From: sf17k Date: Fri, 12 Apr 2013 01:59:03 +0000 (-0400) Subject: comments and cleanup X-Git-Url: https://git.jsancho.org/?a=commitdiff_plain;h=1eec4500c708d0619abf36759454f59fa175cacf;p=lugaru.git comments and cleanup --- diff --git a/Source/Skeleton.cpp b/Source/Skeleton.cpp index 33f2422..11d7fa9 100644 --- a/Source/Skeleton.cpp +++ b/Source/Skeleton.cpp @@ -45,24 +45,40 @@ extern int whichjointendarray[26]; extern bool visibleloading; +/* convenience functions + */ +Joint& Skeleton::joint(int bodypart) { return joints[jointlabels[bodypart]]; } +XYZ& Skeleton::jointPos(int bodypart) { return joint(bodypart).position; } +XYZ& Skeleton::jointVel(int bodypart) { return joint(bodypart).velocity; } + + +/* EFFECT + */ void dealloc2(void* param) { free(param); - param = 0; + param = 0; // FIXME: does this *do* anything??? } enum {boneconnect, constraint, muscle}; + +/* EFFECT + * sets strength, length, + * parent1->position, parent2->position, + * parent1->velocity, parent2->velocity + * used for ragdolls? + * + * USES: + * Skeleton::DoConstraints + */ void Muscle::DoConstraint(bool spinny) { - static XYZ vel; - static XYZ midp; - static XYZ newpoint1, newpoint2; - - static float oldlength; + // FIXME: relaxlength shouldn't be static, but may not always be set + // so I don't want to change the existing behavior even though it's probably a bug static float relaxlength; - oldlength = length; + float oldlength = length; if (type != boneconnect) relaxlength = findDistance(&parent1->position, &parent2->position); @@ -72,6 +88,7 @@ void Muscle::DoConstraint(bool spinny) if (type == constraint) strength = 0; + // clamp strength if (strength < 0) strength = 0; if (strength > 1) @@ -85,30 +102,29 @@ void Muscle::DoConstraint(bool spinny) if ((relaxlength - length > 0 && relaxlength - oldlength < 0) || (relaxlength - length < 0 && relaxlength - oldlength > 0)) length = relaxlength; - //if(!broken){ + // clamp length if (length < minlength) length = minlength; if (length > maxlength) length = maxlength; - //} - /* - if(broken){ - if(lengthmaxlength*1.4)length=maxlength*1.4; - } - */ + if (length == relaxlength) return; + // relax muscle? + //Find midpoint - midp = (parent1->position * parent1->mass + parent2->position * parent2->mass) / (parent1->mass + parent2->mass); + XYZ midp = (parent1->position * parent1->mass + parent2->position * parent2->mass) / (parent1->mass + parent2->mass); + //Find vector from midpoint to second vector - vel = parent2->position - midp; + XYZ vel = parent2->position - midp; + //Change to unit vector Normalise(&vel); + //Apply velocity change - newpoint1 = midp - vel * length * (parent2->mass / (parent1->mass + parent2->mass)); - newpoint2 = midp + vel * length * (parent1->mass / (parent1->mass + parent2->mass)); + XYZ newpoint1 = midp - vel * length * (parent2->mass / (parent1->mass + parent2->mass)); + XYZ newpoint2 = midp + vel * length * (parent1->mass / (parent1->mass + parent2->mass)); if (!freeze && spinny) { parent1->velocity = parent1->velocity + (newpoint1 - parent1->position) / multiplier / 4; parent2->velocity = parent2->velocity + (newpoint2 - parent2->position) / multiplier / 4; @@ -116,28 +132,20 @@ void Muscle::DoConstraint(bool spinny) parent1->velocity = parent1->velocity + (newpoint1 - parent1->position); parent2->velocity = parent2->velocity + (newpoint2 - parent2->position); } + //Move child point to within certain distance of parent point parent1->position = newpoint1; parent2->position = newpoint2; } -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 + * sets forward, lowforward, specialforward[] + * + * USES: + * Skeleton::Load + * Person/Person::DoAnimations + * Person/Person::DrawSkeleton + */ void Skeleton::FindForwards() { //Find forward vectors @@ -150,53 +158,50 @@ void Skeleton::FindForwards() //Special forwards specialforward[0] = forward; - specialforward[1] = joints[jointlabels[rightshoulder]].position + joints[jointlabels[rightwrist]].position; - specialforward[1] = joints[jointlabels[rightelbow]].position - specialforward[1] / 2; + specialforward[1] = jointPos(rightshoulder) + jointPos(rightwrist); + specialforward[1] = jointPos(rightelbow) - specialforward[1] / 2; specialforward[1] += forward * .4; Normalise(&specialforward[1]); - specialforward[2] = joints[jointlabels[leftshoulder]].position + joints[jointlabels[leftwrist]].position; - specialforward[2] = joints[jointlabels[leftelbow]].position - specialforward[2] / 2; + specialforward[2] = jointPos(leftshoulder) + jointPos(leftwrist); + specialforward[2] = jointPos(leftelbow) - specialforward[2] / 2; specialforward[2] += forward * .4; Normalise(&specialforward[2]); - specialforward[3] = joints[jointlabels[righthip]].position + joints[jointlabels[rightankle]].position; - specialforward[3] = specialforward[3] / 2 - joints[jointlabels[rightknee]].position; + specialforward[3] = jointPos(righthip) + jointPos(rightankle); + specialforward[3] = specialforward[3] / 2 - jointPos(rightknee); specialforward[3] += lowforward * .4; Normalise(&specialforward[3]); - specialforward[4] = joints[jointlabels[lefthip]].position + joints[jointlabels[leftankle]].position; - specialforward[4] = specialforward[4] / 2 - joints[jointlabels[leftknee]].position; + specialforward[4] = jointPos(lefthip) + jointPos(leftankle); + specialforward[4] = specialforward[4] / 2 - jointPos(leftknee); specialforward[4] += lowforward * .4; Normalise(&specialforward[4]); } +/* EFFECT + * TODO + * + * USES: + * Person/Person::RagDoll + * Person/Person::DoStuff + * Person/IKHelper + */ float Skeleton::DoConstraints(XYZ *coords, float *scale) { - static float friction = 1.5; - static float elasticity = .3; - static XYZ bounceness; - static XYZ oldpos[100]; - static int numrepeats = 3; - static float groundlevel = .15; - static float soundvolume; - static int i, j, k, l, m; - static XYZ temp, start, end; - static XYZ terrainnormal; - static float r = .05; - static float r2 = .08; - static int whichhit; - //static int whichjointstart,whichjointend; - static float distance; - static float frictionness; - static XYZ terrainlight; - static int whichpatchx; - static int whichpatchz; - static float damage; - static bool freely; - static float tempmult; - static bool breaking; - breaking = 0; - - damage = 0; + float friction = 1.5; + const float elasticity = .3; + XYZ bounceness; + const int numrepeats = 3; + float groundlevel = .15; + int i, j, k, l, m; + XYZ temp; + XYZ terrainnormal; + int whichhit; + float frictionness; + XYZ terrainlight; + int whichpatchx; + int whichpatchz; + float damage = 0; // eventually returned from function + bool breaking = false; if (free) { freetime += multiplier; @@ -206,103 +211,103 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) terrainlight = *coords; objects.SphereCheckPossible(&terrainlight, 1); - /* - for(i=0; i -.1 && !sphere_line_intersection(&joints[jointlabels[righthip]].position, &joints[jointlabels[rightankle]].position, &joints[jointlabels[rightknee]].position, &r)) { - joints[jointlabels[rightknee]].position -= lowforward * .05; + float r = .05; + // right leg constraints? + if (!joint(rightknee).locked && !joint(righthip).locked) { + temp = jointPos(rightknee) - (jointPos(righthip) + jointPos(rightankle)) / 2; + while (normaldotproduct(temp, lowforward) > -.1 && !sphere_line_intersection(&jointPos(righthip), &jointPos(rightankle), &jointPos(rightknee), &r)) { + jointPos(rightknee) -= lowforward * .05; if (spinny) - joints[jointlabels[rightknee]].velocity -= lowforward * .05 / multiplier / 4; + jointVel(rightknee) -= lowforward * .05 / multiplier / 4; else - joints[jointlabels[rightknee]].velocity -= lowforward * .05; - joints[jointlabels[rightankle]].position += lowforward * .025; + jointVel(rightknee) -= lowforward * .05; + jointPos(rightankle) += lowforward * .025; if (spinny) - joints[jointlabels[rightankle]].velocity += lowforward * .025 / multiplier / 4; + jointVel(rightankle) += lowforward * .025 / multiplier / 4; else - joints[jointlabels[rightankle]].velocity += lowforward * .25; - joints[jointlabels[righthip]].position += lowforward * .025; + jointVel(rightankle) += lowforward * .25; + jointPos(righthip) += lowforward * .025; if (spinny) - joints[jointlabels[righthip]].velocity += lowforward * .025 / multiplier / 4; + jointVel(righthip) += lowforward * .025 / multiplier / 4; else - joints[jointlabels[righthip]].velocity += lowforward * .025; - temp = joints[jointlabels[rightknee]].position - (joints[jointlabels[righthip]].position + joints[jointlabels[rightankle]].position) / 2; + jointVel(righthip) += lowforward * .025; + temp = jointPos(rightknee) - (jointPos(righthip) + jointPos(rightankle)) / 2; } } - if (!joints[jointlabels[leftknee]].locked && !joints[jointlabels[righthip]].locked) { - temp = joints[jointlabels[leftknee]].position - (joints[jointlabels[lefthip]].position + joints[jointlabels[leftankle]].position) / 2; - while (normaldotproduct(temp, lowforward) > -.1 && !sphere_line_intersection(&joints[jointlabels[lefthip]].position, &joints[jointlabels[leftankle]].position, &joints[jointlabels[leftknee]].position, &r)) { - joints[jointlabels[leftknee]].position -= lowforward * .05; + + // left leg constraints? + if (!joint(leftknee).locked && !joint(lefthip).locked) { + temp = jointPos(leftknee) - (jointPos(lefthip) + jointPos(leftankle)) / 2; + while (normaldotproduct(temp, lowforward) > -.1 && !sphere_line_intersection(&jointPos(lefthip), &jointPos(leftankle), &jointPos(leftknee), &r)) { + jointPos(leftknee) -= lowforward * .05; if (spinny) - joints[jointlabels[leftknee]].velocity -= lowforward * .05 / multiplier / 4; + jointVel(leftknee) -= lowforward * .05 / multiplier / 4; else - joints[jointlabels[leftknee]].velocity -= lowforward * .05; - joints[jointlabels[leftankle]].position += lowforward * .025; + jointVel(leftknee) -= lowforward * .05; + jointPos(leftankle) += lowforward * .025; if (spinny) - joints[jointlabels[leftankle]].velocity += lowforward * .025 / multiplier / 4; + jointVel(leftankle) += lowforward * .025 / multiplier / 4; else - joints[jointlabels[leftankle]].velocity += lowforward * .25; - joints[jointlabels[lefthip]].position += lowforward * .025; + jointVel(leftankle) += lowforward * .25; + jointPos(lefthip) += lowforward * .025; if (spinny) - joints[jointlabels[lefthip]].velocity += lowforward * .025 / multiplier / 4; + jointVel(lefthip) += lowforward * .025 / multiplier / 4; else - joints[jointlabels[lefthip]].velocity += lowforward * .025; - temp = joints[jointlabels[leftknee]].position - (joints[jointlabels[lefthip]].position + joints[jointlabels[leftankle]].position) / 2; + jointVel(lefthip) += lowforward * .025; + temp = jointPos(leftknee) - (jointPos(lefthip) + jointPos(leftankle)) / 2; } } for (i = 0; i < num_joints; i++) { - //joints[i].delay-=multiplier/1.5; - if (joints[i].locked) - if (!spinny) - if (findLengthfast(&joints[i].velocity) > 320) - joints[i].locked = 0; - if (spinny) - if (findLengthfast(&joints[i].velocity) > 600) - joints[i].locked = 0; + 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) { - freely = 1; + bool freely = true; for (j = 0; j < num_joints; j++) { if (joints[j].locked) - freely = 0; + freely = false; } if (freely) joints[i].delay -= multiplier * 3; } - //if(joints[i].delay>0) - //if(findLengthfast(&joints[i].velocity)>700&&joints[i].label!