2 Copyright (C) 2003, 2010 - Wolfire Games
4 This file is part of Lugaru.
6 Lugaru is free software; you can redistribute it and/or modify
7 it under the terms of the GNU General Public License as published by
8 the Free Software Foundation; either version 2 of the License, or
9 (at your option) any later version.
11 Lugaru is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU General Public License for more details.
16 You should have received a copy of the GNU General Public License
17 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
20 /**> HEADER FILES <**/
23 #include "openal_wrapper.h"
24 #include "Animation.h"
26 extern float multiplier;
28 extern Skeleton testskeleton;
29 extern Terrain terrain;
30 extern Objects objects;
31 extern int environment;
32 extern float camerashake;
35 extern XYZ envsound[30];
36 extern float envsoundvol[30];
37 extern int numenvsounds;
38 extern float envsoundlife[30];
39 extern int tutoriallevel;
41 extern int whichjointstartarray[26];
42 extern int whichjointendarray[26];
44 extern bool visibleloading;
48 void dealloc2(void* param)
51 param = 0; // FIXME: does this *do* anything???
54 enum {boneconnect, constraint, muscle};
58 * sets strength, length,
59 * parent1->position, parent2->position,
60 * parent1->velocity, parent2->velocity
64 * Skeleton::DoConstraints
66 void Muscle::DoConstraint(bool spinny)
68 // FIXME: relaxlength shouldn't be static, but may not always be set
69 // so I don't want to change the existing behavior even though it's probably a bug
70 static float relaxlength;
72 float oldlength = length;
74 if (type != boneconnect)
75 relaxlength = findDistance(&parent1->position, &parent2->position);
77 if (type == boneconnect)
79 if (type == constraint)
88 length -= (length - relaxlength) * (1 - strength) * multiplier * 10000;
89 length -= (length - targetlength) * (strength) * multiplier * 10000;
93 if ((relaxlength - length > 0 && relaxlength - oldlength < 0) || (relaxlength - length < 0 && relaxlength - oldlength > 0))
97 if (length < minlength)
99 if (length > maxlength)
102 if (length == relaxlength)
108 XYZ midp = (parent1->position * parent1->mass + parent2->position * parent2->mass) / (parent1->mass + parent2->mass);
110 //Find vector from midpoint to second vector
111 XYZ vel = parent2->position - midp;
113 //Change to unit vector
116 //Apply velocity change
117 XYZ newpoint1 = midp - vel * length * (parent2->mass / (parent1->mass + parent2->mass));
118 XYZ newpoint2 = midp + vel * length * (parent1->mass / (parent1->mass + parent2->mass));
119 if (!freeze && spinny) {
120 parent1->velocity = parent1->velocity + (newpoint1 - parent1->position) / multiplier / 4;
121 parent2->velocity = parent2->velocity + (newpoint2 - parent2->position) / multiplier / 4;
123 parent1->velocity = parent1->velocity + (newpoint1 - parent1->position);
124 parent2->velocity = parent2->velocity + (newpoint2 - parent2->position);
127 //Move child point to within certain distance of parent point
128 parent1->position = newpoint1;
129 parent2->position = newpoint2;
133 * sets forward, lowforward, specialforward[]
137 * Person/Person::DoAnimations
138 * Person/Person::DrawSkeleton
140 void Skeleton::FindForwards()
142 //Find forward vectors
143 CrossProduct(joints[forwardjoints[1]].position - joints[forwardjoints[0]].position, joints[forwardjoints[2]].position - joints[forwardjoints[0]].position, &forward);
146 CrossProduct(joints[lowforwardjoints[1]].position - joints[lowforwardjoints[0]].position, joints[lowforwardjoints[2]].position - joints[lowforwardjoints[0]].position, &lowforward);
