X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FPerson.cpp;h=a4dcb496e8735e42f50df61eea64954beb9a21df;hb=1eec4500c708d0619abf36759454f59fa175cacf;hp=c8f74aedee7add6898ce6e62fa4cd8ed76a46a82;hpb=2225f1c55686551fb616447f9f7ad25fb412a968;p=lugaru.git diff --git a/Source/Person.cpp b/Source/Person.cpp index c8f74ae..a4dcb49 100644 --- a/Source/Person.cpp +++ b/Source/Person.cpp @@ -2009,10 +2009,10 @@ void Person::DoAnimations() victim->weaponids[0] = victim->weaponids[victim->num_weapons]; } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * 6; - victim->skeleton.joints[victim->skeleton.jointlabels[neck]].velocity += relative * 6; - victim->skeleton.joints[victim->skeleton.jointlabels[rightshoulder]].velocity += relative * 6; - victim->skeleton.joints[victim->skeleton.jointlabels[leftshoulder]].velocity += relative * 6; + victim->jointVel(abdomen) += relative * 6; + victim->jointVel(neck) += relative * 6; + victim->jointVel(rightshoulder) += relative * 6; + victim->jointVel(leftshoulder) += relative * 6; } weapons[i].owner = id; if (num_weapons > 0) { @@ -2152,7 +2152,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 200; + victim->jointVel(head) += relative * damagemult * 200; //FootLand(1,2); victim->Puff(head); victim->DoDamage(damagemult * 100 / victim->protectionhead); @@ -2188,7 +2188,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 20; } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 100; + victim->jointVel(head) += relative * damagemult * 100; //FootLand(1,2); victim->Puff(head); victim->DoDamage(damagemult * 50 / victim->protectionhead); @@ -2219,7 +2219,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 200; + victim->jointVel(head) += relative * damagemult * 200; //FootLand(1,2); victim->Puff(head); victim->DoDamage(damagemult * 150 / victim->protectionhead); @@ -2255,7 +2255,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 200; + victim->jointVel(head) += relative * damagemult * 200; //FootLand(1,2); victim->Puff(head); victim->DoDamage(damagemult * 150 / victim->protectionhead); @@ -2285,7 +2285,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 30; } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 100; + victim->jointVel(head) += relative * damagemult * 100; //FootLand(1,2); victim->Puff(head); victim->DoDamage(damagemult * 50 / victim->protectionhead); @@ -2322,7 +2322,7 @@ void Person::DoAnimations() victim->skeleton.joints[i].realoldposition.y += relative.y * .3; } victim->Puff(abdomen); - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity.y = relative.y * 400; + victim->jointVel(abdomen).y = relative.y * 400; } } @@ -2347,7 +2347,7 @@ void Person::DoAnimations() slomodelay = .2; } victim->DoDamage(damagemult * 500 / victim->protectionhigh); - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 300; + victim->jointVel(abdomen) += relative * damagemult * 300; } } @@ -2383,7 +2383,7 @@ void Person::DoAnimations() victim->Puff(abdomen); victim->DoDamage(damagemult * 20 / victim->protectionhigh); - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200; + victim->jointVel(abdomen) += relative * damagemult * 200; staggerdelay = .5; if (!victim->dead) staggerdelay = 1.2; @@ -2571,7 +2571,7 @@ void Person::DoAnimations() victim->bled = 0; } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 20; + victim->jointVel(abdomen) += relative * damagemult * 20; } } } @@ -2602,7 +2602,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity = relative * 30; } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 150; + victim->jointVel(head) += relative * damagemult * 150; victim->frameTarget = 0; victim->animTarget = staggerbackhardanim; @@ -2649,7 +2649,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity = relative * 5; } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 400; + victim->jointVel(abdomen) += relative * damagemult * 400; victim->frameTarget = 0; victim->animTarget = staggerbackhardanim; @@ -2701,7 +2701,7 @@ void Person::DoAnimations() escapednum = 0; XYZ aim; weapons[weaponids[0]].owner = -1; - aim = victim->coords + DoRotation(victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position, 0, victim->yaw, 0) * victim->scale + victim->velocity * findDistance(&victim->coords, &coords) / 50 - (coords + DoRotation(jointPos(righthand), 0, yaw, 0) * scale); + aim = victim->coords + DoRotation(victim->jointPos(abdomen), 0, victim->yaw, 0) * victim->scale + victim->velocity * findDistance(&victim->coords, &coords) / 50 - (coords + DoRotation(jointPos(righthand), 0, yaw, 0) * scale); Normalise(&aim); /*if(victim->animTarget==jumpupanim||victim->animTarget==jumpdownanim){ aim=DoRotation(aim,(float)abs(Random()%15)-7,(float)abs(Random()%15)-7,0); @@ -2732,7 +2732,7 @@ void Person::DoAnimations() if (tutoriallevel != 1) { emit_sound_at(knifeslicesound, victim->coords); } - //victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*200; + //victim->jointVel(abdomen)+=relative*damagemult*200; if (animation[victim->animTarget].attack && (victim->aitype != playercontrolled || victim->animTarget == knifeslashstartanim) && (victim->creature == rabbittype || victim->deathbleeding <= 0)) { if (victim->id != 0 || difficulty == 2) { victim->frameTarget = 0; @@ -2755,10 +2755,10 @@ void Person::DoAnimations() XYZ footvel, footpoint; footvel = 0; if (skeleton.free) { - footpoint = (victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position + victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position) / 2 * victim->scale + victim->coords; + footpoint = (victim->jointPos(abdomen) + victim->jointPos(neck)) / 2 * victim->scale + victim->coords; } if (!skeleton.free) { - footpoint = DoRotation((victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position + victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; + footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; } if (tutoriallevel != 1) { if (bloodtoggle) @@ -2789,7 +2789,7 @@ void Person::DoAnimations() victim->deathbleeding = 1; emit_sound_at(swordslicesound, victim->coords); } - //victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*200; + //victim->jointVel(abdomen)+=relative*damagemult*200; if (tutoriallevel != 1) { victim->frameTarget = 0; victim->animTarget = staggerbackhardanim; @@ -2811,10 +2811,10 @@ void Person::DoAnimations() XYZ footvel, footpoint; footvel = 0; if (skeleton.free) { - footpoint = (victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position + victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position) / 2 * victim->scale + victim->coords; + footpoint = (victim->jointPos(abdomen) + victim->jointPos(neck)) / 2 * victim->scale + victim->coords; } if (!skeleton.free) { - footpoint = DoRotation((victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position + victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; + footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; } if (bloodtoggle) Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); @@ -2895,8 +2895,8 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 60; } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 230; - victim->skeleton.joints[victim->skeleton.jointlabels[neck]].velocity += relative * damagemult * 230; + victim->jointVel(head) += relative * damagemult * 230; + victim->jointVel(neck) += relative * damagemult * 230; //FootLand(1,2); victim->Puff(head); if (tutoriallevel != 1) { @@ -2928,8 +2928,8 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 220; - victim->skeleton.joints[victim->skeleton.jointlabels[neck]].velocity += relative * damagemult * 220; + victim->jointVel(head) += relative * damagemult * 220; + victim->jointVel(neck) += relative * damagemult * 220; //FootLand(1,2); victim->Puff(head); if (tutoriallevel != 1) { @@ -2977,14 +2977,14 @@ void Person::DoAnimations() victim->skeleton.joints[i].velocity = relative * damagemult * 40; } //FootLand(1,2); - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 40; + victim->jointVel(abdomen) += relative * damagemult * 40; } if (victim->dead) { for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity = relative * damagemult * abs(Random() % 20); } //FootLand(1,2); - //victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*20; + //victim->jointVel(abdomen)+=relative*damagemult*20; } victim->Puff(abdomen); if (tutoriallevel != 1) { @@ -3018,7 +3018,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 200; + victim->jointVel(head) += relative * damagemult * 200; if (tutoriallevel != 1) { emit_sound_at(heavyimpactsound, victim->coords, 128.); } @@ -3037,7 +3037,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 10; } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200; + victim->jointVel(abdomen) += relative * damagemult * 200; victim->frameTarget = 0; victim->animTarget = staggerbackhighanim; victim->targetyaw = targetyaw + 180; @@ -3096,7 +3096,7 @@ void Person::DoAnimations() if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle) victim->skeleton.joints[i].velocity += relative * damagemult * 80; } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200; + victim->jointVel(abdomen) += relative * damagemult * 200; victim->frameTarget = 0; victim->animTarget = staggerbackhighanim; victim->targetyaw = targetyaw + 180; @@ -3139,7 +3139,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200; + victim->jointVel(abdomen) += relative * damagemult * 200; //FootLand(1,2); victim->Puff(abdomen); victim->DoDamage(damagemult * 150 / victim->protectionhigh); @@ -3185,7 +3185,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 30; } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200; + victim->jointVel(abdomen) += relative * damagemult * 200; //FootLand(1,2); victim->Puff(head); victim->DoDamage(damagemult * 70 / victim->protectionhigh); @@ -3216,7 +3216,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 30; } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200; + victim->jointVel(abdomen) += relative * damagemult * 200; //FootLand(1,2); victim->Puff(head); victim->DoDamage(damagemult * 70 / victim->protectionhigh); @@ -3234,14 +3234,14 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 70; } - victim->skeleton.joints[victim->skeleton.jointlabels[lefthand]].velocity *= .1; - victim->skeleton.joints[victim->skeleton.jointlabels[leftwrist]].velocity *= .2; - victim->skeleton.joints[victim->skeleton.jointlabels[leftelbow]].velocity *= .5; - victim->skeleton.joints[victim->skeleton.jointlabels[leftshoulder]].velocity *= .7; - victim->skeleton.joints[victim->skeleton.jointlabels[righthand]].velocity *= .1; - victim->skeleton.joints[victim->skeleton.jointlabels[rightwrist]].velocity *= .2; - victim->skeleton.joints[victim->skeleton.jointlabels[rightelbow]].velocity *= .5; - victim->skeleton.joints[victim->skeleton.jointlabels[rightshoulder]].velocity *= .7; + victim->jointVel(lefthand) *= .1; + victim->jointVel(leftwrist) *= .2; + victim->jointVel(leftelbow) *= .5; + victim->jointVel(leftshoulder) *= .7; + victim->jointVel(righthand) *= .1; + victim->jointVel(rightwrist) *= .2; + victim->jointVel(rightelbow) *= .5; + victim->jointVel(rightshoulder) *= .7; victim->Puff(abdomen); victim->DoDamage(damagemult * 90 / victim->protectionhigh); @@ -3286,14 +3286,14 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 70; } - victim->skeleton.joints[victim->skeleton.jointlabels[lefthand]].velocity *= .1 - 1; - victim->skeleton.joints[victim->skeleton.jointlabels[leftwrist]].velocity *= .2 - 1; - victim->skeleton.joints[victim->skeleton.jointlabels[leftelbow]].velocity *= .5 - 1; - victim->skeleton.joints[victim->skeleton.jointlabels[leftshoulder]].velocity *= .7 - 1; - victim->skeleton.joints[victim->skeleton.jointlabels[righthand]].velocity *= .1 - 1; - victim->skeleton.joints[victim->skeleton.jointlabels[rightwrist]].velocity *= .2 - 1; - victim->skeleton.joints[victim->skeleton.jointlabels[rightelbow]].velocity *= .5 - 1; - victim->skeleton.joints[victim->skeleton.jointlabels[rightshoulder]].velocity *= .7 - 1; + victim->jointVel(lefthand) *= .1 - 1; + victim->jointVel(leftwrist) *= .2 - 1; + victim->jointVel(leftelbow) *= .5 - 1; + victim->jointVel(leftshoulder) *= .7 - 1; + victim->jointVel(righthand) *= .1 - 1; + victim->jointVel(rightwrist) *= .2 - 1; + victim->jointVel(rightelbow) *= .5 - 1; + victim->jointVel(rightshoulder) *= .7 - 1; award_bonus(id, swordreversebonus); } @@ -3318,7 +3318,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } - victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200; + victim->jointVel(abdomen) += relative * damagemult * 200; //FootLand(1,2); victim->Puff(abdomen); victim->DoDamage(damagemult * 30 / victim->protectionhigh); @@ -3550,7 +3550,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 20; } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 200; + victim->jointVel(head) += relative * damagemult * 200; if (victim->damage < victim->damagetolerance - 100) victim->velocity = relative * 200; victim->DoDamage(damagemult * 100 / victim->protectionhead); @@ -3571,7 +3571,7 @@ void Person::DoAnimations() for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 20; } - victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 200; + victim->jointVel(head) += relative * damagemult * 200; } if (hasvictim && (animTarget == spinkickreversalanim || animTarget == sweepreversalanim || animTarget == rabbitkickreversalanim || animTarget == upunchreversalanim || animTarget == jumpreversalanim || animTarget == swordslashreversalanim || animTarget == knifeslashreversalanim || animTarget == rabbittacklereversal || animTarget == wolftacklereversal || animTarget == staffhitreversalanim || animTarget == staffspinhitreversalanim)) @@ -5872,6 +5872,47 @@ void Person::DoStuff() } } + +/* EFFECT + * inverse kinematics helper function + */ +void IKHelper(Person *p, float interp){ + XYZ point, newpoint, change, change2; + float heightleft, heightright; + + // TODO: implement localToWorld and worldToLocal + // but keep in mind it won't be the same math if player is ragdolled or something + // - localToWorldStanding / worldToLocalStanding (or crouching or...?) + // then comb through code for places where to use it + + // point = localToWorld(jointPos(leftfoot)) + point = DoRotation(p->jointPos(leftfoot), 0, p->yaw, 0) * p->scale + p->coords; + // adjust height of foot + heightleft = terrain.getHeight(point.x, point.z) + .04; + point.y = heightleft; + change = p->jointPos(leftankle) - p->jointPos(leftfoot); + change2 = p->jointPos(leftknee) - p->jointPos(leftfoot); + // jointPos(leftfoot) = interpolate(worldToLocal(point), jointPos(leftfoot), interp) + p->jointPos(leftfoot) = DoRotation((point - p->coords) / p->scale, 0, -p->yaw, 0) * interp + p->jointPos(leftfoot) * (1 - interp); + // move ankle along with foot + p->jointPos(leftankle) = p->jointPos(leftfoot) + change; + // average knee pos between old and new pos + p->jointPos(leftknee) = (p->jointPos(leftfoot) + change2) / 2 + (p->jointPos(leftknee)) / 2; + + // do same as above for right leg + point = DoRotation(p->jointPos(rightfoot), 0, p->yaw, 0) * p->scale + p->coords; + heightright = terrain.getHeight(point.x, point.z) + .04; + point.y = heightright; + change = p->jointPos(rightankle) - p->jointPos(rightfoot); + change2 = p->jointPos(rightknee) - p->jointPos(rightfoot); + p->jointPos(rightfoot) = DoRotation((point - p->coords) / p->scale, 0, -p->yaw, 0) * interp + p->jointPos(rightfoot) * (1 - interp); + p->jointPos(rightankle) = p->jointPos(rightfoot) + change; + p->jointPos(rightknee) = (p->jointPos(rightfoot) + change2) / 2 + (p->jointPos(rightknee)) / 2; + + // fix up skeleton now that we've moved body parts? + p->skeleton.DoConstraints(&p->coords, &p->scale); +} + /* EFFECT * MONSTER * TODO: ??? @@ -5936,134 +5977,31 @@ int Person::DrawSkeleton() static int start, endthing; if ((dead != 2 || skeleton.free != 2) && updatedelay <= 0) { if (!isSleeping() && !isSitting()) { - if (onterrain && ((isIdle() || isCrouch() || isLanding() || isLandhard() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim) && (wasIdle() || wasCrouch() || wasLanding() || wasLandhard() || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim)) && !skeleton.free) { - XYZ point, newpoint, change, change2; - point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords; - heightleft = terrain.getHeight(point.x, point.z) + .04; - point.y = heightleft; - change = jointPos(leftankle) - jointPos(leftfoot); - change2 = jointPos(leftknee) - jointPos(leftfoot); - jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0); - jointPos(leftankle) = jointPos(leftfoot) + change; - jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2; - - point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords; - heightright = terrain.getHeight(point.x, point.z) + .04; - point.y = heightright; - change = jointPos(rightankle) - jointPos(rightfoot); - change2 = jointPos(rightknee) - jointPos(rightfoot); - jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0); - jointPos(rightankle) = jointPos(rightfoot) + change; - jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2; - skeleton.DoConstraints(&coords, &scale); + // TODO: give these meaningful names + const bool cond1 = (isIdle() || isCrouch() || isLanding() || isLandhard() + || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim); + const bool cond2 = (wasIdle() || wasCrouch() || wasLanding() || wasLandhard() + || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim); - if (creature == wolftype) { - point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords; - heightleft = terrain.getHeight(point.x, point.z) + .04; - point.y = heightleft; - change = jointPos(leftankle) - jointPos(leftfoot); - change2 = jointPos(leftknee) - jointPos(leftfoot); - jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0); - jointPos(leftankle) = jointPos(leftfoot) + change; - jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2; - - point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords; - heightright = terrain.getHeight(point.x, point.z) + .04; - point.y = heightright; - change = jointPos(rightankle) - jointPos(rightfoot); - change2 = jointPos(rightknee) - jointPos(rightfoot); - jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0); - jointPos(rightankle) = jointPos(rightfoot) + change; - jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2; - skeleton.DoConstraints(&coords, &scale); - } - } - if (onterrain && ((isIdle() || isCrouch() || isLanding() || isLandhard() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim) && !(wasIdle() || wasCrouch() || wasLanding() || wasLandhard() || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim)) && !skeleton.free) { - XYZ point, newpoint, change, change2; - point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords; - heightleft = terrain.getHeight(point.x, point.z) + .04; - point.y = heightleft; - change = jointPos(leftankle) - jointPos(leftfoot); - change2 = jointPos(leftknee) - jointPos(leftfoot); - jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + jointPos(leftfoot) * (1 - target); - jointPos(leftankle) = jointPos(leftfoot) + change; - jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2; - - point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords; - heightright = terrain.getHeight(point.x, point.z) + .04; - point.y = heightright; - change = jointPos(rightankle) - jointPos(rightfoot); - change2 = jointPos(rightknee) - jointPos(rightfoot); - jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + jointPos(rightfoot) * (1 - target); - jointPos(rightankle) = jointPos(rightfoot) + change; - jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2; - skeleton.DoConstraints(&coords, &scale); + if (onterrain && (cond1 && cond2) && !skeleton.free) { + IKHelper(this, 1); + if (creature == wolftype) + IKHelper(this, 1); + } - if (creature == wolftype) { - point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords; - heightleft = terrain.getHeight(point.x, point.z) + .04; - point.y = heightleft; - change = jointPos(leftankle) - jointPos(leftfoot); - change2 = jointPos(leftknee) - jointPos(leftfoot); - jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + jointPos(leftfoot) * (1 - target); - jointPos(leftankle) = jointPos(leftfoot) + change; - jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2; - - point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords; - heightright = terrain.getHeight(point.x, point.z) + .04; - point.y = heightright; - change = jointPos(rightankle) - jointPos(rightfoot); - change2 = jointPos(rightknee) - jointPos(rightfoot); - jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + jointPos(rightfoot) * (1 - target); - jointPos(rightankle) = jointPos(rightfoot) + change; - jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2; - skeleton.DoConstraints(&coords, &scale); - } - } - - if (onterrain && (!(isIdle() || isCrouch() || isLanding() || isLandhard() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim) && (wasIdle() || wasCrouch() || wasLanding() || wasLandhard() || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim)) && !skeleton.free) { - XYZ point, newpoint, change, change2; - point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords; - heightleft = terrain.getHeight(point.x, point.z) + .04; - point.y = heightleft; - change = jointPos(leftankle) - jointPos(leftfoot); - change2 = jointPos(leftknee) - jointPos(leftfoot); - jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + jointPos(leftfoot) * target; - jointPos(leftankle) = jointPos(leftfoot) + change; - jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2; - - point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords; - heightright = terrain.getHeight(point.x, point.z) + .04; - point.y = heightright; - change = jointPos(rightankle) - jointPos(rightfoot); - change2 = jointPos(rightknee) - jointPos(rightfoot); - jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + jointPos(rightfoot) * target; - jointPos(rightankle) = jointPos(rightfoot) + change; - jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2; - skeleton.DoConstraints(&coords, &scale); + if (onterrain && (cond1 && !cond2) && !skeleton.free) { + IKHelper(this, target); + if (creature == wolftype) + IKHelper(this, target); + } - if (creature == wolftype) { - point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords; - heightleft = terrain.getHeight(point.x, point.z) + .04; - point.y = heightleft; - change = jointPos(leftankle) - jointPos(leftfoot); - change2 = jointPos(leftknee) - jointPos(leftfoot); - jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + jointPos(leftfoot) * target; - jointPos(leftankle) = jointPos(leftfoot) + change; - jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2; - - point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords; - heightright = terrain.getHeight(point.x, point.z) + .04; - point.y = heightright; - change = jointPos(rightankle) - jointPos(rightfoot); - change2 = jointPos(rightknee) - jointPos(rightfoot); - jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + jointPos(rightfoot) * target; - jointPos(rightankle) = jointPos(rightfoot) + change; - jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2; - skeleton.DoConstraints(&coords, &scale); - } + if (onterrain && (!cond1 && cond2) && !skeleton.free) { + IKHelper(this, 1 - target); + if (creature == wolftype) + IKHelper(this, 1 - target); } } + if (!skeleton.free && (!animation[animTarget].attack && animTarget != getupfrombackanim && ((animTarget != rollanim && !isFlip()) || animation[animTarget].label[frameTarget] == 6) && animTarget != getupfromfrontanim && animTarget != wolfrunninganim && animTarget != rabbitrunninganim && animTarget != backhandspringanim && animTarget != walljumpfrontanim && animTarget != hurtidleanim && !isLandhard() && !isSleeping())) DoHead(); else { @@ -6085,31 +6023,36 @@ int Person::DrawSkeleton() skeleton.drawmodelclothes.vertex[i].y = 999; } for (i = 0; i < skeleton.num_muscles; i++) { + // convenience renames + const int p1 = skeleton.muscles[i].parent1->label; + const int p2 = skeleton.muscles[i].parent2->label; + if ((skeleton.muscles[i].numvertices > 0 && playerdetail) || (skeleton.muscles[i].numverticeslow > 0 && !playerdetail)) { morphness = 0; start = 0; endthing = 0; - if (skeleton.muscles[i].parent1->label == righthand || skeleton.muscles[i].parent2->label == righthand) { + + if (p1 == righthand || p2 == righthand) { morphness = righthandmorphness; start = righthandmorphstart; endthing = righthandmorphend; } - if (skeleton.muscles[i].parent1->label == lefthand || skeleton.muscles[i].parent2->label == lefthand) { + if (p1 == lefthand || p2 == lefthand) { morphness = lefthandmorphness; start = lefthandmorphstart; endthing = lefthandmorphend; } - if (skeleton.muscles[i].parent1->label == head || skeleton.muscles[i].parent2->label == head) { + if (p1 == head || p2 == head) { morphness = headmorphness; start = headmorphstart; endthing = headmorphend; } - if ((skeleton.muscles[i].parent1->label == neck && skeleton.muscles[i].parent2->label == abdomen) || (skeleton.muscles[i].parent2->label == neck && skeleton.muscles[i].parent1->label == abdomen)) { + if ((p1 == neck && p2 == abdomen) || (p2 == neck && p1 == abdomen)) { morphness = chestmorphness; start = chestmorphstart; endthing = chestmorphend; } - if ((skeleton.muscles[i].parent1->label == groin && skeleton.muscles[i].parent2->label == abdomen) || (skeleton.muscles[i].parent2->label == groin && skeleton.muscles[i].parent1->label == abdomen)) { + if ((p1 == groin && p2 == abdomen) || (p2 == groin && p1 == abdomen)) { morphness = tailmorphness; start = tailmorphstart; endthing = tailmorphend; @@ -6117,7 +6060,7 @@ int Person::DrawSkeleton() if (calcrot) skeleton.FindRotationMuscle(i, animTarget); mid = (skeleton.muscles[i].parent1->position + skeleton.muscles[i].parent2->position) / 2; - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); if (!skeleton.free) @@ -6139,24 +6082,26 @@ int Person::DrawSkeleton() if (playerdetail || skeleton.free == 3) { for (j = 0; j < skeleton.muscles[i].numvertices; j++) { - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + XYZ &v0 = skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]]; + XYZ &v1 = skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]]; + glMatrixMode(GL_MODELVIEW); glPushMatrix(); - if (skeleton.muscles[i].parent1->label == abdomen || skeleton.muscles[i].parent2->label == abdomen) - glTranslatef((skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].x * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].x * morphness)*proportionbody.x, - (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].y * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].y * morphness)*proportionbody.y, - (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].z * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].z * morphness)*proportionbody.z); - if (skeleton.muscles[i].parent1->label == lefthand || skeleton.muscles[i].parent1->label == righthand || skeleton.muscles[i].parent1->label == leftwrist || skeleton.muscles[i].parent1->label == rightwrist || skeleton.muscles[i].parent1->label == leftelbow || skeleton.muscles[i].parent1->label == rightelbow || skeleton.muscles[i].parent2->label == leftelbow || skeleton.muscles[i].parent2->label == rightelbow) - glTranslatef((skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].x * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].x * morphness)*proportionarms.x, - (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].y * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].y * morphness)*proportionarms.y, - (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].z * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].z * morphness)*proportionarms.z); - if (skeleton.muscles[i].parent1->label == leftfoot || skeleton.muscles[i].parent1->label == rightfoot || skeleton.muscles[i].parent1->label == leftankle || skeleton.muscles[i].parent1->label == rightankle || skeleton.muscles[i].parent1->label == leftknee || skeleton.muscles[i].parent1->label == rightknee || skeleton.muscles[i].parent2->label == leftknee || skeleton.muscles[i].parent2->label == rightknee) - glTranslatef((skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].x * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].x * morphness)*proportionlegs.x, - (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].y * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].y * morphness)*proportionlegs.y, - (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].z * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].z * morphness)*proportionlegs.z); - if (skeleton.muscles[i].parent1->label == head || skeleton.muscles[i].parent2->label == head) - glTranslatef((skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].x * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].x * morphness)*proportionhead.x, - (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].y * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].y * morphness)*proportionhead.y, - (skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].z * (1 - morphness) + skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].z * morphness)*proportionhead.z); + if (p1 == abdomen || p2 == abdomen) + glTranslatef((v0.x * (1-morphness) + v1.x * morphness) * proportionbody.x, + (v0.y * (1-morphness) + v1.y * morphness) * proportionbody.y, + (v0.z * (1-morphness) + v1.z * morphness) * proportionbody.z); + if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow) + glTranslatef((v0.x * (1-morphness) + v1.x * morphness) * proportionarms.x, + (v0.y * (1-morphness) + v1.y * morphness) * proportionarms.y, + (v0.z * (1-morphness) + v1.z * morphness) * proportionarms.z); + if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee) + glTranslatef((v0.x * (1-morphness) + v1.x * morphness) * proportionlegs.x, + (v0.y * (1-morphness) + v1.y * morphness) * proportionlegs.y, + (v0.z * (1-morphness) + v1.z * morphness) * proportionlegs.z); + if (p1 == head || p2 == head) + glTranslatef((v0.x * (1-morphness) + v1.x * morphness) * proportionhead.x, + (v0.y * (1-morphness) + v1.y * morphness) * proportionhead.y, + (v0.z * (1-morphness) + v1.z * morphness) * proportionhead.z); glGetFloatv(GL_MODELVIEW_MATRIX, M); //if(!isnormal(M[12])||!isnormal(M[13])||!isnormal(M[14]))test=0; //if(!isnormal(scale))test=1; @@ -6169,24 +6114,25 @@ int Person::DrawSkeleton() } if (!playerdetail || skeleton.free == 3) { for (j = 0; j < skeleton.muscles[i].numverticeslow; j++) { - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + XYZ &v0 = skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]]; + glMatrixMode(GL_MODELVIEW); glPushMatrix(); - if (skeleton.muscles[i].parent1->label == abdomen || skeleton.muscles[i].parent2->label == abdomen) - glTranslatef((skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].x)*proportionbody.x, - (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].y)*proportionbody.y, - (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].z)*proportionbody.z); - if (skeleton.muscles[i].parent1->label == lefthand || skeleton.muscles[i].parent1->label == righthand || skeleton.muscles[i].parent1->label == leftwrist || skeleton.muscles[i].parent1->label == rightwrist || skeleton.muscles[i].parent1->label == leftelbow || skeleton.muscles[i].parent1->label == rightelbow || skeleton.muscles[i].parent2->label == leftelbow || skeleton.muscles[i].parent2->label == rightelbow) - glTranslatef((skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].x)*proportionarms.x, - (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].y)*proportionarms.y, - (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].z)*proportionarms.z); - if (skeleton.muscles[i].parent1->label == leftfoot || skeleton.muscles[i].parent1->label == rightfoot || skeleton.muscles[i].parent1->label == leftankle || skeleton.muscles[i].parent1->label == rightankle || skeleton.muscles[i].parent1->label == leftknee || skeleton.muscles[i].parent1->label == rightknee || skeleton.muscles[i].parent2->label == leftknee || skeleton.muscles[i].parent2->label == rightknee) - glTranslatef((skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].x)*proportionlegs.x, - (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].y)*proportionlegs.y, - (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].z)*proportionlegs.z); - if (skeleton.muscles[i].parent1->label == head || skeleton.muscles[i].parent2->label == head) - glTranslatef((skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].x)*proportionhead.x, - (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].y)*proportionhead.y, - (skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]].z)*proportionhead.z); + if (p1 == abdomen || p2 == abdomen) + glTranslatef(v0.x * proportionbody.x, + v0.y * proportionbody.y, + v0.z * proportionbody.z); + if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow) + glTranslatef(v0.x * proportionarms.x, + v0.y * proportionarms.y, + v0.z * proportionarms.z); + if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee) + glTranslatef(v0.x * proportionlegs.x, + v0.y * proportionlegs.y, + v0.z * proportionlegs.z); + if (p1 == head || p2 == head) + glTranslatef(v0.x * proportionhead.x, + v0.y * proportionhead.y, + v0.z * proportionhead.z); glGetFloatv(GL_MODELVIEW_MATRIX, M); skeleton.drawmodellow.vertex[skeleton.muscles[i].verticeslow[j]].x = M[12] * scale; @@ -6200,7 +6146,7 @@ int Person::DrawSkeleton() if (skeleton.clothes && skeleton.muscles[i].numverticesclothes > 0) { mid = (skeleton.muscles[i].parent1->position + skeleton.muscles[i].parent2->position) / 2; - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); if (!skeleton.free) @@ -6218,24 +6164,25 @@ int Person::DrawSkeleton() glRotatef(-skeleton.muscles[i].lastrotate3, 0, 1, 0); for (j = 0; j < skeleton.muscles[i].numverticesclothes; j++) { - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + XYZ &v0 = skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]]; + glMatrixMode(GL_MODELVIEW); glPushMatrix(); - if (skeleton.muscles[i].parent1->label == abdomen || skeleton.muscles[i].parent2->label == abdomen) - glTranslatef((skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].x)*proportionbody.x, - (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].y)*proportionbody.y, - (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].z)*proportionbody.z); - if (skeleton.muscles[i].parent1->label == lefthand || skeleton.muscles[i].parent1->label == righthand || skeleton.muscles[i].parent1->label == leftwrist || skeleton.muscles[i].parent1->label == rightwrist || skeleton.muscles[i].parent1->label == leftelbow || skeleton.muscles[i].parent1->label == rightelbow || skeleton.muscles[i].parent2->label == leftelbow || skeleton.muscles[i].parent2->label == rightelbow) - glTranslatef((skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].x)*proportionarms.x, - (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].y)*proportionarms.y, - (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].z)*proportionarms.z); - if (skeleton.muscles[i].parent1->label == leftfoot || skeleton.muscles[i].parent1->label == rightfoot || skeleton.muscles[i].parent1->label == leftankle || skeleton.muscles[i].parent1->label == rightankle || skeleton.muscles[i].parent1->label == leftknee || skeleton.muscles[i].parent1->label == rightknee || skeleton.muscles[i].parent2->label == leftknee || skeleton.muscles[i].parent2->label == rightknee) - glTranslatef((skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].x)*proportionlegs.x, - (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].y)*proportionlegs.y, - (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].z)*proportionlegs.z); - if (skeleton.muscles[i].parent1->label == head || skeleton.muscles[i].parent2->label == head) - glTranslatef((skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].x)*proportionhead.x, - (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].y)*proportionhead.y, - (skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].z)*proportionhead.z); + if (p1 == abdomen || p2 == abdomen) + glTranslatef(v0.x * proportionbody.x, + v0.y * proportionbody.y, + v0.z * proportionbody.z); + if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow) + glTranslatef(v0.x * proportionarms.x, + v0.y * proportionarms.y, + v0.z * proportionarms.z); + if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee) + glTranslatef(v0.x * proportionlegs.x, + v0.y * proportionlegs.y, + v0.z * proportionlegs.z); + if (p1 == head || p2 == head) + glTranslatef(v0.x * proportionhead.x, + v0.y * proportionhead.y, + v0.z * proportionhead.z); glGetFloatv(GL_MODELVIEW_MATRIX, M); skeleton.drawmodelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].x = M[12] * scale; skeleton.drawmodelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].y = M[13] * scale; @@ -6276,7 +6223,7 @@ int Person::DrawSkeleton() updatedelaychange *= 8; updatedelay += updatedelaychange; - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glMatrixMode(GL_MODELVIEW); glPushMatrix(); if (!skeleton.free) glTranslatef(coords.x, coords.y - .02, coords.z); @@ -6294,19 +6241,23 @@ int Person::DrawSkeleton() glBegin(GL_POINTS); if (playerdetail) for (i = 0; i < skeleton.drawmodel.vertexNum; i++) { - glVertex3f(skeleton.drawmodel.vertex[i].x, skeleton.drawmodel.vertex[i].y, skeleton.drawmodel.vertex[i].z); + XYZ &v0 = skeleton.drawmodel.vertex[i]; + glVertex3f(v0.x, v0.y, v0.z); } glEnd(); glBegin(GL_LINES); if (playerdetail) for (i = 0; i < skeleton.drawmodel.TriangleNum; i++) { - glVertex3f(skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]].x, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]].y, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]].z); - glVertex3f(skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]].x, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]].y, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]].z); - glVertex3f(skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]].x, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]].y, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]].z); - glVertex3f(skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]].x, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]].y, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]].z); - glVertex3f(skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]].x, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]].y, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]].z); - glVertex3f(skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]].x, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]].y, skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]].z); + XYZ &v0 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]]; + XYZ &v1 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]]; + XYZ &v2 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]]; + glVertex3f(v0.x, v0.y, v0.z); + glVertex3f(v1.x, v1.y, v1.z); + glVertex3f(v1.x, v1.y, v1.z); + glVertex3f(v2.x, v2.y, v2.z); + glVertex3f(v2.x, v2.y, v2.z); + glVertex3f(v0.x, v0.y, v0.z); } glEnd();