=head)joints[i].delay-=multiplier; } if (num_muscles) for (i = 0; i < num_muscles; i++) { //Length constraints - //muscles[i].DoConstraint(broken); muscles[i].DoConstraint(spinny); } for (i = 0; i < num_joints; i++) { - //joints[i].delay-=multiplier/1.5; //Length constraints //Ground constraint groundlevel = 0; @@ -315,7 +320,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) if (tutoriallevel != 1 || id == 0) { emit_sound_at(landsound1, joints[i].position * (*scale) + *coords, 128.); } - breaking = 1; + breaking = true; } if (joints[i].label == head && !joints[i].locked && joints[i].delay <= 0) { @@ -333,7 +338,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) damage += findLengthfast(&bounceness) / 4000; if (findLengthfast(&joints[i].velocity) < findLengthfast(&bounceness)) bounceness = 0; - frictionness = abs(normaldotproduct(joints[i].velocity, terrainnormal)); //findLength(&bounceness)/findLength(&joints[i].velocity); + frictionness = abs(normaldotproduct(joints[i].velocity, terrainnormal)); joints[i].velocity -= bounceness; if (1 - friction * frictionness > 0) joints[i].velocity *= 1 - friction * frictionness; @@ -344,8 +349,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) if (findLengthfast(&bounceness) > 8000 && breaking) { objects.model[k].MakeDecal(breakdecal, DoRotation(temp - objects.position[k], 0, -objects.yaw[k], 0), .4, .5, Random() % 360); Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, 1, 1, 1, 4, .2); - //Sprite::MakeSprite(cloudsprite, joints[i].position*(*scale)+*coords,joints[i].velocity*.06, 1,1,1, 1, .2); - breaking = 0; + breaking = false; camerashake += .6; emit_sound_at(breaksound2, joints[i].position * (*scale) + *coords); @@ -400,8 +404,8 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) if (k < objects.numobjects && k >= 0) if (objects.possible[k]) { friction = objects.friction[k]; - start = joints[i].realoldposition; - end = joints[i].position * (*scale) + *coords; + 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]); if (whichhit != -1) { if (joints[i].label == groin && !joints[i].locked && joints[i].delay <= 0) { @@ -410,7 +414,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) if (tutoriallevel != 1 || id == 0) { emit_sound_at(landsound1, joints[i].position * (*scale) + *coords, 128.); } - breaking = 1; + breaking = true; } if (joints[i].label == head && !joints[i].locked && joints[i].delay <= 0) { @@ -433,7 +437,7 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) if (findLengthfast(&bounceness) > 4000 && breaking) { objects.model[k].MakeDecal(breakdecal, DoRotation(temp - objects.position[k], 0, -objects.yaw[k], 0), .4, .5, Random() % 360); Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, 1, 1, 1, 4, .2); - breaking = 0; + breaking = false; camerashake += .6; emit_sound_at(breaksound2, joints[i].position * (*scale) + *coords); @@ -444,25 +448,6 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) numenvsounds++; } if (objects.type[k] == treetrunktype) { - //if(objects.rotx[k]==0||objects.roty[k]==0){ - /*int howmany; - XYZ tempvel; - XYZ pos; - if(environment==grassyenvironment)howmany=findLength(&joints[i].velocity)*4/10; - if(environment==snowyenvironment)howmany=findLength(&joints[i].velocity)*1/10; - if(environment!=desertenvironment) - for(j=0;j 0) joints[i].velocity *= 1 - friction * frictionness; @@ -487,7 +472,6 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) if (!joints[i].locked) if (findLengthfast(&joints[i].velocity) < 1) { joints[i].locked = 1; - //joints[i].velocity*=3; } if (findLengthfast(&bounceness) > 500) Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, 1, 1, 1, .5, .2); @@ -509,8 +493,8 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) if (objects.possible[k]) { for (i = 0; i < 26; i++) { //Make this less stupid - start = joints[jointlabels[whichjointstartarray[i]]].position * (*scale) + *coords; - end = joints[jointlabels[whichjointendarray[i]]].position * (*scale) + *coords; + 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]); if (whichhit != -1) { joints[jointlabels[whichjointendarray[i]]].position = (end - *coords) / (*scale); @@ -524,13 +508,19 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) } for (i = 0; i < num_joints; i++) { - groundlevel = .15; - if (joints[i].label == head) - groundlevel = .8; - if (joints[i].label == righthand || joints[i].label == rightwrist || joints[i].label == rightelbow) - groundlevel = .2; - if (joints[i].label == lefthand || joints[i].label == leftwrist || joints[i].label == leftelbow) - groundlevel = .2; + switch (joints[i].label) { + case head: + groundlevel = .8; break; + case righthand: + case rightwrist: + case rightelbow: + case lefthand: + case leftwrist: + case leftelbow: + groundlevel = .2; break; + default: + groundlevel = .15; break; + } joints[i].position.y += groundlevel; joints[i].mass = 1; if (joints[i].label == lefthip || joints[i].label == leftknee || joints[i].label == leftankle || joints[i].label == righthip || joints[i].label == rightknee || joints[i].label == rightankle) @@ -542,15 +532,23 @@ float Skeleton::DoConstraints(XYZ *coords, float *scale) return damage; } + if (!free) { for (i = 0; i < num_muscles; i++) { if (muscles[i].type == boneconnect) muscles[i].DoConstraint(0); } } + return 0; } +/* EFFECT + * applies gravity to the skeleton + * + * USES: + * Person/Person::DoStuff + */ void Skeleton::DoGravity(float *scale) { static int i; @@ -560,359 +558,148 @@ void Skeleton::DoGravity(float *scale) } } -void Skeleton::Draw(int muscleview) +/* EFFECT + * set muscles[which].rotate1 + * .rotate2 + * .rotate3 + * + * special case if animation == hanganim + */ +void Skeleton::FindRotationMuscle(int which, int animation) { - static float jointcolor[4]; - - if (muscleview != 2) { - jointcolor[0] = 0; - jointcolor[1] = 0; - jointcolor[2] = .5; - jointcolor[3] = 1; - } + XYZ p1, p2, fwd; + float dist; + + p1 = muscles[which].parent1->position; + p2 = muscles[which].parent2->position; + dist = findDistance(&p1, &p2); + if (p1.y - p2.y <= dist) + muscles[which].rotate2 = asin((p1.y - p2.y) / dist); + if (p1.y - p2.y > dist) + muscles[which].rotate2 = asin(1.f); + muscles[which].rotate2 *= 360.0 / 6.2831853; + + p1.y = 0; + p2.y = 0; + dist = findDistance(&p1, &p2); + if (p1.z - p2.z <= dist) + muscles[which].rotate1 = acos((p1.z - p2.z) / dist); + if (p1.z - p2.z > dist) + muscles[which].rotate1 = acos(1.f); + muscles[which].rotate1 *= 360.0 / 6.2831853; + if (p1.x > p2.x) + muscles[which].rotate1 = 360 - muscles[which].rotate1; + if (!isnormal(muscles[which].rotate1)) + muscles[which].rotate1 = 0; + if (!isnormal(muscles[which].rotate2)) + muscles[which].rotate2 = 0; - if (muscleview == 2) { - jointcolor[0] = 0; - jointcolor[1] = 0; - jointcolor[2] = 0; - jointcolor[3] = .5; - } - //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; + const int label1 = muscles[which].parent1->label; + const int label2 = muscles[which].parent2->label; + switch (label1) { + case head: + fwd = specialforward[0]; break; + case rightshoulder: + case rightelbow: + case rightwrist: + case righthand: + fwd = specialforward[1]; break; + case leftshoulder: + case leftelbow: + case leftwrist: + case lefthand: + fwd = specialforward[2]; break; + case righthip: + case rightknee: + case rightankle: + case rightfoot: + fwd = specialforward[3]; break; + case lefthip: + case leftknee: + case leftankle: + case leftfoot: + fwd = specialforward[4]; break; + default: + if (muscles[which].parent1->lower) + fwd = lowforward; + else + fwd = forward; + break; } - //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); + if (animation == hanganim) { + if (label1 == righthand || label2 == righthand) { + fwd = 0; + fwd.x = -1; } - } - 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); + if (label1 == lefthand || label2 == lefthand) { + fwd = 0; + fwd.x = 1; } } - 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; iblurred); - 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); - } + if (free == 0) { + if (label1 == rightfoot || label2 == rightfoot) { + fwd.y -= .3; } - 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); + if (label1 == leftfoot || label2 == leftfoot) { + fwd.y -= .3; } - 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); + fwd = DoRotation(fwd, 0, muscles[which].rotate1 - 90, 0); + fwd = DoRotation(fwd, 0, 0, muscles[which].rotate2 - 90); + fwd.y = 0; + fwd /= findLength(&fwd); + if (fwd.z <= 1 && fwd.z >= -1) + muscles[which].rotate3 = acos(0 - fwd.z); + else + muscles[which].rotate3 = acos(-1.f); + muscles[which].rotate3 *= 360.0 / 6.2831853; + if (0 > fwd.x) + muscles[which].rotate3 = 360 - muscles[which].rotate3; + if (!isnormal(muscles[which].rotate3)) + muscles[which].rotate3 = 0; } -void Skeleton::AddJoint(float x, float y, float z, int which) +/* EFFECT + * load an animation from file + */ +void Animation::Load(const char *filename, int aheight, int aattack) { - 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; + FILE *tfile; + int i, j; + XYZ startoffset, endoffset; - /*if(which>=num_joints||which<0)*/ - joints[num_joints].hasparent = 0; - /*if(which=0){ - joints[num_joints].parent=&joints[which]; - joints[num_joints].hasparent=1; - joints[num_joints].length=findDistance(joints[num_joints].position,joints[num_joints].parent->position); - }*/ - num_joints++; - if (which < num_joints && which >= 0) - AddMuscle(num_joints - 1, which, 0, 10, boneconnect); - } -} + // path to dir + const char *anim_prefix = ":Data:Animations:"; -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]; - } + LOGFUNC; - num_joints--; - } -} + // concatenate anim_prefix + filename + int len = strlen(anim_prefix) + strlen(filename); + char *buf = new char[len + 1]; + snprintf(buf, len + 1, "%s%s", anim_prefix, filename); + // Changing the filename into something the OS can understand + char *fixedFN = ConvertFileName(buf); + delete[] buf; -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; + LOG(std::string("Loading animation...") + fixedFN); - num_muscles--; - } -} + // clear existing data + deallocate(); -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; + height = aheight; + attack = aattack; - 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); - } - } -} - -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++; - } -} - -void Skeleton::MusclesSet() -{ - for (int i = 0; i < num_muscles; i++) { - muscles[i].length = findDistance(&muscles[i].parent1->position, &muscles[i].parent2->position); - } -} - -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();*/ -} - -void Skeleton::FindRotationMuscle(int which, int animation) -{ - static XYZ temppoint1, temppoint2, tempforward; - static float distance; - - temppoint1 = muscles[which].parent1->position; - temppoint2 = muscles[which].parent2->position; - distance = sqrt((temppoint1.x - temppoint2.x) * (temppoint1.x - temppoint2.x) + (temppoint1.y - temppoint2.y) * (temppoint1.y - temppoint2.y) + (temppoint1.z - temppoint2.z) * (temppoint1.z - temppoint2.z)); - if ((temppoint1.y - temppoint2.y) <= distance) - muscles[which].rotate2 = asin((temppoint1.y - temppoint2.y) / distance); - if ((temppoint1.y - temppoint2.y) > distance) - muscles[which].rotate2 = asin(1.f); - muscles[which].rotate2 *= 360 / 6.28; - temppoint1.y = 0; - temppoint2.y = 0; - distance = sqrt((temppoint1.x - temppoint2.x) * (temppoint1.x - temppoint2.x) + (temppoint1.y - temppoint2.y) * (temppoint1.y - temppoint2.y) + (temppoint1.z - temppoint2.z) * (temppoint1.z - temppoint2.z)); - if ((temppoint1.z - temppoint2.z) <= distance) - muscles[which].rotate1 = acos((temppoint1.z - temppoint2.z) / distance); - if ((temppoint1.z - temppoint2.z) > distance) - muscles[which].rotate1 = acos(1.f); - muscles[which].rotate1 *= 360 / 6.28; - if (temppoint1.x > temppoint2.x) - muscles[which].rotate1 = 360 - muscles[which].rotate1; - if (!isnormal(muscles[which].rotate1)) - muscles[which].rotate1 = 0; - if (!isnormal(muscles[which].rotate2)) - muscles[which].rotate2 = 0; - - if (muscles[which].parent1->label == head) - tempforward = specialforward[0]; - else if (muscles[which].parent1->label == rightshoulder || muscles[which].parent1->label == rightelbow || muscles[which].parent1->label == rightwrist || muscles[which].parent1->label == righthand) - tempforward = specialforward[1]; - else if (muscles[which].parent1->label == leftshoulder || muscles[which].parent1->label == leftelbow || muscles[which].parent1->label == leftwrist || muscles[which].parent1->label == lefthand) - tempforward = specialforward[2]; - else if (muscles[which].parent1->label == righthip || muscles[which].parent1->label == rightknee || muscles[which].parent1->label == rightankle || muscles[which].parent1->label == rightfoot) - tempforward = specialforward[3]; - else if (muscles[which].parent1->label == lefthip || muscles[which].parent1->label == leftknee || muscles[which].parent1->label == leftankle || muscles[which].parent1->label == leftfoot) - tempforward = specialforward[4]; - else if (!muscles[which].parent1->lower) - tempforward = forward; - else if (muscles[which].parent1->lower) - tempforward = lowforward; - - if (animation == hanganim) { - if (muscles[which].parent1->label == righthand || muscles[which].parent2->label == righthand) { - tempforward = 0; - tempforward.x = -1; - } - if (muscles[which].parent1->label == lefthand || muscles[which].parent2->label == lefthand) { - tempforward = 0; - tempforward.x = 1; - } - } - - if (free == 0) { - if (muscles[which].parent1->label == rightfoot || muscles[which].parent2->label == rightfoot) { - tempforward.y -= .3; - } - if (muscles[which].parent1->label == leftfoot || muscles[which].parent2->label == leftfoot) { - tempforward.y -= .3; - } - } - - - tempforward = DoRotation(tempforward, 0, muscles[which].rotate1 - 90, 0); - tempforward = DoRotation(tempforward, 0, 0, muscles[which].rotate2 - 90); - tempforward.y = 0; - tempforward /= sqrt(tempforward.x * tempforward.x + tempforward.y * tempforward.y + tempforward.z * tempforward.z); - if (tempforward.z <= 1 && tempforward.z >= -1) - muscles[which].rotate3 = acos(0 - tempforward.z); - else - muscles[which].rotate3 = acos(-1.f); - muscles[which].rotate3 *= 360 / 6.28; - if (0 > tempforward.x) - muscles[which].rotate3 = 360 - muscles[which].rotate3; - if (!isnormal(muscles[which].rotate3)) - muscles[which].rotate3 = 0; -} - -void Animation::Load(const char *filename, int aheight, int aattack) -{ - static FILE *tfile; - static int i, j; - static XYZ startoffset, endoffset; - static int howmany; - - static const char *anim_prefix = ":Data:Animations:"; - - - LOGFUNC; - - int len = strlen(anim_prefix) + strlen(filename); - char *buf = new char[len + 1]; - snprintf(buf, len + 1, "%s%s", anim_prefix, filename); - // Changing the filename into something the OS can understand - char *fixedFN = ConvertFileName(buf); - delete[] buf; - - LOG(std::string("Loading animation...") + fixedFN); - - deallocate(); - - height = aheight; - attack = aattack; - - if (visibleloading) - Game::LoadingScreen(); + if (visibleloading) + Game::LoadingScreen(); + // read file in binary mode tfile = fopen( fixedFN, "rb" ); if (tfile) { + // read numframes, joints to know how much memory to allocate funpackf(tfile, "Bi Bi", &numframes, &joints); /* for(i = 0; i < joints; i++){ @@ -931,21 +718,24 @@ void Animation::Load(const char *filename, int aheight, int aattack) if(weapontarget)dealloc2(weapontarget); if(label)dealloc2(label);*/ - position = (XYZ**)malloc(sizeof(XYZ*)*joints); + + // allocate memory for everything + + position = (XYZ**)malloc(sizeof(XYZ*) * joints); for (i = 0; i < joints; i++) position[i] = (XYZ*)malloc(sizeof(XYZ) * numframes); - twist = (float**)malloc(sizeof(float*)*joints); + twist = (float**)malloc(sizeof(float*) * joints); for (i = 0; i < joints; i++) twist[i] = (float*)malloc(sizeof(float) * numframes); - twist2 = (float**)malloc(sizeof(float*)*joints); + twist2 = (float**)malloc(sizeof(float*) * joints); for (i = 0; i < joints; i++) twist2[i] = (float*)malloc(sizeof(float) * numframes); speed = (float*)malloc(sizeof(float) * numframes); - onground = (bool**)malloc(sizeof(bool*)*joints); + onground = (bool**)malloc(sizeof(bool*) * joints); for (i = 0; i < joints; i++) onground[i] = (bool*)malloc(sizeof(bool) * numframes); @@ -961,29 +751,42 @@ void Animation::Load(const char *filename, int aheight, int aattack) forward = new XYZ[numframes]; label = new int[numframes];*/ + + // read binary data as animation + + // for each frame... for (i = 0; i < numframes; i++) { + // for each joint in the skeleton... for (j = 0; j < joints; j++) { + // read joint position funpackf(tfile, "Bf Bf Bf", &position[j][i].x, &position[j][i].y, &position[j][i].z); } for (j = 0; j < joints; j++) { + // read twist funpackf(tfile, "Bf", &twist[j][i]); } for (j = 0; j < joints; j++) { + // read onground (boolean) unsigned char uch; funpackf(tfile, "Bb", &uch); onground[j][i] = (uch != 0); } + // read frame speed (?) funpackf(tfile, "Bf", &speed[i]); } + // read twist2 for whole animation for (i = 0; i < numframes; i++) { for (j = 0; j < joints; j++) { funpackf(tfile, "Bf", &twist2[j][i]); } } + // read label for each frame for (i = 0; i < numframes; i++) { funpackf(tfile, "Bf", &label[i]); } + // read weapontargetnum funpackf(tfile, "Bi", &weapontargetnum); + // read weapontarget positions for each frame for (i = 0; i < numframes; i++) { funpackf(tfile, "Bf Bf Bf", &weapontarget[i].x, &weapontarget[i].y, &weapontarget[i].z); } @@ -993,43 +796,39 @@ void Animation::Load(const char *filename, int aheight, int aattack) startoffset = 0; endoffset = 0; - howmany = 0; + // find average position of certain joints on first and last frames + // and save in startoffset, endoffset + // (not sure what exactly this accomplishes. the y < 1 test confuses me.) for (j = 0; j < joints; j++) { if (position[j][0].y < 1) startoffset += position[j][0]; if (position[j][numframes - 1].y < 1) endoffset += position[j][numframes - 1]; - howmany++; } - startoffset /= howmany; - endoffset /= howmany; + startoffset /= joints; + endoffset /= joints; offset = endoffset; offset.y = 0; } -void Animation::Move(XYZ how) -{ - static int i, j, joints; - for (i = 0; i < numframes; i++) { - for (j = 0; j < joints; j++) { - position[j][i] = 0; - } - } -} - +/* EFFECT + * load skeleton + * takes filenames for three skeleton files and various models + */ void Skeleton::Load(const char *filename, const char *lowfilename, const char *clothesfilename, const char *modelfilename, const char *model2filename, const char *model3filename, const char *model4filename, const char *model5filename, const char *model6filename, const char *model7filename, const char *modellowfilename, - const char *modelclothesfilename, bool aclothes) + const char *modelclothesfilename, bool clothes) { - static GLfloat M[16]; - static int parentID; - static FILE *tfile; - static float lSize; - static int i, j, tempmuscle; + GLfloat M[16]; + int parentID; + FILE *tfile; + float lSize; + int i, j, tempmuscle; + int newload; int edit; @@ -1040,16 +839,18 @@ void Skeleton::Load(const char *filename, const char *lowfilename, const c num_models = 7; - clothes = aclothes; + // load various models + // rotate, scale, do normals, do texcoords for each as needed + + model[0].loadnotex(modelfilename); + model[1].loadnotex(model2filename); + model[2].loadnotex(model3filename); + model[3].loadnotex(model4filename); + model[4].loadnotex(model5filename); + model[5].loadnotex(model6filename); + model[6].loadnotex(model7filename); for (i = 0; i < num_models; i++) { - if (i == 0) model[i].loadnotex(modelfilename); - if (i == 1) model[i].loadnotex(model2filename); - if (i == 2) model[i].loadnotex(model3filename); - if (i == 3) model[i].loadnotex(model4filename); - if (i == 4) model[i].loadnotex(model5filename); - if (i == 5) model[i].loadnotex(model6filename); - if (i == 6) model[i].loadnotex(model7filename); model[i].Rotate(180, 0, 0); model[i].Scale(.04, .04, .04); model[i].CalculateNormals(0); @@ -1093,14 +894,24 @@ void Skeleton::Load(const char *filename, const char *lowfilename, const c drawmodelclothes.CalculateNormals(0); } + // FIXME: three similar blocks follow, one for each of: + // filename, lowfilename, clothesfilename + + // load skeleton + tfile = fopen( ConvertFileName(filename), "rb" ); - if (1) { + + if (1) { // FIXME: should this be if(tfile) ? + // read num_joints funpackf(tfile, "Bi", &num_joints); + + // allocate memory //joints.resize(num_joints); if (joints) delete [] joints; //dealloc2(joints); joints = (Joint*)new Joint[num_joints]; //malloc(sizeof(Joint)*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); @@ -1114,21 +925,32 @@ void Skeleton::Load(const char *filename, const char *lowfilename, const c joints[i].velocity = 0; joints[i].oldposition = joints[i].position; } + + // read num_muscles tempmuscle = num_muscles; funpackf(tfile, "Bi", &num_muscles); + + // allocate memory //muscles.clear(); if (muscles) delete [] muscles; //dealloc2(muscles); muscles = (Muscle*)new Muscle[num_muscles]; //malloc(sizeof(Muscle)*num_muscles); + newload = 1; + + // for each muscle... for (i = 0; i < num_muscles; i++) { + // read info tempmuscle = muscles[i].numvertices; 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.clear(); //muscles[i].vertices.resize(muscles[i].numvertices); //if(muscles[i].vertices)dealloc2(muscles[i].