X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FAnimation%2FSkeleton.cpp;h=31f98860c8528fc05f82caad26144bda85a3e9e3;hb=7d2f9d40d94d14a61ecdaaa2c41f964029815bc2;hp=3f5e65c5a88d6beb58680a17c21bda19f4cffca9;hpb=ed3662c0852c4312a612b4fc35bd03aba8d13db7;p=lugaru.git diff --git a/Source/Animation/Skeleton.cpp b/Source/Animation/Skeleton.cpp index 3f5e65c..31f9886 100644 --- a/Source/Animation/Skeleton.cpp +++ b/Source/Animation/Skeleton.cpp @@ -28,7 +28,6 @@ along with Lugaru. If not, see . extern float multiplier; extern float gravity; extern Terrain terrain; -extern Objects objects; extern int environment; extern float camerashake; extern bool freeze; @@ -115,7 +114,8 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) 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; @@ -133,7 +133,7 @@ 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 < joints.size(); i++) { @@ -163,7 +163,7 @@ 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) { @@ -218,7 +218,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) joints[i].locked = 0; if (joints[i].delay > 0) { bool freely = true; - for (j = 0; j < joints.size(); j++) { + for (unsigned j = 0; j < joints.size(); j++) { if (joints[j].locked) freely = false; } @@ -275,7 +275,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) // 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; @@ -326,12 +326,12 @@ 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; @@ -350,7 +350,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) } } - 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))); @@ -360,7 +360,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) } if (tutoriallevel != 1 || 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; @@ -369,11 +369,11 @@ 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; @@ -412,15 +412,15 @@ 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 < muscles.size(); 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); } @@ -476,8 +476,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) */ void Skeleton::DoGravity(float *scale) { - static int i; - for (i = 0; i < joints.size(); i++) { + for (unsigned i = 0; i < joints.size(); i++) { if ( ( ((joints[i].label != leftknee) && (joints[i].label != rightknee)) || @@ -487,8 +486,9 @@ void Skeleton::DoGravity(float *scale) ((joints[i].label != leftelbow) && (joints[i].label != rightelbow)) || (forward.y < .3) ) - ) + ) { joints[i].velocity.y += gravity * multiplier / (*scale); + } } } @@ -615,7 +615,7 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfil GLfloat M[16]; FILE *tfile; float lSize; - int i, j, num_joints, num_muscles; + int j, num_joints, num_muscles; LOGFUNC; @@ -632,7 +632,7 @@ 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); @@ -689,7 +689,7 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfil joints.resize(num_joints); // read info for each joint - for (i = 0; i < num_joints; i++) { + for (int i = 0; i < num_joints; i++) { joints[i].load(tfile, joints); } @@ -700,7 +700,7 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfil muscles.resize(num_muscles); // for each muscle... - for (i = 0; i < num_muscles; i++) { + for (int i = 0; i < num_muscles; i++) { muscles[i].load(tfile, model[0].vertexNum, joints); } @@ -715,22 +715,23 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfil // ??? for (j = 0; j < num_muscles; j++) { - for (i = 0; i < muscles[j].vertices.size(); i++) { + for (unsigned i = 0; i < muscles[j].vertices.size(); i++) { for (int k = 0; k < num_models; k++) { - if (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_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(); @@ -756,7 +757,7 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfil // skip joints section 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) @@ -776,7 +777,7 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfil // 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) @@ -797,14 +798,15 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfil } for (j = 0; j < num_muscles; j++) { - for (i = 0; i < muscles[j].verticeslow.size(); 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(); @@ -830,7 +832,7 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfil // skip num_joints 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) @@ -850,7 +852,7 @@ void Skeleton::Load(const std::string& filename, const std::string& lowfil // 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) @@ -873,14 +875,15 @@ 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].verticesclothes.size(); i++) { - if (muscles[j].verticesclothes.size() && 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(); @@ -900,7 +903,7 @@ 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;