147 Normalise(&lowforward);
150 specialforward[0] = forward;
152 specialforward[1] = jointPos(rightshoulder) + jointPos(rightwrist);
153 specialforward[1] = jointPos(rightelbow) - specialforward[1] / 2;
154 specialforward[1] += forward * .4;
155 Normalise(&specialforward[1]);
156 specialforward[2] = jointPos(leftshoulder) + jointPos(leftwrist);
157 specialforward[2] = jointPos(leftelbow) - specialforward[2] / 2;
158 specialforward[2] += forward * .4;
159 Normalise(&specialforward[2]);
161 specialforward[3] = jointPos(righthip) + jointPos(rightankle);
162 specialforward[3] = specialforward[3] / 2 - jointPos(rightknee);
163 specialforward[3] += lowforward * .4;
164 Normalise(&specialforward[3]);
165 specialforward[4] = jointPos(lefthip) + jointPos(leftankle);
166 specialforward[4] = specialforward[4] / 2 - jointPos(leftknee);
167 specialforward[4] += lowforward * .4;
168 Normalise(&specialforward[4]);
175 * Person/Person::RagDoll
176 * Person/Person::DoStuff
179 float Skeleton::DoConstraints(XYZ *coords, float *scale)
181 float friction = 1.5;
182 const float elasticity = .3;
184 const int numrepeats = 3;
185 float groundlevel = .15;
194 float damage = 0; // eventually returned from function
195 bool breaking = false;
198 freetime += multiplier;
200 whichpatchx = coords->x / (terrain.size / subdivision * terrain.scale);
201 whichpatchz = coords->z / (terrain.size / subdivision * terrain.scale);
203 terrainlight = *coords;
204 objects.SphereCheckPossible(&terrainlight, 1);
207 for (i = 0; i < num_joints; i++) {
208 joints[i].position = joints[i].position + joints[i].velocity * multiplier;
210 switch (joints[i].label) {
227 joints[i].position.y -= groundlevel;
228 joints[i].oldvelocity = joints[i].velocity;
231 float tempmult = multiplier;
232 //multiplier/=numrepeats;
234 for (j = 0; j < numrepeats; j++) {
236 // right leg constraints?
237 if (!joint(rightknee).locked && !joint(righthip).locked) {
238 temp = jointPos(rightknee) - (jointPos(righthip) + jointPos(rightankle)) / 2;
239 while (normaldotproduct(temp, lowforward) > -.1 && !sphere_line_intersection(&jointPos(righthip), &jointPos(rightankle), &jointPos(rightknee), &r)) {
240 jointPos(rightknee) -= lowforward * .05;
242 jointVel(rightknee) -= lowforward * .05 / multiplier / 4;
244 jointVel(rightknee) -= lowforward * .05;
245 jointPos(rightankle) += lowforward * .025;
247 jointVel(rightankle) += lowforward * .025 / multiplier / 4;
249 jointVel(rightankle) += lowforward * .25;
250 jointPos(righthip) += lowforward * .025;
252 jointVel(righthip) += lowforward * .025 / multiplier / 4;
254 jointVel(righthip) += lowforward * .025;
255 temp = jointPos(rightknee) - (jointPos(righthip) + jointPos(rightankle)) / 2;
259 // left leg constraints?
260 if (!joint(leftknee).locked && !joint(lefthip).locked) {
261 temp = jointPos(leftknee) - (jointPos(lefthip) + jointPos(leftankle)) / 2;
262 while (normaldotproduct(temp, lowforward) > -.1 && !sphere_line_intersection(&jointPos(lefthip), &jointPos(leftankle), &jointPos(leftknee), &r)) {
263 jointPos(leftknee) -= lowforward * .05;
265 jointVel(leftknee) -= lowforward * .05 / multiplier / 4;
267 jointVel(leftknee) -= lowforward * .05;
268 jointPos(leftankle) += lowforward * .025;
270 jointVel(leftankle) += lowforward * .025 / multiplier / 4;
272 jointVel(leftankle) += lowforward * .25;
273 jointPos(lefthip) += lowforward * .025;
275 jointVel(lefthip) += lowforward * .025 / multiplier / 4;
277 jointVel(lefthip) += lowforward * .025;
278 temp = jointPos(leftknee) - (jointPos(lefthip) + jointPos(leftankle)) / 2;
