From: sf17k Date: Sun, 7 Apr 2013 08:51:52 +0000 (-0400) Subject: beautified code X-Git-Url: https://git.jsancho.org/?a=commitdiff_plain;h=320a287705c0463c6f8943ad9cf4c407c556f703;p=lugaru.git beautified code --- diff --git a/Source/Person.h b/Source/Person.h index dcf3b21..754a046 100644 --- a/Source/Person.h +++ b/Source/Person.h @@ -10,7 +10,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -49,348 +49,347 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. class Person { - public: - int whichpatchx; - int whichpatchz; - - // animCurrent and animTarget are used to interpolate between different animations - // (and for a bunch of other things). - // animations interpolate with one another at various speeds. - // animTarget seems to determine the combat state? - int animCurrent; - int animTarget; - - // frameCurrent and frameTarget are used to interpolate between the frames of an animation - // (e.g. the crouched animation has only two frames, lerped back and forth slowly). - // animations advance at various speeds. - int frameCurrent; - int frameTarget; - - int oldanimCurrent; - int oldanimTarget; - int oldframeCurrent; - int oldframeTarget; - - int howactive; - - float parriedrecently; - - bool superruntoggle; - - int lastattack,lastattack2,lastattack3; - - XYZ currentoffset,targetoffset,offset; - float target; - float transspeed; - - XYZ realoldcoords; - XYZ oldcoords; - XYZ coords; - XYZ originalcoords; - XYZ velocity; - - XYZ proportionhead; - XYZ proportionlegs; - XYZ proportionarms; - XYZ proportionbody; - - float unconscioustime; - - bool immobile; - - float velspeed; - float targetyaw; - float targetrot; - float rot; - float oldrot; - float lookyaw; - float lookpitch; - float yaw; - float pitch; - float lowyaw; - float tilt; - float targettilt; - float tilt2; - float targettilt2; - bool rabbitkickenabled; - - float bloodloss; - float bleeddelay; - float skiddelay; - float skiddingdelay; - float deathbleeding; - float tempdeltav; - - float damagetolerance; - float damage; - float permanentdamage; - float superpermanentdamage; - float lastcollide; - int dead; - - float jumppower; - bool onground; - int madskills; - - int wentforweapon; - - bool calcrot; - - bool backwardsanim; - - XYZ facing; - - float bleeding; - float bleedx,bleedy; - int direction; - float texupdatedelay; - - float headyaw,headpitch; - float targetheadyaw,targetheadpitch; - - bool onterrain; - bool pause; - - float grabdelay; - - Person *victim; - bool hasvictim; - - float updatedelay; - float normalsupdatedelay; - - bool jumpstart; - - bool forwardkeydown; - bool forwardstogglekeydown; - bool rightkeydown; - bool leftkeydown; - bool backkeydown; - bool jumpkeydown; - bool jumptogglekeydown; - bool crouchkeydown; - bool crouchtogglekeydown; - bool drawkeydown; - bool drawtogglekeydown; - bool throwkeydown; - bool throwtogglekeydown; - bool attackkeydown; - bool feint; - bool lastfeint; - bool headless; - - float crouchkeydowntime; - float jumpkeydowntime; - bool freefall; - - - float turnspeed; - - int aitype; - float aiupdatedelay; - float losupdatedelay; - int ally; - XYZ movetarget; - float collide; - float collided; - float avoidcollided; - bool loaded; - bool whichdirection; - float whichdirectiondelay; - bool avoidsomething; - XYZ avoidwhere; - float blooddimamount; - - float staggerdelay; - float blinkdelay; - float twitchdelay; - float twitchdelay2; - float twitchdelay3; - float lefthandmorphness; - float righthandmorphness; - float headmorphness; - float chestmorphness; - float tailmorphness; - float targetlefthandmorphness; - float targetrighthandmorphness; - float targetheadmorphness; - float targetchestmorphness; - float targettailmorphness; - int lefthandmorphstart,lefthandmorphend; - int righthandmorphstart,righthandmorphend; - int headmorphstart,headmorphend; - int chestmorphstart,chestmorphend; - int tailmorphstart,tailmorphend; - - float weaponmissdelay; - float highreversaldelay; - float lowreversaldelay; - float nocollidedelay; - - int creature; - - int id; - - Skeleton skeleton; - - float speed; - float scale; - float power; - float speedmult; - - float protectionhead; - float protectionhigh; - float protectionlow; - float armorhead; - float armorhigh; - float armorlow; - bool metalhead; - bool metalhigh; - bool metallow; - - int numclothes; - char clothes[10][256]; - float clothestintr[10]; - float clothestintg[10]; - float clothestintb[10]; - - bool landhard; - bool bled; - bool spurt; - bool onfire; - float onfiredelay; - float burnt; - float fireduration; - - float flamedelay; - float updatestuffdelay; - - int playerdetail; - - int num_weapons; - int weaponids[4]; - int weaponactive; - int weaponstuck; - int weaponstuckwhere; - int weaponwhere; - - int numwaypoints; - XYZ waypoints[90]; - int waypointtype[90]; - float pausetime; - bool hastempwaypoint; - XYZ tempwaypoint; - - XYZ headtarget; - float interestdelay; - - XYZ finalfinaltarget; - XYZ finaltarget; - int finalpathfindpoint; - int targetpathfindpoint; - int lastpathfindpoint; - int lastpathfindpoint2; - int lastpathfindpoint3; - int lastpathfindpoint4; - bool onpath; - - int waypoint; - bool jumppath; - - XYZ lastseen; - float lastseentime; - float lastchecktime; - float stunned; - float surprised; - float runninghowlong; - int lastoccluded; - int laststanding; - int escapednum; - - float speechdelay; - float neckspurtdelay; - float neckspurtparticledelay; - float neckspurtamount; - - int whichskin; - bool rabbitkickragdoll; - - XYZ averageloc; - XYZ oldaverageloc; - - Animation tempanimation; - - float occluded; - - bool jumpclimb; - - - - // convenience - Joint& joint(int); - XYZ& jointPos(int); - XYZ& jointVel(int); - - void CheckKick(); - void CatchFire(); - void DoBlood(float howmuch, int which); - void DoBloodBig(float howmuch, int which); - bool DoBloodBigWhere(float howmuch, int which, XYZ where); - - bool wasIdle() { return animation_bits[animCurrent] & ab_idle; } - bool isIdle() { return animation_bits[animTarget] & ab_idle; } - int getIdle(); - - bool isSitting() { return animation_bits[animTarget] & ab_sit; } - - bool isSleeping() { return animation_bits[animTarget] & ab_sleep; } - - bool wasCrouch() { return animation_bits[animCurrent] & ab_crouch; } - bool isCrouch() { return animation_bits[animTarget] & ab_crouch; } - int getCrouch(); - - bool wasStop() { return animation_bits[animCurrent] & ab_stop; } - bool isStop() { return animation_bits[animTarget] & ab_stop; } - int getStop(); - - bool wasSneak(); - bool isSneak(); - int getSneak(); - - bool wasRun() { return animation_bits[animCurrent] & ab_run; } - bool isRun() { return animation_bits[animTarget] & ab_run; } - int getRun(); - - bool wasLanding() { return animation_bits[animCurrent] & ab_land; } - bool isLanding() { return animation_bits[animTarget] & ab_land; } - int getLanding(); - - bool wasLandhard() { return animation_bits[animCurrent] & ab_landhard; } - bool isLandhard() { return animation_bits[animTarget] & ab_landhard; } - int getLandhard(); - - bool wasFlip() { return animation_bits[animCurrent] & ab_flip; } - bool isFlip() { return animation_bits[animTarget] & ab_flip; } - - bool isWallJump() { return animation_bits[animTarget] & ab_walljump; } - void Reverse(); - void DoDamage(float howmuch); - void DoHead(); - void DoMipmaps() - { - skeleton.drawmodel.textureptr.bind(); - glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, skeleton.skinsize, skeleton.skinsize, 0, GL_RGB, GL_UNSIGNED_BYTE, &skeleton.skinText[0]); - } - - int SphereCheck(XYZ *p1,float radius, XYZ *p, XYZ *move, float *rotate, Model *model); - int