From: sf17k Date: Fri, 5 Apr 2013 23:49:50 +0000 (-0400) Subject: comments and simplification X-Git-Url: https://git.jsancho.org/?a=commitdiff_plain;h=15636b33cb62d23b686f6620067a597cb11934ea;p=lugaru.git comments and simplification --- diff --git a/Source/Person.cpp b/Source/Person.cpp index c8f74ae..5b46706 100644 --- a/Source/Person.cpp +++ b/Source/Person.cpp @@ -5938,15 +5938,29 @@ int Person::DrawSkeleton() 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; + + // TODO: all of these code blocks look really similar - what's their purpose? + // looks like inverse kinematics code + // 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(jointPos(leftfoot), 0, yaw, 0) * scale + coords; + // adjust height of foot heightleft = terrain.getHeight(point.x, point.z) + .04; point.y = heightleft; change = jointPos(leftankle) - jointPos(leftfoot); change2 = jointPos(leftknee) - jointPos(leftfoot); + // jointPos(leftfoot) = worldToLocal(point) jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0); + // move ankle along with foot jointPos(leftankle) = jointPos(leftfoot) + change; + // average knee pos between old and new pos jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2; + // do same as above for right leg point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords; heightright = terrain.getHeight(point.x, point.z) + .04; point.y = heightright; @@ -5955,9 +5969,12 @@ int Person::DrawSkeleton() jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0); jointPos(rightankle) = jointPos(rightfoot) + change; jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2; + + // fix up skeleton now that we've moved body parts? skeleton.DoConstraints(&coords, &scale); if (creature == wolftype) { + // FIXME: EXACT same code as above point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords; heightleft = terrain.getHeight(point.x, point.z) + .04; point.y = heightleft; @@ -5975,16 +5992,22 @@ int Person::DrawSkeleton() 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); } } + // subtle difference in this conditional: an extra '!' in the middle 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); + // only change is the addition of: + // * target + jointPos(leftfoot) * (1 - target); + // looks like interpolation 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; @@ -5994,12 +6017,16 @@ int Person::DrawSkeleton() point.y = heightright; change = jointPos(rightankle) - jointPos(rightfoot); change2 = jointPos(rightknee) - jointPos(rightfoot); + // likewise: + // * target + jointPos(rightfoot) * (1 - target); 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 (creature == wolftype) { + // once again, copied verbatim from above point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords; heightleft = terrain.getHeight(point.x, point.z) + .04; point.y = heightleft; @@ -6017,17 +6044,21 @@ int Person::DrawSkeleton() 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); } } + // this time, an extra '!' toward the beginning 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); + // interpolation again, but reversed 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; @@ -6037,12 +6068,15 @@ int Person::DrawSkeleton() point.y = heightright; change = jointPos(rightankle) - jointPos(rightfoot); change2 = jointPos(rightknee) - jointPos(rightfoot); + // interpolation again, but reversed 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 (creature == wolftype) { + // still copied verbatim point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords; heightleft = terrain.getHeight(point.x, point.z) + .04; point.y = heightleft; @@ -6060,10 +6094,12 @@ int Person::DrawSkeleton() 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 (!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 +6121,36 @@ 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 +6158,7 @@ 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 +6180,26 @@ 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 +6212,25 @@ 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 +6244,7 @@ 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 +6262,25 @@ 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 +6321,7 @@ 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 +6339,23 @@ 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();