282 for (i = 0; i < num_joints; i++) {
283 if (joints[i].locked && !spinny && findLengthfast(&joints[i].velocity) > 320)
284 joints[i].locked = 0;
285 if (spinny && findLengthfast(&joints[i].velocity) > 600)
286 joints[i].locked = 0;
287 if (joints[i].delay > 0) {
289 for (j = 0; j < num_joints; j++) {
290 if (joints[j].locked)
294 joints[i].delay -= multiplier * 3;
299 for (i = 0; i < num_muscles; i++) {
301 muscles[i].DoConstraint(spinny);
304 for (i = 0; i < num_joints; i++) {
308 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) {
311 if (joints[i].label == groin && !joints[i].locked && joints[i].delay <= 0) {
312 joints[i].locked = 1;
314 if (tutoriallevel != 1 || id == 0) {
315 emit_sound_at(landsound1, joints[i].position * (*scale) + *coords, 128.);
320 if (joints[i].label == head && !joints[i].locked && joints[i].delay <= 0) {
321 joints[i].locked = 1;
323 if (tutoriallevel != 1 || id == 0) {
324 emit_sound_at(landsound2, joints[i].position * (*scale) + *coords, 128.);
328 terrainnormal = terrain.getNormal(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z);
329 ReflectVector(&joints[i].velocity, &terrainnormal);
330 bounceness = terrainnormal * findLength(&joints[i].velocity) * (abs(normaldotproduct(joints[i].velocity, terrainnormal)));
331 if (!joints[i].locked)
332 damage += findLengthfast(&bounceness) / 4000;
333 if (findLengthfast(&joints[i].velocity) < findLengthfast(&bounceness))
335 frictionness = abs(normaldotproduct(joints[i].velocity, terrainnormal));
336 joints[i].velocity -= bounceness;
337 if (1 - friction * frictionness > 0)
338 joints[i].velocity *= 1 - friction * frictionness;
340 joints[i].velocity = 0;
342 if (tutoriallevel != 1 || id == 0)
343 if (findLengthfast(&bounceness) > 8000 && breaking) {
344 // FIXME: this crashes because k is not initialized!
345 // to reproduce, type 'wolfie' in console and play a while
346 // I'll just comment it out for now
347 //objects.model[k].MakeDecal(breakdecal, DoRotation(temp - objects.position[k], 0, -objects.yaw[k], 0), .4, .5, Random() % 360);
348 Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, 1, 1, 1, 4, .2);
352 emit_sound_at(breaksound2, joints[i].position * (*scale) + *coords);
354 envsound[numenvsounds] = *coords;
355 envsoundvol[numenvsounds] = 64;
356 envsoundlife[numenvsounds] = .4;
360 if (findLengthfast(&bounceness) > 2500) {
361 Normalise(&bounceness);
362 bounceness = bounceness * 50;
365 joints[i].velocity += bounceness * elasticity;
367 if (findLengthfast(&joints[i].velocity) > findLengthfast(&joints[i].oldvelocity)) {
369 joints[i].velocity = joints[i].oldvelocity;
373 if (joints[i].locked == 0)
374 if (findLengthfast(&joints[i].velocity) < 1)
375 joints[i].locked = 1;
377 if (environment == snowyenvironment && findLengthfast(&bounceness) > 500 && terrain.getOpacity(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z) < .2) {
378 terrainlight = terrain.getLighting(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z);
379 Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7);
381 terrain.MakeDecal(bodyprintdecal, joints[i].position * (*scale) + *coords, .4, .4, 0);
382 } else if (environment == desertenvironment && findLengthfast(&bounceness) > 500 && terrain.getOpacity(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z) < .2) {
383 terrainlight = terrain.getLighting(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z);
384 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);