DrawSkeleton(); - void Puff(int whichlabel); - void FootLand(int which, float opacity); - void DoStuff(); - void setAnimation(int); - void DoAnimations(); - void RagDoll(bool checkcollision); +public: + int whichpatchx; + int whichpatchz; + + // animCurrent and animTarget are used to interpolate between different animations + // (and for a bunch of other things). + // animations interpolate with one another at various speeds. + // animTarget seems to determine the combat state? + int animCurrent; + int animTarget; + + // frameCurrent and frameTarget are used to interpolate between the frames of an animation + // (e.g. the crouched animation has only two frames, lerped back and forth slowly). + // animations advance at various speeds. + int frameCurrent; + int frameTarget; + + int oldanimCurrent; + int oldanimTarget; + int oldframeCurrent; + int oldframeTarget; + + int howactive; + + float parriedrecently; + + bool superruntoggle; + + int lastattack, lastattack2, lastattack3; + + XYZ currentoffset, targetoffset, offset; + float target; + float transspeed; + + XYZ realoldcoords; + XYZ oldcoords; + XYZ coords; + XYZ originalcoords; + XYZ velocity; + + XYZ proportionhead; + XYZ proportionlegs; + XYZ proportionarms; + XYZ proportionbody; + + float unconscioustime; + + bool immobile; + + float velspeed; + float targetyaw; + float targetrot; + float rot; + float oldrot; + float lookyaw; + float lookpitch; + float yaw; + float pitch; + float lowyaw; + float tilt; + float targettilt; + float tilt2; + float targettilt2; + bool rabbitkickenabled; + + float bloodloss; + float bleeddelay; + float skiddelay; + float skiddingdelay; + float deathbleeding; + float tempdeltav; + + float damagetolerance; + float damage; + float permanentdamage; + float superpermanentdamage; + float lastcollide; + int dead; + + float jumppower; + bool onground; + int madskills; + + int wentforweapon; + + bool calcrot; + + bool backwardsanim; + + XYZ facing; + + float bleeding; + float bleedx, bleedy; + int direction; + float texupdatedelay; + + float headyaw, headpitch; + float targetheadyaw, targetheadpitch; + + bool onterrain; + bool pause; + + float grabdelay; + + Person *victim; + bool hasvictim; + + float updatedelay; + float normalsupdatedelay; + + bool jumpstart; + + bool forwardkeydown; + bool forwardstogglekeydown; + bool rightkeydown; + bool leftkeydown; + bool backkeydown; + bool jumpkeydown; + bool jumptogglekeydown; + bool crouchkeydown; + bool crouchtogglekeydown; + bool drawkeydown; + bool drawtogglekeydown; + bool throwkeydown; + bool throwtogglekeydown; + bool attackkeydown; + bool feint; + bool lastfeint; + bool headless; + + float crouchkeydowntime; + float jumpkeydowntime; + bool freefall; + + + float turnspeed; + + int aitype; + float aiupdatedelay; + float losupdatedelay; + int ally; + XYZ movetarget; + float collide; + float collided; + float avoidcollided; + bool loaded; + bool whichdirection; + float whichdirectiondelay; + bool avoidsomething; + XYZ avoidwhere; + float blooddimamount; + + float staggerdelay; + float blinkdelay; + float twitchdelay; + float twitchdelay2; + float twitchdelay3; + float lefthandmorphness; + float righthandmorphness; + float headmorphness; + float chestmorphness; + float tailmorphness; + float targetlefthandmorphness; + float targetrighthandmorphness; + float targetheadmorphness; + float targetchestmorphness; + float targettailmorphness; + int lefthandmorphstart, lefthandmorphend; + int righthandmorphstart, righthandmorphend; + int headmorphstart, headmorphend; + int chestmorphstart, chestmorphend; + int tailmorphstart, tailmorphend; + + float weaponmissdelay; + float highreversaldelay; + float lowreversaldelay; + float nocollidedelay; + + int creature; + + int id; + + Skeleton skeleton; + + float speed; + float scale; + float power; + float speedmult; + + float protectionhead; + float protectionhigh; + float protectionlow; + float armorhead; + float armorhigh; + float armorlow; + bool metalhead; + bool metalhigh; + bool metallow; + + int numclothes; + char clothes[10][256]; + float clothestintr[10]; + float clothestintg[10]; + float clothestintb[10]; + + bool landhard; + bool bled; + bool spurt; + bool onfire; + float onfiredelay; + float burnt; + float fireduration; + + float flamedelay; + float updatestuffdelay; + + int playerdetail; + + int num_weapons; + int weaponids[4]; + int weaponactive; + int weaponstuck; + int weaponstuckwhere; + int weaponwhere; + + int numwaypoints; + XYZ waypoints[90]; + int waypointtype[90]; + float pausetime; + bool hastempwaypoint; + XYZ tempwaypoint; + + XYZ headtarget; + float interestdelay; + + XYZ finalfinaltarget; + XYZ finaltarget; + int finalpathfindpoint; + int targetpathfindpoint; + int lastpathfindpoint; + int lastpathfindpoint2; + int lastpathfindpoint3; + int lastpathfindpoint4; + bool onpath; + + int waypoint; + bool jumppath; + + XYZ lastseen; + float lastseentime; + float lastchecktime; + float stunned; + float surprised; + float runninghowlong; + int lastoccluded; + int laststanding; + int escapednum; + + float speechdelay; + float neckspurtdelay; + float neckspurtparticledelay; + float neckspurtamount; + + int whichskin; + bool rabbitkickragdoll; + + XYZ averageloc; + XYZ oldaverageloc; + + Animation tempanimation; + + float occluded; + + bool jumpclimb; + + + + // convenience + Joint& joint(int); + XYZ& jointPos(int); + XYZ& jointVel(int); + + void CheckKick(); + void CatchFire(); + void DoBlood(float howmuch, int which); + void DoBloodBig(float howmuch, int which); + bool DoBloodBigWhere(float howmuch, int which, XYZ where); + + bool wasIdle() { return animation_bits[animCurrent] & ab_idle; } + bool isIdle() { return animation_bits[animTarget] & ab_idle; } + int getIdle(); + + bool isSitting() { return animation_bits[animTarget] & ab_sit; } + + bool isSleeping() { return animation_bits[animTarget] & ab_sleep; } + + bool wasCrouch() { return animation_bits[animCurrent] & ab_crouch; } + bool isCrouch() { return animation_bits[animTarget] & ab_crouch; } + int getCrouch(); + + bool wasStop() { return animation_bits[animCurrent] & ab_stop; } + bool isStop() { return animation_bits[animTarget] & ab_stop; } + int getStop(); + + bool wasSneak(); + bool isSneak(); + int getSneak(); + + bool wasRun() { return animation_bits[animCurrent] & ab_run; } + bool isRun() { return animation_bits[animTarget] & ab_run; } + int getRun(); + + bool wasLanding() { return animation_bits[animCurrent] & ab_land; } + bool isLanding() { return animation_bits[animTarget] & ab_land; } + int getLanding(); + + bool wasLandhard() { return animation_bits[animCurrent] & ab_landhard; } + bool isLandhard() { return animation_bits[animTarget] & ab_landhard; } + int getLandhard(); + + bool wasFlip() { return animation_bits[animCurrent] & ab_flip; } + bool isFlip() { return animation_bits[animTarget] & ab_flip; } + + bool isWallJump() { return animation_bits[animTarget] & ab_walljump; } + void Reverse(); + void DoDamage(float howmuch); + void DoHead(); + void DoMipmaps() { + skeleton.drawmodel.textureptr.bind(); + glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, skeleton.skinsize, skeleton.skinsize, 0, GL_RGB, GL_UNSIGNED_BYTE, &skeleton.skinText[0]); + } + + int SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, Model *model); + int DrawSkeleton(); + void Puff(int whichlabel); + void FootLand(int which, float opacity); + void DoStuff(); + void setAnimation(int); + void DoAnimations(); + void RagDoll(bool checkcollision); }; const int maxplayers = 10; diff --git a/Source/Skeleton.cpp b/Source/Skeleton.cpp index cb8e043..33f2422 100644 --- a/Source/Skeleton.cpp +++ b/Source/Skeleton.cpp @@ -45,1509 +45,1604 @@ extern int whichjointendarray[26]; extern bool visibleloading; -void dealloc2(void* param){ - free(param); - param=0; +void dealloc2(void* param) +{ + free(param); + param = 0; } enum {boneconnect, constraint, muscle}; void Muscle::DoConstraint(bool spinny) { - static XYZ vel; - static XYZ midp; - static XYZ newpoint1,newpoint2; - - static float oldlength; - static float relaxlength; - - oldlength=length; - - if(type!