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]); @@ -1137,17 +959,24 @@ void Skeleton::Load(const char *filename, const char *lowfilename, const c 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]; } + + // read forwardjoints (?) for (j = 0; j < 3; j++) { funpackf(tfile, "Bi", &forwardjoints[j]); } + // read lowforwardjoints (?) for (j = 0; j < 3; j++) { funpackf(tfile, "Bi", &lowforwardjoints[j]); } + + // ??? for (j = 0; j < num_muscles; j++) { for (i = 0; i < muscles[j].numvertices; i++) { for (int k = 0; k < num_models; k++) { @@ -1156,6 +985,8 @@ void Skeleton::Load(const char *filename, const char *lowfilename, const c } } } + + // calculate some stuff FindForwards(); for (i = 0; i < num_joints; i++) { joints[i].startpos = joints[i].position; @@ -1163,10 +994,11 @@ void Skeleton::Load(const char *filename, const char *lowfilename, const c for (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++) { 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); // Select The Modelview Matrix + glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glRotatef(muscles[model[k].owner[i]].rotate3, 0, 1, 0); @@ -1184,64 +1016,65 @@ void Skeleton::Load(const char *filename, const char *lowfilename, const c } fclose(tfile); + // load ??? + tfile = fopen( ConvertFileName(lowfilename), "rb" ); - if (1) { + + if (1) { // FIXME: should this be if(tfile) ? + // skip joints section + lSize = sizeof(num_joints); - fseek ( tfile, lSize, SEEK_CUR); + fseek(tfile, lSize, SEEK_CUR); //joints = new Joint[num_joints]; //jointlabels = new int[num_joints]; for (i = 0; i < num_joints; i++) { - lSize = sizeof(XYZ); - fseek ( tfile, lSize, SEEK_CUR); - lSize = sizeof(float); - fseek ( tfile, lSize, SEEK_CUR); - lSize = sizeof(float); - fseek ( tfile, lSize, SEEK_CUR); - lSize = 1; //sizeof(bool); - fseek ( tfile, lSize, SEEK_CUR); - lSize = 1; //sizeof(bool); - fseek ( tfile, lSize, SEEK_CUR); - lSize = sizeof(int); - fseek ( tfile, lSize, SEEK_CUR); - lSize = 1; //sizeof(bool); - fseek ( tfile, lSize, SEEK_CUR); - lSize = 1; //sizeof(bool); - fseek ( tfile, lSize, SEEK_CUR); - lSize = sizeof(int); - fseek ( tfile, lSize, SEEK_CUR); - lSize = sizeof(int); - fseek ( tfile, lSize, SEEK_CUR); - lSize = 1; //sizeof(bool); - fseek ( tfile, lSize, SEEK_CUR); - lSize = sizeof(int); - fseek ( tfile, lSize, SEEK_CUR); + // skip joint info + lSize = sizeof(XYZ) + + sizeof(float) + + sizeof(float) + + 1 //sizeof(bool) + + 1 //sizeof(bool) + + sizeof(int) + + 1 //sizeof(bool) + + 1 //sizeof(bool) + + sizeof(int) + + sizeof(int) + + 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); //muscles = new Muscle[num_muscles]; + for (i = 0; i < num_muscles; i++) { - lSize = sizeof(float); - fseek ( tfile, lSize, SEEK_CUR); - lSize = sizeof(float); - fseek ( tfile, lSize, SEEK_CUR); - lSize = sizeof(float); - fseek ( tfile, lSize, SEEK_CUR); - lSize = sizeof(float); - fseek ( tfile, lSize, SEEK_CUR); - lSize = sizeof(float); - fseek ( tfile, lSize, SEEK_CUR); - lSize = sizeof(int); - fseek ( tfile, lSize, SEEK_CUR); + // skip muscle info + lSize = sizeof(float) + + sizeof(float) + + sizeof(float) + + sizeof(float) + + sizeof(float) + + sizeof(int); + fseek(tfile, lSize, SEEK_CUR); + + // read numverticeslow tempmuscle = muscles[i].numverticeslow; funpackf(tfile, "Bi", &muscles[i].numverticeslow); + if (muscles[i].numverticeslow) { + // allocate memory //muscles[i].verticeslow.clear(); //muscles[i].verticeslow.resize(muscles[i].numverticeslow); //if(muscles[i].verticeslow)dealloc2(muscles[i].verticeslow); 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]); @@ -1250,15 +1083,17 @@ void Skeleton::Load(const char *filename, const char *lowfilename, const c edit--; } } - - } + + // skip more stuff lSize = 1; //sizeof(bool); fseek ( tfile, lSize, SEEK_CUR); lSize = sizeof(int); fseek ( tfile, lSize, SEEK_CUR); fseek ( tfile, lSize, SEEK_CUR); } + + // ??? lSize = sizeof(int); for (j = 0; j < num_muscles; j++) { for (i = 0; i < muscles[j].numverticeslow; i++) { @@ -1266,6 +1101,7 @@ void Skeleton::Load(const char *filename, const char *lowfilename, const c modellow.owner[muscles[j].verticeslow[i]] = j; } } + /*FindForwards(); for(i=0;iposition + muscles[modellow.owner[i]].parent2->position) / 2; - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glRotatef(muscles[modellow.owner[i]].rotate3, 0, 1, 0); @@ -1288,62 +1126,62 @@ void Skeleton::Load(const char *filename, const char *lowfilename, const c modellow.vertex[i].z = M[14]; glPopMatrix(); } + modellow.CalculateNormals(0); } + // load clothes + if (clothes) { - tfile = fopen( ConvertFileName(clothesfilename), "rb" ); + tfile = fopen( ConvertFileName(clothesfilename), "rb" ); // FIXME: where's the check for valid load + + // skip num_joints lSize = sizeof(num_joints); fseek ( tfile, lSize, SEEK_CUR); //joints = new Joint[num_joints]; //jointlabels = new int[num_joints]; + for (i = 0; i < num_joints; i++) { - lSize = sizeof(XYZ); - fseek ( tfile, lSize, SEEK_CUR); - lSize = sizeof(float); - fseek ( tfile, lSize, SEEK_CUR); - lSize = sizeof(float); - fseek ( tfile, lSize, SEEK_CUR); - lSize = 1; //sizeof(bool); - fseek ( tfile, lSize, SEEK_CUR); - lSize = 1; //sizeof(bool); - fseek ( tfile, lSize, SEEK_CUR); - lSize = sizeof(int); - fseek ( tfile, lSize, SEEK_CUR); - lSize = 1; //sizeof(bool); - fseek ( tfile, lSize, SEEK_CUR); - lSize = 1; //sizeof(bool); - fseek ( tfile, lSize, SEEK_CUR); - lSize = sizeof(int); - fseek ( tfile, lSize, SEEK_CUR); - lSize = sizeof(int); - fseek ( tfile, lSize, SEEK_CUR); - lSize = 1; //sizeof(bool); - fseek ( tfile, lSize, SEEK_CUR); - lSize = sizeof(int); - fseek ( tfile, lSize, SEEK_CUR); + // skip joint info + lSize = sizeof(XYZ) + + sizeof(float) + + sizeof(float) + + 1 //sizeof(bool) + + 1 //sizeof(bool) + + sizeof(int) + + 1 //sizeof(bool) + + 1 //sizeof(bool) + + sizeof(int) + + sizeof(int) + + 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); //muscles = new Muscle[num_muscles]; + for (i = 0; i < num_muscles; i++) { - lSize = sizeof(float); - fseek ( tfile, lSize, SEEK_CUR); - lSize = sizeof(float); - fseek ( tfile, lSize, SEEK_CUR); - lSize = sizeof(float); - fseek ( tfile, lSize, SEEK_CUR); - lSize = sizeof(float); - fseek ( tfile, lSize, SEEK_CUR); - lSize = sizeof(float); - fseek ( tfile, lSize, SEEK_CUR); - lSize = sizeof(int); - fseek ( tfile, lSize, SEEK_CUR); + // skip muscle info + lSize = sizeof(float) + + sizeof(float) + + sizeof(float) + + sizeof(float) + + sizeof(float) + + sizeof(int); + fseek(tfile, lSize, SEEK_CUR); + + // read numverticesclothes tempmuscle = muscles[i].numverticesclothes; funpackf(tfile, "Bi", &muscles[i].numverticesclothes); + + // read verticesclothes if (muscles[i].numverticesclothes) { //muscles[i].verticesclothes.clear(); //muscles[i].verticesclothes.resize(muscles[i].numverticesclothes); @@ -1358,12 +1196,16 @@ void Skeleton::Load(const char *filename, const char *lowfilename, const c } } } + + // skip more stuff lSize = 1; //sizeof(bool); fseek ( tfile, lSize, SEEK_CUR); lSize = sizeof(int); fseek ( tfile, lSize, SEEK_CUR); fseek ( tfile, lSize, SEEK_CUR); } + + // ??? lSize = sizeof(int); for (j = 0; j < num_muscles; j++) { for (i = 0; i < muscles[j].numverticesclothes; i++) { @@ -1371,6 +1213,7 @@ void Skeleton::Load(const char *filename, const char *lowfilename, const c modelclothes.owner[muscles[j].verticesclothes[i]] = j; } } + /*FindForwards(); for(i=0;iposition + muscles[modelclothes.owner[i]].parent2->position) / 2; - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glRotatef(muscles[modelclothes.owner[i]].rotate3, 0, 1, 0); @@ -1393,6 +1238,7 @@ void Skeleton::Load(const char *filename, const char *lowfilename, const c modelclothes.vertex[i].z = M[14]; glPopMatrix(); } + modelclothes.CalculateNormals(0); } fclose(tfile); @@ -1646,3 +1492,319 @@ Animation & Animation::operator = (const Animation & ani) return (*this); } + + + +#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] = .5; + jointcolor[3] = 1; + } + + if (muscleview == 2) { + jointcolor[0] = 0; + jointcolor[1] = 0; + jointcolor[2] = 0; + jointcolor[3] = .5; + } + //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; iblurred); + 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; + + /*if(which>=num_joints||which<0)*/ + joints[num_joints].hasparent = 0; + /*if(which=0){ + joints[num_joints].parent=&joints[which]; + joints[num_joints].hasparent=1; + joints[num_joints].length=findDistance(joints[num_joints].position,joints[num_joints].parent->position); + }*/ + 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 + diff --git a/Source/Skeleton.h b/Source/Skeleton.h index b9075fb..20429af 100644 --- a/Source/Skeleton.h +++ b/Source/Skeleton.h @@ -137,7 +137,6 @@ public: Animation & operator = (const Animation & ani); void Load(const char *fileName, int aheight, int aattack); - void Move(XYZ how); protected: void deallocate(); @@ -198,24 +197,33 @@ public: bool freefall; void FindForwards(); - void FindForwardsfirst(); float DoConstraints(XYZ *coords, float *scale); void DoGravity(float *scale); - void DoBalance(); - void MusclesSet(); + void FindRotationJoint(int which); + void FindRotationJointSameTwist(int which); + void FindRotationMuscle(int which, int animation); + void Load(const char *fileName, const char *lowfileName, const char *clothesfileName, const char *modelfileName, const char *model2fileName, const char *model3fileName, const char *model4fileName, const char *model5fileNamee, const char *model6fileName, const char *model7fileName, const char *modellowfileName, const char *modelclothesfileName, bool aclothes); + + /* + // unused + void FindForwardsfirst(); void Draw(int muscleview); void AddJoint(float x, float y, float z, int which); void SetJoint(float x, float y, float z, int which, int whichjoint); void DeleteJoint(int whichjoint); void AddMuscle(int attach1, int attach2, float maxlength, float minlength, int type); void DeleteMuscle(int whichmuscle); - void FindRotationJoint(int which); - void FindRotationJointSameTwist(int which); - void FindRotationMuscle(int which, int animation); - void Load(const char *fileName, const char *lowfileName, const char *clothesfileName, const char *modelfileName, const char *model2fileName, const char *model3fileName, const char *model4fileName, const char *model5fileNamee, const char *model6fileName, const char *model7fileName, const char *modellowfileName, const char *modelclothesfileName, bool aclothes); + void DoBalance(); + void MusclesSet(); + */ Skeleton(); ~Skeleton(); + +private: + Joint& joint(int bodypart); + XYZ& jointPos(int bodypart); + XYZ& jointVel(int bodypart); }; #endif