387 else if (environment == grassyenvironment && findLengthfast(&bounceness) > 500 && terrain.getOpacity(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z) < .2) {
388 terrainlight = terrain.getLighting(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z);
389 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);
390 } else if (findLengthfast(&bounceness) > 500)
391 Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, terrainlight.x, terrainlight.y, terrainlight.z, .5, .2);
394 joints[i].position.y = (terrain.getHeight(joints[i].position.x * (*scale) + coords->x, joints[i].position.z * (*scale) + coords->z) + groundlevel - coords->y) / (*scale);
398 if (terrain.patchobjectnum[whichpatchx][whichpatchz])
399 for (m = 0; m < terrain.patchobjectnum[whichpatchx][whichpatchz]; m++) {
400 k = terrain.patchobjects[whichpatchx][whichpatchz][m];
401 if (k < objects.numobjects && k >= 0)
402 if (objects.possible[k]) {
403 friction = objects.friction[k];
404 XYZ start = joints[i].realoldposition;
405 XYZ end = joints[i].position * (*scale) + *coords;
406 whichhit = objects.model[k].LineCheckPossible(&start, &end, &temp, &objects.position[k], &objects.yaw[k]);
407 if (whichhit != -1) {
408 if (joints[i].label == groin && !joints[i].locked && joints[i].delay <= 0) {
409 joints[i].locked = 1;
411 if (tutoriallevel != 1 || id == 0) {
412 emit_sound_at(landsound1, joints[i].position * (*scale) + *coords, 128.);
417 if (joints[i].label == head && !joints[i].locked && joints[i].delay <= 0) {
418 joints[i].locked = 1;
420 if (tutoriallevel != 1 || id == 0) {
421 emit_sound_at(landsound2, joints[i].position * (*scale) + *coords, 128.);
425 terrainnormal = DoRotation(objects.model[k].facenormals[whichhit], 0, objects.yaw[k], 0) * -1;
426 if (terrainnormal.y > .8)
428 bounceness = terrainnormal * findLength(&joints[i].velocity) * (abs(normaldotproduct(joints[i].velocity, terrainnormal)));
429 if (findLengthfast(&joints[i].velocity) > findLengthfast(&joints[i].oldvelocity)) {
431 joints[i].velocity = joints[i].oldvelocity;
433 if (tutoriallevel != 1 || id == 0)
434 if (findLengthfast(&bounceness) > 4000 && breaking) {
435 objects.model[k].MakeDecal(breakdecal, DoRotation(temp - objects.position[k], 0, -objects.yaw[k], 0), .4, .5, Random() % 360);
436 Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, 1, 1, 1, 4, .2);
440 emit_sound_at(breaksound2, joints[i].position * (*scale) + *coords);
442 envsound[numenvsounds] = *coords;
443 envsoundvol[numenvsounds] = 64;
444 envsoundlife[numenvsounds] = .4;
447 if (objects.type[k] == treetrunktype) {
448 objects.rotx[k] += joints[i].velocity.x * multiplier * .4;
449 objects.roty[k] += joints[i].velocity.z * multiplier * .4;
450 objects.rotx[k + 1] += joints[i].velocity.x * multiplier * .4;
451 objects.roty[k + 1] += joints[i].velocity.z * multiplier * .4;
453 if (!joints[i].locked)
454 damage += findLengthfast(&bounceness) / 2500;
455 ReflectVector(&joints[i].velocity, &terrainnormal);
456 frictionness = abs(normaldotproduct(joints[i].velocity, terrainnormal));
457 joints[i].velocity -= bounceness;
458 if (1 - friction * frictionness > 0)
459 joints[i].velocity *= 1 - friction * frictionness;
461 joints[i].velocity = 0;
462 if (findLengthfast(&bounceness) > 2500) {
463 Normalise(&bounceness);
464 bounceness = bounceness * 50;
466 joints[i].velocity += bounceness * elasticity;
469 if (!joints[i].locked)
470 if (findLengthfast(&joints[i].velocity) < 1) {
471 joints[i].locked = 1;
473 if (findLengthfast(&bounceness) > 500)
474 Sprite::MakeSprite(cloudsprite, joints[i].position * (*scale) + *coords, joints[i].velocity * .06, 1, 1, 1, .5, .2);
