +630,7 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfil 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); @@ -631,10 +640,10 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfil 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); @@ -646,9 +655,9 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfil 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); @@ -675,57 +684,22 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfil // 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 (?) @@ -739,25 +713,23 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfil // ??? 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(); @@ -782,9 +754,8 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfil // 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) @@ -799,17 +770,12 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfil + 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) @@ -819,23 +785,7 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfil + 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); @@ -846,14 +796,15 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfil } 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(); @@ -877,10 +828,9 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfil 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) @@ -895,17 +845,12 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfil + 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) @@ -915,21 +860,7 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfil + 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); @@ -942,14 +873,15 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfil // ??? 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(); @@ -969,7 +901,7 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfil } 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; @@ -978,363 +910,3 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfil 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; -} - -#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] = 0; - jointcolor[3] = .5; - } else { - jointcolor[0] = 0; - jointcolor[1] = 0; - jointcolor[2] = .5; - jointcolor[3] = 1; - } - - //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 -