=boneconnect)relaxlength=findDistance(&parent1->position,&parent2->position); - - if(type==boneconnect)strength=1; - if(type==constraint)strength=0; - - if(strength<0)strength=0; - if(strength>1)strength=1; - - length-=(length-relaxlength)*(1-strength)*multiplier*10000; - length-=(length-targetlength)*(strength)*multiplier*10000; - if(strength==0)length=relaxlength; - - if((relaxlength-length>0&&relaxlength-oldlength<0)||(relaxlength-length<0&&relaxlength-oldlength>0))length=relaxlength; - - //if(!broken){ - if(lengthmaxlength)length=maxlength; - //} - /* - if(broken){ - if(lengthmaxlength*1.4)length=maxlength*1.4; - } - */ - if(length==relaxlength)return; - - //Find midpoint - midp=(parent1->position*parent1->mass+parent2->position*parent2->mass)/(parent1->mass+parent2->mass); - //Find vector from midpoint to second vector - 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)); - if(!freeze&&spinny){ - parent1->velocity=parent1->velocity+(newpoint1-parent1->position)/multiplier/4; - parent2->velocity=parent2->velocity+(newpoint2-parent2->position)/multiplier/4; - } - else - { - 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; + static XYZ vel; + static XYZ midp; + static XYZ newpoint1, newpoint2; + + static float oldlength; + static float relaxlength; + + oldlength = length; + + if (type != boneconnect) + relaxlength = findDistance(&parent1->position, &parent2->position); + + if (type == boneconnect) + strength = 1; + if (type == constraint) + strength = 0; + + if (strength < 0) + strength = 0; + if (strength > 1) + strength = 1; + + length -= (length - relaxlength) * (1 - strength) * multiplier * 10000; + length -= (length - targetlength) * (strength) * multiplier * 10000; + if (strength == 0) + length = relaxlength; + + if ((relaxlength - length > 0 && relaxlength - oldlength < 0) || (relaxlength - length < 0 && relaxlength - oldlength > 0)) + length = relaxlength; + + //if(!broken){ + if (length < minlength) + length = minlength; + if (length > maxlength) + length = maxlength; + //} + /* + if(broken){ + if(lengthmaxlength*1.4)length=maxlength*1.4; + } + */ + if (length == relaxlength) + return; + + //Find midpoint + midp = (parent1->position * parent1->mass + parent2->position * parent2->mass) / (parent1->mass + parent2->mass); + //Find vector from midpoint to second vector + 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)); + if (!freeze && spinny) { + parent1->velocity = parent1->velocity + (newpoint1 - parent1->position) / multiplier / 4; + parent2->velocity = parent2->velocity + (newpoint2 - parent2->position) / multiplier / 4; + } else { + 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); + //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); + 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; + //Special forwards + specialforward[0] = forward; + specialforward[1] = forward; + specialforward[2] = forward; + specialforward[3] = forward; + specialforward[4] = forward; } void Skeleton::FindForwards() { - //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]=joints[jointlabels[rightshoulder]].position+joints[jointlabels[rightwrist]].position; - specialforward[1]=joints[jointlabels[rightelbow]].position-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]+=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]+=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]+=lowforward*.4; - Normalise(&specialforward[4]); + //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] = joints[jointlabels[rightshoulder]].position + joints[jointlabels[rightwrist]].position; + specialforward[1] = joints[jointlabels[rightelbow]].position - 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] += 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] += 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] += lowforward * .4; + Normalise(&specialforward[4]); } -float Skeleton::DoConstraints(XYZ *coords,float *scale) +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; - - if(free){ - freetime+=multiplier; - - whichpatchx=coords->x/(terrain.size/subdivision*terrain.scale); - whichpatchz=coords->z/(terrain.size/subdivision*terrain.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; - if(spinny)joints[jointlabels[rightknee]].velocity-=lowforward*.05/multiplier/4; - else joints[jointlabels[rightknee]].velocity-=lowforward*.05; - joints[jointlabels[rightankle]].position+=lowforward*.025; - if(spinny)joints[jointlabels[rightankle]].velocity+=lowforward*.025/multiplier/4; - else joints[jointlabels[rightankle]].velocity+=lowforward*.25; - joints[jointlabels[righthip]].position+=lowforward*.025; - if(spinny)joints[jointlabels[righthip]].velocity+=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; - } - } - 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; - if(spinny)joints[jointlabels[leftknee]].velocity-=lowforward*.05/multiplier/4; - else joints[jointlabels[leftknee]].velocity-=lowforward*.05; - joints[jointlabels[leftankle]].position+=lowforward*.025; - if(spinny)joints[jointlabels[leftankle]].velocity+=lowforward*.025/multiplier/4; - else joints[jointlabels[leftankle]].velocity+=lowforward*.25; - joints[jointlabels[lefthip]].position+=lowforward*.025; - if(spinny)joints[jointlabels[lefthip]].velocity+=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; - } - } - - for(i=0; i320)joints[i].locked=0; - if(spinny)if(findLengthfast(&joints[i].velocity)>600)joints[i].locked=0; - if(joints[i].delay>0){ - freely=1; - for(j=0;j0) - //if(findLengthfast(&joints[i].velocity)>700&&joints[i].label!=head)joints[i].delay-=multiplier; - } - - if(num_muscles) - for(i=0; iyx,joints[i].position.z*(*scale)+coords->z)+groundlevel){ - freefall=0; - friction=1.5; - if(joints[i].label==groin&&!joints[i].locked&&joints[i].delay<=0){ - joints[i].locked=1; - joints[i].delay=1; - if(tutoriallevel!=1||id==0){ - emit_sound_at(landsound1, joints[i].position*(*scale)+*coords, 128.); - } - breaking=1; - } - - if(joints[i].label==head&&!joints[i].locked&&joints[i].delay<=0){ - joints[i].locked=1; - joints[i].delay=1; - if(tutoriallevel!=1||id==0){ - emit_sound_at(landsound2, joints[i].position*(*scale)+*coords, 128.); - } - } - - terrainnormal=terrain.getNormal(joints[i].position.x*(*scale)+coords->x,joints[i].position.z*(*scale)+coords->z); - ReflectVector(&joints[i].velocity,&terrainnormal); - bounceness=terrainnormal*findLength(&joints[i].velocity)*(abs(normaldotproduct(joints[i].velocity,terrainnormal))); - if(!joints[i].locked)damage+=findLengthfast(&bounceness)/4000; - if(findLengthfast(&joints[i].velocity)0)joints[i].velocity*=1-friction*frictionness; - else joints[i].velocity=0; - - if(tutoriallevel!