475 joints[i].position = (temp - *coords) / (*scale) + terrainnormal * .005;
481 joints[i].realoldposition = joints[i].position * (*scale) + *coords;
484 multiplier = tempmult;
487 if (terrain.patchobjectnum[whichpatchx][whichpatchz])
488 for (m = 0; m < terrain.patchobjectnum[whichpatchx][whichpatchz]; m++) {
489 k = terrain.patchobjects[whichpatchx][whichpatchz][m];
490 if (objects.possible[k]) {
491 for (i = 0; i < 26; i++) {
492 //Make this less stupid
493 XYZ start = joints[jointlabels[whichjointstartarray[i]]].position * (*scale) + *coords;
494 XYZ end = joints[jointlabels[whichjointendarray[i]]].position * (*scale) + *coords;
495 whichhit = objects.model[k].LineCheckSlidePossible(&start, &end, &temp, &objects.position[k], &objects.yaw[k]);
496 if (whichhit != -1) {
497 joints[jointlabels[whichjointendarray[i]]].position = (end - *coords) / (*scale);
498 for (j = 0; j < num_muscles; j++) {
499 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]))
500 muscles[j].DoConstraint(spinny);
507 for (i = 0; i < num_joints; i++) {
508 switch (joints[i].label) {
524 joints[i].position.y += groundlevel;
526 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)
528 if (joints[i].locked) {
537 for (i = 0; i < num_muscles; i++) {
538 if (muscles[i].type == boneconnect)
539 muscles[i].DoConstraint(0);
547 * applies gravity to the skeleton
550 * Person/Person::DoStuff
552 void Skeleton::DoGravity(float *scale)
555 for (i = 0; i < num_joints; i++) {
556 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))
557 joints[i].velocity.y += gravity * multiplier / (*scale);
562 * set muscles[which].rotate1
566 * special case if animation == hanganim
568 void Skeleton::FindRotationMuscle(int which, int animation)
573 p1 = muscles[which].parent1->position;
574 p2 = muscles[which].parent2->position;
575 dist = findDistance(&p1, &p2);
576 if (p1.y - p2.y <= dist)
577 muscles[which].rotate2 = asin((p1.y - p2.y) / dist);
578 if (p1.y - p2.y > dist)
579 muscles[which].rotate2 = asin(1.f);
580 muscles[which].rotate2 *= 360.0 / 6.2831853;
584 dist = findDistance(&p1, &p2);
585 if (p1.z - p2.z <= dist)
586 muscles[which].rotate1 = acos((p1.z - p2.z) / dist);
587 if (p1.z - p2.z > dist)
588 muscles[which].rotate1 = acos(1.f);
589 muscles[which].rotate1 *= 360.0 / 6.2831853;
591 muscles[which].rotate1 = 360 - muscles[which].rotate1;
592 if (!isnormal(muscles[which].rotate1))
593 muscles[which].rotate1 = 0;
594 if (!isnormal(muscles[which].rotate2))
595 muscles[which].rotate2 = 0;
597 const int label1 = muscles[which].parent1->label;
598 const int label2 = muscles[which].parent2->label;
601 fwd = specialforward[0];
607 fwd = specialforward[1];
613 fwd = specialforward[2];
619 fwd = specialforward[3];
625 fwd = specialforward[4];
628 if (muscles[which].parent1->lower)
635 if (animation == hanganim) {
636 if (label1 == righthand || label2 == righthand) {
640 if (label1 == lefthand || label2 == lefthand) {
647 if (label1 == rightfoot || label2 == rightfoot) {
650 if (label1 == leftfoot || label2 == leftfoot) {
655 fwd = DoRotation(fwd, 0, muscles[which].rotate1 - 90, 0);
656 fwd = DoRotation(fwd, 0, 0, muscles[which].rotate2 - 90);
658 fwd /= findLength(&fwd);
659 if (fwd.z <= 1 && fwd.z >= -1)
660 muscles[which].rotate3 = acos(0 - fwd.z);
662 muscles[which].rotate3 = acos(-1.f);
663 muscles[which].rotate3 *= 360.0 / 6.2831853;
665 muscles[which].rotate3 = 360 - muscles[which].rotate3;
666 if (!isnormal(muscles[which].rotate3))
667 muscles[which].rotate3 = 0;
671 * load an animation from file
673 void Animation::Load(const char *filename, int aheight, int aattack)
677 XYZ startoffset, endoffset;
680 const char *anim_prefix = ":Data:Animations:";
685 // concatenate anim_prefix + filename
686 int len = strlen(anim_prefix) + strlen(filename);
687 char *buf = new char[len + 1];
688 snprintf(buf, len + 1, "%s%s", anim_prefix, filename);
689 // Changing the filename into something the OS can understand
690 char *fixedFN = ConvertFileName(buf);
693 LOG(std::string("Loading animation...") + fixedFN);
695 // clear existing data
702 Game::LoadingScreen();
704 // read file in binary mode
705 tfile = fopen( fixedFN, "rb" );
707 // read numframes, joints to know how much memory to allocate
708 funpackf(tfile, "Bi Bi", &numframes, &joints);
710 for(i = 0; i < joints; i++){
711 if(position[i])dealloc2(position[i]);
712 if(twist[i])dealloc2(twist[i]);
713 if(twist2[i])dealloc2(twist2[i]);
714 if(onground[i])dealloc2(onground[i]);
717 if(position)dealloc2(position);
718 if(twist)dealloc2(twist);
719 if(twist2)dealloc2(twist2);
720 if(speed)dealloc2(speed);
721 if(onground)dealloc2(onground);
722 if(forward)dealloc2(forward);
723 if(weapontarget)dealloc2(weapontarget);
724 if(label)dealloc2(label);*/
727 // allocate memory for everything
729 position = (XYZ**)malloc(sizeof(XYZ*) * joints);
730 for (i = 0; i < joints; i++)
731 position[i] = (XYZ*)malloc(sizeof(XYZ) * numframes);
733 twist = (float**)malloc(sizeof(float*) * joints);
734 for (i = 0; i < joints; i++)
735 twist[i] = (float*)malloc(sizeof(float) * numframes);
737 twist2 = (float**)malloc(sizeof(float*) * joints);
738 for (i = 0; i < joints; i++)
739 twist2[i] = (float*)malloc(sizeof(float) * numframes);
741 speed = (float*)malloc(sizeof(float) * numframes);
743 onground = (bool**)malloc(sizeof(bool*) * joints);
744 for (i = 0; i < joints; i++)
745 onground[i] = (bool*)malloc(sizeof(bool) * numframes);
747 forward = (XYZ*)malloc(sizeof(XYZ) * numframes);
748 weapontarget = (XYZ*)malloc(sizeof(XYZ) * numframes);
749 label = (int*)malloc(sizeof(int) * numframes);
751 /*position = new XYZ[joints][numframes];
752 twist = new float[joints][numframes];
753 twist2 = new float[joints][numframes];
754 speed = new float[numframes];
755 onground = new bool[joints][numframes];
756 forward = new XYZ[numframes];
757 label = new int[numframes];*/
760 // read binary data as animation
763 for (i = 0; i < numframes; i++) {
764 // for each joint in the skeleton...
765 for (j = 0; j < joints; j++) {
766 // read joint position
767 funpackf(tfile, "Bf Bf Bf", &position[j][i].x, &position[j][i].y, &position[j][i].z);
769 for (j = 0; j < joints; j++) {
771 funpackf(tfile, "Bf", &twist[j][i]);
773 for (j = 0; j < joints; j++) {
774 // read onground (boolean)
776 funpackf(tfile, "Bb", &uch);
777 onground[j][i] = (uch != 0);
779 // read frame speed (?)
780 funpackf(tfile, "Bf", &speed[i]);
782 // read twist2 for whole animation
783 for (i = 0; i < numframes; i++) {
784 for (j = 0; j < joints; j++) {
785 funpackf(tfile, "Bf", &twist2[j][i]);
788 // read label for each frame
789 for (i = 0; i < numframes; i++) {
790 funpackf(tfile, "Bf", &label[i]);
792 // read weapontargetnum
793 funpackf(tfile, "Bi", &weapontargetnum);
794 // read weapontarget positions for each frame
795 for (i = 0; i < numframes; i++) {
796 funpackf(tfile, "Bf Bf Bf", &weapontarget[i].x, &weapontarget[i].y, &weapontarget[i].z);
804 // find average position of certain joints on first and last frames
805 // and save in startoffset, endoffset
806 // (not sure what exactly this accomplishes. the y < 1 test confuses me.)