=1||id==0) - 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; - camerashake+=.6; - - emit_sound_at(breaksound2, joints[i].position*(*scale)+*coords); - - envsound[numenvsounds]=*coords; - envsoundvol[numenvsounds]=64; - envsoundlife[numenvsounds]=.4; - numenvsounds++; - } - - if(findLengthfast(&bounceness)>2500){ - Normalise(&bounceness); - bounceness=bounceness*50; - } - - joints[i].velocity+=bounceness*elasticity; - - if(findLengthfast(&joints[i].velocity)>findLengthfast(&joints[i].oldvelocity)){ - bounceness=0; - joints[i].velocity=joints[i].oldvelocity; - } - - - if(joints[i].locked==0) - if(findLengthfast(&joints[i].velocity)<1)joints[i].locked=1; - - if(environment==snowyenvironment&&findLengthfast(&bounceness)>500&&terrain.getOpacity(joints[i].position.x*(*scale)+coords->x,joints[i].position.z*(*scale)+coords->z)<.2){ - terrainlight=terrain.getLighting(joints[i].position.x*(*scale)+coords->x,joints[i].position.z*(*scale)+coords->z); - Sprite::MakeSprite(cloudsprite, joints[i].position*(*scale)+*coords,joints[i].velocity*.06, terrainlight.x,terrainlight.y,terrainlight.z, .5, .7); - if(detail==2)terrain.MakeDecal(bodyprintdecal, joints[i].position*(*scale)+*coords,.4,.4,0); - } - else if(environment==desertenvironment&&findLengthfast(&bounceness)>500&&terrain.getOpacity(joints[i].position.x*(*scale)+coords->x,joints[i].position.z*(*scale)+coords->z)<.2){ - terrainlight=terrain.getLighting(joints[i].position.x*(*scale)+coords->x,joints[i].position.z*(*scale)+coords->z); - Sprite::MakeSprite(cloudsprite, joints[i].position*(*scale)+*coords,joints[i].velocity*.06, terrainlight.x*190/255,terrainlight.y*170/255,terrainlight.z*108/255, .5, .7); - } - - else if(environment==grassyenvironment&&findLengthfast(&bounceness)>500&&terrain.getOpacity(joints[i].position.x*(*scale)+coords->x,joints[i].position.z*(*scale)+coords->z)<.2){ - terrainlight=terrain.getLighting(joints[i].position.x*(*scale)+coords->x,joints[i].position.z*(*scale)+coords->z); - Sprite::MakeSprite(cloudsprite, joints[i].position*(*scale)+*coords,joints[i].velocity*.06, terrainlight.x*90/255,terrainlight.y*70/255,terrainlight.z*8/255, .5, .5); - } - else if(findLengthfast(&bounceness)>500)Sprite::MakeSprite(cloudsprite, joints[i].position*(*scale)+*coords,joints[i].velocity*.06, terrainlight.x,terrainlight.y,terrainlight.z, .5, .2); - - - joints[i].position.y=(terrain.getHeight(joints[i].position.x*(*scale)+coords->x,joints[i].position.z*(*scale)+coords->z)+groundlevel-coords->y)/(*scale); - if(longdead>100)broken=1; - } - if(terrain.patchobjectnum[whichpatchx][whichpatchz]) - for(m=0;m=0) - if(objects.possible[k]){ - friction=objects.friction[k]; - start=joints[i].realoldposition; - 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){ - joints[i].locked=1; - joints[i].delay=1; - if(tutoriallevel!=1||id==0){ - emit_sound_at(landsound1, joints[i].position*(*scale)+*coords, 128.); - } - breaking=1; - } - - if(joints[i].label==head&&!joints[i].locked&&joints[i].delay<=0){ - joints[i].locked=1; - joints[i].delay=1; - if(tutoriallevel!=1||id==0){ - emit_sound_at(landsound2, joints[i].position*(*scale)+*coords, 128.); - } - } - - terrainnormal=DoRotation(objects.model[k].facenormals[whichhit],0,objects.yaw[k],0)*-1; - if(terrainnormal.y>.8)freefall=0; - bounceness=terrainnormal*findLength(&joints[i].velocity)*(abs(normaldotproduct(joints[i].velocity,terrainnormal))); - if(findLengthfast(&joints[i].velocity)>findLengthfast(&joints[i].oldvelocity)){ - bounceness=0; - joints[i].velocity=joints[i].oldvelocity; - } - if(tutoriallevel!=1||id==0) - if(findLengthfast(&bounceness)>4000&&breaking){ - objects.model[k].MakeDecal(breakdecal,DoRotation(temp-objects.position[k],0,-objects.yaw[k],0),.4,.5,Random()%360); - Sprite::MakeSprite(cloudsprite, joints[i].position*(*scale)+*coords,joints[i].velocity*.06, 1,1,1, 4, .2); - breaking=0; - camerashake+=.6; - - emit_sound_at(breaksound2, joints[i].position*(*scale)+*coords); - - envsound[numenvsounds]=*coords; - envsoundvol[numenvsounds]=64; - envsoundlife[numenvsounds]=.4; - 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;j0)joints[i].velocity*=1-friction*frictionness; - else joints[i].velocity=0; - if(findLengthfast(&bounceness)>2500){ - Normalise(&bounceness); - bounceness=bounceness*50; - } - joints[i].velocity+=bounceness*elasticity; - - - 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); - joints[i].position=(temp-*coords)/(*scale)+terrainnormal*.005; - if(longdead>100)broken=1; - } - } - } - joints[i].realoldposition=joints[i].position*(*scale)+*coords; - } - } - multiplier=tempmult; - - - if(terrain.patchobjectnum[whichpatchx][whichpatchz]) - for(m=0;mlabel==whichjointstartarray[i]&&muscles[j].parent2->label==whichjointendarray[i])||(muscles[j].parent2->label==whichjointstartarray[i]&&muscles[j].parent1->label==whichjointendarray[i])) - muscles[j].DoConstraint(spinny); - } - } - } - } - } - - for(i=0; ix / (terrain.size / subdivision * terrain.scale); + whichpatchz = coords->z / (terrain.size / subdivision * terrain.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; + if (spinny) + joints[jointlabels[rightknee]].velocity -= lowforward * .05 / multiplier / 4; + else + joints[jointlabels[rightknee]].velocity -= lowforward * .05; + joints[jointlabels[rightankle]].position += lowforward * .025; + if (spinny) + joints[jointlabels[rightankle]].velocity += lowforward * .025 / multiplier / 4; + else + joints[jointlabels[rightankle]].velocity += lowforward * .25; + joints[jointlabels[righthip]].position += lowforward * .025; + if (spinny) + joints[jointlabels[righthip]].velocity += 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; + } + } + 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; + if (spinny) + joints[jointlabels[leftknee]].velocity -= lowforward * .05 / multiplier / 4; + else + joints[jointlabels[leftknee]].velocity -= lowforward * .05; + joints[jointlabels[leftankle]].position += lowforward * .025; + if (spinny) + joints[jointlabels[leftankle]].velocity += lowforward * .025 / multiplier / 4; + else + joints[jointlabels[leftankle]].velocity += lowforward * .25; + joints[jointlabels[lefthip]].position += lowforward * .025; + if (spinny) + joints[jointlabels[lefthip]].velocity += 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; + } + } + + 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].delay > 0) { + freely = 1; + for (j = 0; j < num_joints; j++) { + if (joints[j].locked) + freely = 0; + } + 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; + if (joints[i].position.y * (*scale) + coords->y < terrain.getHeight(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z) + groundlevel) { + freefall = 0; + friction = 1.5; + if (joints[i].label == groin && !joints[i].locked && joints[i].delay <= 0) { + joints[i].locked = 1; + joints[i].delay = 1; + if (tutoriallevel != 1 || id == 0) { + emit_sound_at(landsound1, joints[i].position * (*scale) + *coords, 128.); + } + breaking = 1; + } + + if (joints[i].label == head && !joints[i].locked && joints[i].delay <= 0) { + joints[i].locked = 1; + joints[i].delay = 1; + if (tutoriallevel != 1 || id == 0) { + emit_sound_at(landsound2, joints[i].position * (*scale) + *coords, 128.); + } + } + + terrainnormal = terrain.getNormal(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z); + ReflectVector(&joints[i].velocity, &terrainnormal); + bounceness = terrainnormal * findLength(&joints[i].velocity) * (abs(normaldotproduct(joints[i].velocity, terrainnormal))); + if (!joints[i].locked) + 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); + joints[i].velocity -= bounceness; + if (1 - friction * frictionness > 0) + joints[i].velocity *= 1 - friction * frictionness; + else + joints[i].velocity = 0; + + if (tutoriallevel != 1 || id == 0) + 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; + camerashake += .6; + + emit_sound_at(breaksound2, joints[i].position * (*scale) + *coords); + + envsound[numenvsounds] = *coords; + envsoundvol[numenvsounds] = 64; + envsoundlife[numenvsounds] = .4; + numenvsounds++; + } + + if (findLengthfast(&bounceness) > 2500) { + Normalise(&bounceness); + bounceness = bounceness * 50; + } + + joints[i].velocity += bounceness * elasticity; + + if (findLengthfast(&joints[i].velocity) > findLengthfast(&joints[i].oldvelocity)) { + bounceness = 0; + joints[i].velocity = joints[i].oldvelocity; + } + + + if (joints[i].locked == 0) + if (findLengthfast(&joints[i].velocity) < 1) + joints[i].locked = 1; + + if (environment == snowyenvironment && findLengthfast(&bounceness) > 500 && terrain.getOpacity(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z) < .2) { + terrainlight = terrain.getLighting(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z); + Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7); + if (detail == 2) + terrain.MakeDecal(bodyprintdecal, joints[i].position * (*scale) + *coords, .4, .4, 0); + } else if (environment == desertenvironment && findLengthfast(&bounceness) > 500 && terrain.getOpacity(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z) < .2) { + terrainlight = terrain.getLighting(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z); + Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7); + } + + else if (environment == grassyenvironment && findLengthfast(&bounceness) > 500 && terrain.getOpacity(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z) < .2) { + terrainlight = terrain.getLighting(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z); + Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5); + } else if (findLengthfast(&bounceness) > 500) + Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, terrainlight.x, terrainlight.y, terrainlight.z, .5, .2); + + + joints[i].position.y = (terrain.getHeight(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z) + groundlevel - coords->y) / (*scale); + if (longdead > 100) + broken = 1; + } + if (terrain.patchobjectnum[whichpatchx][whichpatchz]) + for (m = 0; m < terrain.patchobjectnum[whichpatchx][whichpatchz]; m++) { + k = terrain.patchobjects[whichpatchx][whichpatchz][m]; + if (k < objects.numobjects && k >= 0) + if (objects.possible[k]) { + friction = objects.friction[k]; + start = joints[i].realoldposition; + 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) { + joints[i].locked = 1; + joints[i].delay = 1; + if (tutoriallevel != 1 || id == 0) { + emit_sound_at(landsound1, joints[i].position * (*scale) + *coords, 128.); + } + breaking = 1; + } + + if (joints[i].label == head && !joints[i].locked && joints[i].delay <= 0) { + joints[i].locked = 1; + joints[i].delay = 1; + if (tutoriallevel != 1 || id == 0) { + emit_sound_at(landsound2, joints[i].position * (*scale) + *coords, 128.); + } + } + + terrainnormal = DoRotation(objects.model[k].facenormals[whichhit], 0, objects.yaw[k], 0) * -1; + if (terrainnormal.y > .8) + freefall = 0; + bounceness = terrainnormal * findLength(&joints[i].velocity) * (abs(normaldotproduct(joints[i].velocity, terrainnormal))); + if (findLengthfast(&joints[i].velocity) > findLengthfast(&joints[i].oldvelocity)) { + bounceness = 0; + joints[i].velocity = joints[i].oldvelocity; + } + if (tutoriallevel != 1 || id == 0) + if (findLengthfast(&bounceness) > 4000 && breaking) { + objects.model[k].MakeDecal(breakdecal, DoRotation(temp - objects.position[k], 0, -objects.yaw[k], 0), .4, .5, Random() % 360); + Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, 1, 1, 1, 4, .2); + breaking = 0; + camerashake += .6; + + emit_sound_at(breaksound2, joints[i].position * (*scale) + *coords); + + envsound[numenvsounds] = *coords; + envsoundvol[numenvsounds] = 64; + envsoundlife[numenvsounds] = .4; + 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; + else + joints[i].velocity = 0; + if (findLengthfast(&bounceness) > 2500) { + Normalise(&bounceness); + bounceness = bounceness * 50; + } + joints[i].velocity += bounceness * elasticity; + + + 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); + joints[i].position = (temp - *coords) / (*scale) + terrainnormal * .005; + if (longdead > 100) + broken = 1; + } + } + } + joints[i].realoldposition = joints[i].position * (*scale) + *coords; + } + } + multiplier = tempmult; + + + if (terrain.patchobjectnum[whichpatchx][whichpatchz]) + for (m = 0; m < terrain.patchobjectnum[whichpatchx][whichpatchz]; m++) { + k = terrain.patchobjects[whichpatchx][whichpatchz][m]; + 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; + 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); + for (j = 0; j < num_muscles; j++) { + if ((muscles[j].parent1->label == whichjointstartarray[i] && muscles[j].parent2->label == whichjointendarray[i]) || (muscles[j].parent2->label == whichjointstartarray[i] && muscles[j].parent1->label == whichjointendarray[i])) + muscles[j].DoConstraint(spinny); + } + } + } + } + } + + 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; + 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) + joints[i].mass = 2; + if (joints[i].locked) { + joints[i].mass = 4; + } + } + + return damage; + } + if (!free) { + for (i = 0; i < num_muscles; i++) { + if (muscles[i].type == boneconnect) + muscles[i].DoConstraint(0); + } + } + return 0; } void Skeleton::DoGravity(float *scale) { - static int i; - for(i=0; i-.1||joints[i].mass<5)&&((joints[i].label!=rightelbow&&joints[i].label!=rightelbow)||forward.y<.3))joints[i].velocity.y+=gravity*multiplier/(*scale); - } + static int i; + for (i = 0; i < num_joints; i++) { + if (((joints[i].label != leftknee && joints[i].label != rightknee) || lowforward.y > -.1 || joints[i].mass < 5) && ((joints[i].label != rightelbow && joints[i].label != rightelbow) || forward.y < .3)) + joints[i].velocity.y += gravity * multiplier / (*scale); + } } 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; iblurred); - 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; 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); - 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; iblurred); - 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; iposition.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; iblurred); + 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); } void Skeleton::AddJoint(float x, float y, float z, int which) { - if(num_joints=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=0)AddMuscle(num_joints-1,which,0,10,boneconnect); - } + 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); + } } void Skeleton::DeleteJoint(int whichjoint) { - if(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= 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--; + } } void Skeleton::DeleteMuscle(int whichmuscle) { - if(whichmuscle=num_joints||which<0)joints[whichjoint].hasparent=0; - if(which=0){ - joints[whichjoint].parent=&joints[which]; - joints[whichjoint].hasparent=1; - joints[whichjoint].length=findDistance(&joints[whichjoint].position,&joints[whichjoint].parent->position); - } - } + 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); + } + } } -void Skeleton::AddMuscle(int attach1,int attach2,float minlength,float maxlength,int type) +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=0&&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++; - } + 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;iposition,&muscles[i].parent2->position); - } + 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();*/ + /*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; + 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(); - - tfile=fopen( fixedFN, "rb" ); - if(tfile){ - funpackf(tfile, "Bi Bi", &numframes, &joints); - /* - for(i = 0; i < joints; i++){ - if(position[i])dealloc2(position[i]); - if(twist[i])dealloc2(twist[i]); - if(twist2[i])dealloc2(twist2[i]); - if(onground[i])dealloc2(onground[i]); - }*/ - /* - if(position)dealloc2(position); - if(twist)dealloc2(twist); - if(twist2)dealloc2(twist2); - if(speed)dealloc2(speed); - if(onground)dealloc2(onground); - if(forward)dealloc2(forward); - if(weapontarget)dealloc2(weapontarget); - if(label)dealloc2(label);*/ - - 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); - for(i = 0; i < joints; i++) - twist[i] = (float*)malloc(sizeof(float)*numframes); - - 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); - for(i = 0; i < joints; i++) - onground[i] =(bool*)malloc(sizeof(bool)*numframes); - - forward = (XYZ*)malloc(sizeof(XYZ)*numframes); - weapontarget = (XYZ*)malloc(sizeof(XYZ)*numframes); - label = (int*)malloc(sizeof(int)*numframes); - - /*position = new XYZ[joints][numframes]; - twist = new float[joints][numframes]; - twist2 = new float[joints][numframes]; - speed = new float[numframes]; - onground = new bool[joints][numframes]; - forward = new XYZ[numframes]; - label = new int[numframes];*/ - - for(i=0;i=model[0].vertexNum){ - muscles[i].numvertices--; - edit--; - } - } - funpackf(tfile, "Bb Bi", &muscles[i].visible, &parentID); - muscles[i].parent1=&joints[parentID]; - funpackf(tfile, "Bi", &parentID); - muscles[i].parent2=&joints[parentID]; - } - for(j=0;j<3;j++){ - funpackf(tfile, "Bi", &forwardjoints[j]); - } - for(j=0;j<3;j++){ - funpackf(tfile, "Bi", &lowforwardjoints[j]); - } - for(j=0;jposition+muscles[model[k].owner[i]].parent2->position)/2; - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); - glLoadIdentity(); - glRotatef(muscles[model[k].owner[i]].rotate3,0,1,0); - glRotatef(muscles[model[k].owner[i]].rotate2-90,0,0,1); - glRotatef(muscles[model[k].owner[i]].rotate1-90,0,1,0); - glTranslatef(model[k].vertex[i].x,model[k].vertex[i].y,model[k].vertex[i].z); - glGetFloatv(GL_MODELVIEW_MATRIX,M); - model[k].vertex[i].x=M[12]*1; - model[k].vertex[i].y=M[13]*1; - model[k].vertex[i].z=M[14]*1; - glPopMatrix(); - } - model[k].CalculateNormals(0); - } - } - fclose(tfile); - - tfile=fopen( ConvertFileName(lowfilename), "rb" ); - if(1){ - lSize=sizeof(num_joints); - fseek ( tfile, lSize, SEEK_CUR); - //joints = new Joint[num_joints]; - //jointlabels = new int[num_joints]; - for(i=0;i=modellow.vertexNum){ - muscles[i].numverticeslow--; - edit--; - } - } - - - } - 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;jposition+muscles[modellow.owner[i]].parent2->position)/2; - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); - glLoadIdentity(); - glRotatef(muscles[modellow.owner[i]].rotate3,0,1,0); - glRotatef(muscles[modellow.owner[i]].rotate2-90,0,0,1); - glRotatef(muscles[modellow.owner[i]].rotate1-90,0,1,0); - glTranslatef(modellow.vertex[i].x,modellow.vertex[i].y,modellow.vertex[i].z); - glGetFloatv(GL_MODELVIEW_MATRIX,M); - modellow.vertex[i].x=M[12]; - modellow.vertex[i].y=M[13]; - modellow.vertex[i].z=M[14]; - glPopMatrix(); - } - modellow.CalculateNormals(0); - } - - if(clothes){ - tfile=fopen( ConvertFileName(clothesfilename), "rb" ); - lSize=sizeof(num_joints); - fseek ( tfile, lSize, SEEK_CUR); - //joints = new Joint[num_joints]; - //jointlabels = new int[num_joints]; - for(i=0;i=modelclothes.vertexNum){ - muscles[i].numverticesclothes--; - edit--; - } - } - } - 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;jposition+muscles[modelclothes.owner[i]].parent2->position)/2; - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); - glLoadIdentity(); - glRotatef(muscles[modelclothes.owner[i]].rotate3,0,1,0); - glRotatef(muscles[modelclothes.owner[i]].rotate2-90,0,0,1); - glRotatef(muscles[modelclothes.owner[i]].rotate1-90,0,1,0); - glTranslatef(modelclothes.vertex[i].x,modelclothes.vertex[i].y,modelclothes.vertex[i].z); - glGetFloatv(GL_MODELVIEW_MATRIX,M); - modelclothes.vertex[i].x=M[12]; - modelclothes.vertex[i].y=M[13]; - modelclothes.vertex[i].z=M[14]; - glPopMatrix(); - } - modelclothes.CalculateNormals(0); - } - fclose(tfile); - - for(i=0;i= model[0].vertexNum) { + muscles[i].numvertices--; + edit--; + } + } + funpackf(tfile, "Bb Bi", &muscles[i].visible, &parentID); + muscles[i].parent1 = &joints[parentID]; + funpackf(tfile, "Bi", &parentID); + muscles[i].parent2 = &joints[parentID]; + } + for (j = 0; j < 3; j++) { + funpackf(tfile, "Bi", &forwardjoints[j]); + } + 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++) { + if (muscles[j].numvertices && muscles[j].vertices[i] < model[k].vertexNum) + model[k].owner[muscles[j].vertices[i]] = j; + } + } + } + FindForwards(); + for (i = 0; i < num_joints; i++) { + joints[i].startpos = joints[i].position; + } + for (i = 0; i < num_muscles; i++) { + FindRotationMuscle(i, -1); + } + 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 + glPushMatrix(); + glLoadIdentity(); + glRotatef(muscles[model[k].owner[i]].rotate3, 0, 1, 0); + glRotatef(muscles[model[k].owner[i]].rotate2 - 90, 0, 0, 1); + glRotatef(muscles[model[k].owner[i]].rotate1 - 90, 0, 1, 0); + glTranslatef(model[k].vertex[i].x, model[k].vertex[i].y, model[k].vertex[i].z); + glGetFloatv(GL_MODELVIEW_MATRIX, M); + model[k].vertex[i].x = M[12] * 1; + model[k].vertex[i].y = M[13] * 1; + model[k].vertex[i].z = M[14] * 1; + glPopMatrix(); + } + model[k].CalculateNormals(0); + } + } + fclose(tfile); + + tfile = fopen( ConvertFileName(lowfilename), "rb" ); + if (1) { + 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); + if (joints[i].hasparent) + joints[i].parent = &joints[parentID]; + joints[i].velocity = 0; + joints[i].oldposition = joints[i].position; + } + 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); + tempmuscle = muscles[i].numverticeslow; + funpackf(tfile, "Bi", &muscles[i].numverticeslow); + if (muscles[i].numverticeslow) { + //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); + edit = 0; + for (j = 0; j < muscles[i].numverticeslow - edit; j++) { + funpackf(tfile, "Bi", &muscles[i].verticeslow[j + edit]); + if (muscles[i].verticeslow[j + edit] >= modellow.vertexNum) { + muscles[i].numverticeslow--; + edit--; + } + } + + + } + 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++) { + if (muscles[j].numverticeslow && muscles[j].verticeslow[i] < modellow.vertexNum) + 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 + glPushMatrix(); + glLoadIdentity(); + glRotatef(muscles[modellow.owner[i]].rotate3, 0, 1, 0); + glRotatef(muscles[modellow.owner[i]].rotate2 - 90, 0, 0, 1); + glRotatef(muscles[modellow.owner[i]].rotate1 - 90, 0, 1, 0); + glTranslatef(modellow.vertex[i].x, modellow.vertex[i].y, modellow.vertex[i].z); + glGetFloatv(GL_MODELVIEW_MATRIX, M); + modellow.vertex[i].x = M[12]; + modellow.vertex[i].y = M[13]; + modellow.vertex[i].z = M[14]; + glPopMatrix(); + } + modellow.CalculateNormals(0); + } + + if (clothes) { + tfile = fopen( ConvertFileName(clothesfilename), "rb" ); + 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); + if (joints[i].hasparent) + joints[i].parent = &joints[parentID]; + joints[i].velocity = 0; + joints[i].oldposition = joints[i].position; + } + 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); + tempmuscle = muscles[i].numverticesclothes; + funpackf(tfile, "Bi", &muscles[i].numverticesclothes); + if (muscles[i].numverticesclothes) { + //muscles[i].verticesclothes.clear(); + //muscles[i].verticesclothes.resize(muscles[i].numverticesclothes); + //if(muscles[i].verticesclothes)dealloc2(muscles[i].verticesclothes); + muscles[i].verticesclothes = (int*)malloc(sizeof(int) * muscles[i].numverticesclothes); + edit = 0; + for (j = 0; j < muscles[i].numverticesclothes - edit; j++) { + funpackf(tfile, "Bi", &muscles[i].verticesclothes[j + edit]); + if (muscles[i].verticesclothes[j + edit] >= modelclothes.vertexNum) { + muscles[i].numverticesclothes--; + edit--; + } + } + } + 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++) { + if (muscles[j].numverticesclothes && muscles[j].verticesclothes[i] < modelclothes.vertexNum) + 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 + glPushMatrix(); + glLoadIdentity(); + glRotatef(muscles[modelclothes.owner[i]].rotate3, 0, 1, 0); + glRotatef(muscles[modelclothes.owner[i]].rotate2 - 90, 0, 0, 1); + glRotatef(muscles[modelclothes.owner[i]].rotate1 - 90, 0, 1, 0); + glTranslatef(modelclothes.vertex[i].x, modelclothes.vertex[i].y, modelclothes.vertex[i].z); + glGetFloatv(GL_MODELVIEW_MATRIX, M); + modelclothes.vertex[i].x = M[12]; + modelclothes.vertex[i].y = M[13]; + modelclothes.vertex[i].z = M[14]; + glPopMatrix(); + } + modelclothes.CalculateNormals(0); + } + fclose(tfile); + + for (i = 0; i < num_joints; i++) { + for (j = 0; j < num_joints; j++) { + if (joints[i].label == j) + jointlabels[j] = i; + } + } + + free = 0; } Animation::Animation() { - numframes = 0; - height = 0; - attack = 0; - joints = 0; - weapontargetnum = 0; - - position=0; - twist=0; - twist2=0; - speed=0; - onground=0; - forward=0; - label=0; - weapontarget=0; + numframes = 0; + height = 0; + attack = 0; + joints = 0; + weapontargetnum = 0; + + position = 0; + twist = 0; + twist2 = 0; + speed = 0; + onground = 0; + forward = 0; + label = 0; + weapontarget = 0; } Animation::~Animation() { - deallocate(); + deallocate(); } void Animation::deallocate() { - int i = 0; + int i = 0; - if(position) - { - for(i = 0; i < joints; i++) - dealloc2(position[i]); + if (position) { + for (i = 0; i < joints; i++) + dealloc2(position[i]); - dealloc2(position); - } - position = 0; + dealloc2(position); + } + position = 0; - if(twist) - { - for(i = 0; i < joints; i++) - dealloc2(twist[i]); + if (twist) { + for (i = 0; i < joints; i++) + dealloc2(twist[i]); - dealloc2(twist); - } - twist = 0; + dealloc2(twist); + } + twist = 0; - if(twist2) - { - for(i = 0; i < joints; i++) - dealloc2(twist2[i]); + if (twist2) { + for (i = 0; i < joints; i++) + dealloc2(twist2[i]); - dealloc2(twist2); - } - twist2 = 0; + dealloc2(twist2); + } + twist2 = 0; - if(onground) - { - for(i = 0; i < joints; i++) - dealloc2(onground[i]); + if (onground) { + for (i = 0; i < joints; i++) + dealloc2(onground[i]); - dealloc2(onground); - } - onground = 0; + dealloc2(onground); + } + onground = 0; - if(speed)dealloc2(speed); - speed = 0; + if (speed) + dealloc2(speed); + speed = 0; - if(forward)dealloc2(forward); - forward = 0; + if (forward) + dealloc2(forward); + forward = 0; - if(weapontarget)dealloc2(weapontarget); - weapontarget = 0; + if (weapontarget) + dealloc2(weapontarget); + weapontarget = 0; - if(label)dealloc2(label); - label = 0; + if (label) + dealloc2(label); + label = 0; - joints = 0; + joints = 0; } Skeleton::Skeleton() { - num_joints = 0; + num_joints = 0; - num_muscles = 0; + num_muscles = 0; - selected = 0; + selected = 0; - memset(forwardjoints, 0, sizeof(forwardjoints)); - // XYZ forward; + memset(forwardjoints, 0, sizeof(forwardjoints)); + // XYZ forward; - id = 0; + id = 0; - memset(lowforwardjoints, 0, sizeof(lowforwardjoints)); - // XYZ lowforward; + memset(lowforwardjoints, 0, sizeof(lowforwardjoints)); + // XYZ lowforward; - // XYZ specialforward[5]; - memset(jointlabels, 0, sizeof(jointlabels)); + // XYZ specialforward[5]; + memset(jointlabels, 0, sizeof(jointlabels)); - // Model model[7]; - // Model modellow; - // Model modelclothes; - num_models = 0; + // Model model[7]; + // Model modellow; + // Model modelclothes; + num_models = 0; - // Model drawmodel; - // Model drawmodellow; - // Model drawmodelclothes; + // Model drawmodel; + // Model drawmodellow; + // Model drawmodelclothes; - clothes = 0; - spinny = 0; + clothes = 0; + spinny = 0; - memset(skinText, 0, sizeof(skinText)); - skinsize = 0; + memset(skinText, 0, sizeof(skinText)); + skinsize = 0; - checkdelay = 0; + checkdelay = 0; - longdead = 0; - broken = 0; + longdead = 0; + broken = 0; - free = 0; - oldfree = 0; - freetime = 0; - freefall = 0; + free = 0; + oldfree = 0; + freetime = 0; + freefall = 0; - joints=0; - muscles=0; + joints = 0; + muscles = 0; } Skeleton::~Skeleton() { - if (muscles) - { - delete [] muscles; - } - muscles = 0; - - if (joints) - { - delete [] joints; - } - joints = 0; + if (muscles) { + delete [] muscles; + } + muscles = 0; + + if (joints) { + delete [] joints; + } + joints = 0; } Muscle::Muscle() { - vertices=0; - verticeslow=0; - verticesclothes=0; - - numvertices = 0; - numverticeslow = 0; - numverticesclothes = 0; - length = 0; - targetlength = 0; - parent1 = 0; - parent2 = 0; - maxlength = 0; - minlength = 0; - type = 0; - visible = 0; - rotate1 = 0,rotate2 = 0,rotate3 = 0; - lastrotate1 = 0,lastrotate2 = 0,lastrotate3 = 0; - oldrotate1 = 0,oldrotate2 = 0,oldrotate3 = 0; - newrotate1 = 0,newrotate2 = 0,newrotate3 = 0; - - strength = 0; + vertices = 0; + verticeslow = 0; + verticesclothes = 0; + + numvertices = 0; + numverticeslow = 0; + numverticesclothes = 0; + length = 0; + targetlength = 0; + parent1 = 0; + parent2 = 0; + maxlength = 0; + minlength = 0; + type = 0; + visible = 0; + rotate1 = 0, rotate2 = 0, rotate3 = 0; + lastrotate1 = 0, lastrotate2 = 0, lastrotate3 = 0; + oldrotate1 = 0, oldrotate2 = 0, oldrotate3 = 0; + newrotate1 = 0, newrotate2 = 0, newrotate3 = 0; + + strength = 0; } Muscle::~Muscle() { - dealloc2(vertices); - dealloc2(verticeslow); - dealloc2(verticesclothes); + dealloc2(vertices); + dealloc2(verticeslow); + dealloc2(verticesclothes); } Animation & Animation::operator = (const Animation & ani) { - int i = 0; - - bool allocate = true; - - allocate = ((ani.numframes != numframes) || (ani.joints != joints)); - - if (allocate) deallocate(); - - numframes = ani.numframes; - height = ani.height; - attack = ani.attack; - joints = ani.joints; - weapontargetnum = ani.weapontargetnum; - - if (allocate) position=(XYZ**)malloc(sizeof(XYZ*)*ani.joints); - for(i = 0; i < ani.joints; i++) - { - if (allocate) position[i] = (XYZ*)malloc(sizeof(XYZ)*ani.numframes); - memcpy(position[i], ani.position[i], sizeof(XYZ)*ani.numframes); - } - - if (allocate) twist=(float**)malloc(sizeof(float*)*ani.joints); - for(i = 0; i < ani.joints; i++) - { - if (allocate) twist[i] = (float*)malloc(sizeof(float)*ani.numframes); - memcpy(twist[i], ani.twist[i], sizeof(float)*ani.numframes); - } - - if (allocate) twist2=(float**)malloc(sizeof(float*)*ani.joints); - for(i = 0; i < ani.joints; i++) - { - if (allocate) twist2[i] = (float*)malloc(sizeof(float)*ani.numframes); - memcpy(twist2[i], ani.twist2[i], sizeof(float)*ani.numframes); - } - - if (allocate) speed = (float*)malloc(sizeof(float)*ani.numframes); - memcpy(speed, ani.speed, sizeof(float)*ani.numframes); - - if (allocate) onground=(bool**)malloc(sizeof(bool*)*ani.joints); - for(i = 0; i < ani.joints; i++) - { - if (allocate) onground[i] =(bool*)malloc(sizeof(bool)*ani.numframes); - memcpy(onground[i], ani.onground[i], sizeof(bool)*ani.numframes); - } - - if (allocate) forward = (XYZ*)malloc(sizeof(XYZ)*ani.numframes); - memcpy(forward, ani.forward, sizeof(XYZ)*ani.numframes); - - if (allocate) weapontarget = (XYZ*)malloc(sizeof(XYZ)*ani.numframes); - memcpy(weapontarget, ani.weapontarget, sizeof(XYZ)*ani.numframes); - - if (allocate) label = (int*)malloc(sizeof(int)*ani.numframes); - memcpy(label, ani.label, sizeof(int)*ani.numframes); - - return (*this); + int i = 0; + + bool allocate = true; + + allocate = ((ani.numframes != numframes) || (ani.joints != joints)); + + if (allocate) + deallocate(); + + numframes = ani.numframes; + height = ani.height; + attack = ani.attack; + joints = ani.joints; + weapontargetnum = ani.weapontargetnum; + + if (allocate) + position = (XYZ**)malloc(sizeof(XYZ*)*ani.joints); + for (i = 0; i < ani.joints; i++) { + if (allocate) + position[i] = (XYZ*)malloc(sizeof(XYZ) * ani.numframes); + memcpy(position[i], ani.position[i], sizeof(XYZ)*ani.numframes); + } + + if (allocate) + twist = (float**)malloc(sizeof(float*)*ani.joints); + for (i = 0; i < ani.joints; i++) { + if (allocate) + twist[i] = (float*)malloc(sizeof(float) * ani.numframes); + memcpy(twist[i], ani.twist[i], sizeof(float)*ani.numframes); + } + + if (allocate) + twist2 = (float**)malloc(sizeof(float*)*ani.joints); + for (i = 0; i < ani.joints; i++) { + if (allocate) + twist2[i] = (float*)malloc(sizeof(float) * ani.numframes); + memcpy(twist2[i], ani.twist2[i], sizeof(float)*ani.numframes); + } + + if (allocate) + speed = (float*)malloc(sizeof(float) * ani.numframes); + memcpy(speed, ani.speed, sizeof(float)*ani.numframes); + + if (allocate) + onground = (bool**)malloc(sizeof(bool*)*ani.joints); + for (i = 0; i < ani.joints; i++) { + if (allocate) + onground[i] = (bool*)malloc(sizeof(bool) * ani.numframes); + memcpy(onground[i], ani.onground[i], sizeof(bool)*ani.numframes); + } + + if (allocate) + forward = (XYZ*)malloc(sizeof(XYZ) * ani.numframes); + memcpy(forward, ani.forward, sizeof(XYZ)*ani.numframes); + + if (allocate) + weapontarget = (XYZ*)malloc(sizeof(XYZ) * ani.numframes); + memcpy(weapontarget, ani.weapontarget, sizeof(XYZ)*ani.numframes); + + if (allocate) + label = (int*)malloc(sizeof(int) * ani.numframes); + memcpy(label, ani.label, sizeof(int)*ani.numframes); + + return (*this); } diff --git a/Source/Skeleton.h b/Source/Skeleton.h index ca8ac30..b9075fb 100644 --- a/Source/Skeleton.h +++ b/Source/Skeleton.h @@ -10,7 +10,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -34,119 +34,113 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "binio.h" enum bodyparts { - head, neck, - leftshoulder, leftelbow, leftwrist, lefthand, - rightshoulder, rightelbow, rightwrist, righthand, - abdomen, lefthip, righthip, groin, - leftknee, leftankle, leftfoot, - rightknee, rightankle, rightfoot + head, neck, + leftshoulder, leftelbow, leftwrist, lefthand, + rightshoulder, rightelbow, rightwrist, righthand, + abdomen, lefthip, righthip, groin, + leftknee, leftankle, leftfoot, + rightknee, rightankle, rightfoot }; class Joint { public: - XYZ position; - XYZ oldposition; - XYZ realoldposition; - XYZ velocity; - XYZ oldvelocity; - XYZ startpos; - float blurred; - float length; - float mass; - bool lower; - bool hasparent; - bool locked; - int modelnum; - bool visible; - Joint* parent; - bool sametwist; - int label; - int hasgun; - float delay; - XYZ velchange; - - Joint() - { - blurred = 0; - length = 0; - mass = 0; - lower = 0; - hasparent = 0; - locked = 0; - modelnum = 0; - visible = 0; - parent = 0; - sametwist = 0; - label = 0; - hasgun = 0; - delay = 0; - } - - void DoConstraint(); + XYZ position; + XYZ oldposition; + XYZ realoldposition; + XYZ velocity; + XYZ oldvelocity; + XYZ startpos; + float blurred; + float length; + float mass; + bool lower; + bool hasparent; + bool locked; + int modelnum; + bool visible; + Joint* parent; + bool sametwist; + int label; + int hasgun; + float delay; + XYZ velchange; + + Joint() { + blurred = 0; + length = 0; + mass = 0; + lower = 0; + hasparent = 0; + locked = 0; + modelnum = 0; + visible = 0; + parent = 0; + sametwist = 0; + label = 0; + hasgun = 0; + delay = 0; + } }; class Muscle { public: - int numvertices; - int* vertices; - int numverticeslow; - int* verticeslow; - int numverticesclothes; - int* verticesclothes; - float length; - float targetlength; - Joint* parent1; - Joint* parent2; - float maxlength; - float minlength; - int type; - bool visible; - void DoConstraint(bool spinny); - float rotate1,rotate2,rotate3; - float lastrotate1,lastrotate2,lastrotate3; - float oldrotate1,oldrotate2,oldrotate3; - float newrotate1,newrotate2,newrotate3; - - float strength; - - ~Muscle(); - Muscle(); + int numvertices; + int* vertices; + int numverticeslow; + int* verticeslow; + int numverticesclothes; + int* verticesclothes; + float length; + float targetlength; + Joint* parent1; + Joint* parent2; + float maxlength; + float minlength; + int type; + bool visible; + float rotate1, rotate2, rotate3; + float lastrotate1, lastrotate2, lastrotate3; + float oldrotate1, oldrotate2, oldrotate3; + float newrotate1, newrotate2, newrotate3; + + float strength; + + Muscle(); + ~Muscle(); + void DoConstraint(bool spinny); }; class Animation { public: - int numframes; - int height; - int attack; - int joints; - int weapontargetnum; - - XYZ** position; - float** twist; - float** twist2; - float* speed; - bool** onground; - XYZ* forward; - int* label; - XYZ* weapontarget; - - - XYZ offset; - - Animation(); - - ~Animation(); - - Animation & operator = (const Animation & ani); - - void Load(const char *fileName, int aheight, int aattack); - void Move(XYZ how); + int numframes; + int height; + int attack; + int joints; + int weapontargetnum; + + XYZ** position; + float** twist; + float** twist2; + float* speed; + bool** onground; + XYZ* forward; + int* label; + XYZ* weapontarget; + + XYZ offset; + + Animation(); + ~Animation(); + Animation & operator = (const Animation & ani); + + void Load(const char *fileName, int aheight, int aattack); + void Move(XYZ how); protected: - void deallocate(); + void deallocate(); }; @@ -155,74 +149,73 @@ const int max_joints = 50; class Skeleton { public: - int num_joints; - //Joint joints[max_joints]; - //Joint *joints; - Joint* joints; - - int num_muscles; - //Muscle muscles[max_muscles]; - //Muscle *muscles; - Muscle* muscles; - - int selected; - - int forwardjoints[3]; - XYZ forward; - - int id; - - int lowforwardjoints[3]; - XYZ lowforward; - - XYZ specialforward[5]; - int jointlabels[max_joints]; - - Model model[7]; - Model modellow; - Model modelclothes; - int num_models; - - Model drawmodel; - Model drawmodellow; - Model drawmodelclothes; - - bool clothes; - bool spinny; - - GLubyte skinText[512*512*3]; - int skinsize; - - float checkdelay; - - float longdead; - bool broken; - - int free; - int oldfree; - float freetime; - bool freefall; - - void FindForwards(); - void FindForwardsfirst(); - float DoConstraints(XYZ *coords,float *scale); - void DoGravity(float *scale); - void DoBalance(); - void MusclesSet(); - 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); - - Skeleton(); - - ~Skeleton(); + int num_joints; + //Joint joints[max_joints]; + //Joint *joints; + Joint* joints; + + int num_muscles; + //Muscle muscles[max_muscles]; + //Muscle *muscles; + Muscle* muscles; + + int selected; + + int forwardjoints[3]; + XYZ forward; + + int id; + + int lowforwardjoints[3]; + XYZ lowforward; + + XYZ specialforward[5]; + int jointlabels[max_joints]; + + Model model[7]; + Model modellow; + Model modelclothes; + int num_models; + + Model drawmodel; + Model drawmodellow; + Model drawmodelclothes; + + bool clothes; + bool spinny; + + GLubyte skinText[512 * 512 * 3]; + int skinsize; + + float checkdelay; + + float longdead; + bool broken; + + int free; + int oldfree; + float freetime; + bool freefall; + + void FindForwards(); + void FindForwardsfirst(); + float DoConstraints(XYZ *coords, float *scale); + void DoGravity(float *scale); + void DoBalance(); + void MusclesSet(); + 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); + + Skeleton(); + ~Skeleton(); }; #endif