807 for (j = 0; j < joints; j++) {
808 if (position[j][0].y < 1)
809 startoffset += position[j][0];
810 if (position[j][numframes - 1].y < 1)
811 endoffset += position[j][numframes - 1];
813 startoffset /= joints;
822 * takes filenames for three skeleton files and various models
824 void Skeleton::Load(const char *filename, const char *lowfilename, const char *clothesfilename,
825 const char *modelfilename, const char *model2filename,
826 const char *model3filename, const char *model4filename,
827 const char *model5filename, const char *model6filename,
828 const char *model7filename, const char *modellowfilename,
829 const char *modelclothesfilename, bool clothes)
842 // load various models
843 // rotate, scale, do normals, do texcoords for each as needed
845 model[0].loadnotex(modelfilename);
846 model[1].loadnotex(model2filename);
847 model[2].loadnotex(model3filename);
848 model[3].loadnotex(model4filename);
849 model[4].loadnotex(model5filename);
850 model[5].loadnotex(model6filename);
851 model[6].loadnotex(model7filename);
853 for (i = 0; i < num_models; i++) {
854 model[i].Rotate(180, 0, 0);
855 model[i].Scale(.04, .04, .04);
856 model[i].CalculateNormals(0);
859 drawmodel.load(modelfilename, 0);
860 drawmodel.Rotate(180, 0, 0);
861 drawmodel.Scale(.04, .04, .04);
862 drawmodel.FlipTexCoords();
863 if (tutoriallevel == 1 && id != 0)
864 drawmodel.UniformTexCoords();
865 if (tutoriallevel == 1 && id != 0)
866 drawmodel.ScaleTexCoords(0.1);
867 drawmodel.CalculateNormals(0);
869 modellow.loadnotex(modellowfilename);
870 modellow.Rotate(180, 0, 0);
871 modellow.Scale(.04, .04, .04);
872 modellow.CalculateNormals(0);
874 drawmodellow.load(modellowfilename, 0);
875 drawmodellow.Rotate(180, 0, 0);
876 drawmodellow.Scale(.04, .04, .04);
877 drawmodellow.FlipTexCoords();
878 if (tutoriallevel == 1 && id != 0)
879 drawmodellow.UniformTexCoords();
880 if (tutoriallevel == 1 && id != 0)
881 drawmodellow.ScaleTexCoords(0.1);
882 drawmodellow.CalculateNormals(0);
885 modelclothes.loadnotex(modelclothesfilename);
886 modelclothes.Rotate(180, 0, 0);
887 modelclothes.Scale(.041, .04, .041);
888 modelclothes.CalculateNormals(0);
890 drawmodelclothes.load(modelclothesfilename, 0);
891 drawmodelclothes.Rotate(180, 0, 0);
892 drawmodelclothes.Scale(.04, .04, .04);
893 drawmodelclothes.FlipTexCoords();
894 drawmodelclothes.CalculateNormals(0);
897 // FIXME: three similar blocks follow, one for each of:
898 // filename, lowfilename, clothesfilename
902 tfile = fopen( ConvertFileName(filename), "rb" );
904 if (1) { // FIXME: should this be if(tfile) ?
906 funpackf(tfile, "Bi", &num_joints);
909 //joints.resize(num_joints);
911 delete [] joints; //dealloc2(joints);
912 joints = (Joint*)new Joint[num_joints]; //malloc(sizeof(Joint)*num_joints);
914 // read info for each joint
915 for (i = 0; i < num_joints; i++) {
916 funpackf(tfile, "Bf Bf Bf Bf Bf", &joints[i].position.x, &joints[i].position.y, &joints[i].position.z, &joints[i].length, &joints[i].mass);
917 funpackf(tfile, "Bb Bb", &joints[i].hasparent, &joints[i].locked);
918 funpackf(tfile, "Bi", &joints[i].modelnum);
919 funpackf(tfile, "Bb Bb", &joints[i].visible, &joints[i].sametwist);
920 funpackf(tfile, "Bi Bi", &joints[i].label, &joints[i].hasgun);
921 funpackf(tfile, "Bb", &joints[i].lower);
922 funpackf(tfile, "Bi", &parentID);
923 if (joints[i].hasparent)
924 joints[i].parent = &joints[parentID];
925 joints[i].velocity = 0;
926 joints[i].oldposition = joints[i].position;
930 funpackf(tfile, "Bi", &num_muscles);
935 delete [] muscles; //dealloc2(muscles);
936 muscles = (Muscle*)new Muscle[num_muscles]; //malloc(sizeof(Muscle)*num_muscles);
938 // for each muscle...
939 for (i = 0; i < num_muscles; i++) {
941 funpackf(tfile, "Bf Bf Bf Bf Bf Bi Bi", &muscles[i].length, &muscles[i].targetlength, &muscles[i].minlength, &muscles[i].maxlength, &muscles[i].strength, &muscles[i].type, &muscles[i].numvertices);
943 // allocate memory for vertices
944 //muscles[i].vertices.clear();
945 //muscles[i].vertices.resize(muscles[i].numvertices);
946 //if(muscles[i].vertices)dealloc2(muscles[i].vertices);
947 muscles[i].vertices = (int*)malloc(sizeof(int) * muscles[i].numvertices);
951 for (j = 0; j < muscles[i].numvertices - edit; j++) {
952 funpackf(tfile, "Bi", &muscles[i].vertices[j + edit]);
953 if (muscles[i].vertices[j + edit] >= model[0].vertexNum) {
954 muscles[i].numvertices--;
960 funpackf(tfile, "Bb Bi", &muscles[i].visible, &parentID);
961 muscles[i].parent1 = &joints[parentID];
962 funpackf(tfile, "Bi", &parentID);
963 muscles[i].parent2 = &joints[parentID];
966 // read forwardjoints (?)
967 for (j = 0; j < 3; j++) {
968 funpackf(tfile, "Bi", &forwardjoints[j]);
970 // read lowforwardjoints (?)
971 for (j = 0; j < 3; j++) {
972 funpackf(tfile, "Bi", &lowforwardjoints[j]);
976 for (j = 0; j < num_muscles; j++) {
977 for (i = 0; i < muscles[j].numvertices; i++) {
978 for (int k = 0; k < num_models; k++) {
979 if (muscles[j].numvertices && muscles[j].vertices[i] < model[k].vertexNum)
980 model[k].owner[muscles[j].vertices[i]] = j;
985 // calculate some stuff
987 for (i = 0; i < num_joints; i++) {
988 joints[i].startpos = joints[i].position;
990 for (i = 0; i < num_muscles; i++) {
991 FindRotationMuscle(i, -1);
993 // this seems to use opengl purely for matrix calculations
994 for (int k = 0; k < num_models; k++) {
995 for (i = 0; i < model[k].vertexNum; i++) {
996 model[k].vertex[i] = model[k].vertex[i] - (muscles[model[k].owner[i]].parent1->position + muscles[model[k].owner[i]].parent2->position) / 2;
997 glMatrixMode(GL_MODELVIEW);
1000 glRotatef(muscles[model[k].owner[i]].rotate3, 0, 1, 0);
1001 glRotatef(muscles[model[k].owner[i]].rotate2 - 90, 0, 0, 1);
1002 glRotatef(muscles[model[k].owner[i]].rotate1 - 90, 0, 1, 0);
1003 glTranslatef(model[k].vertex[i].x, model[k].vertex[i].y, model[k].vertex[i].z);
1004 glGetFloatv(GL_MODELVIEW_MATRIX, M);
1005 model[k].vertex[i].x = M[12] * 1;
1006 model[k].vertex[i].y = M[13] * 1;
1007 model[k].vertex[i].z = M[14] * 1;
1010 model[k].CalculateNormals(0);
1017 tfile = fopen( ConvertFileName(lowfilename), "rb" );
1019 if (1) { // FIXME: should this be if(tfile) ?
1020 // skip joints section
1022 lSize = sizeof(num_joints);
1023 fseek(tfile, lSize, SEEK_CUR);
1024 //joints = new Joint[num_joints];
1025 //jointlabels = new int[num_joints];
1026 for (i = 0; i < num_joints; i++) {
1040 fseek(tfile, lSize, SEEK_CUR);
1042 if (joints[i].hasparent)
1043 joints[i].parent = &joints[parentID];
1044 joints[i].velocity = 0;
1045 joints[i].oldposition = joints[i].position;
1049 funpackf(tfile, "Bi", &num_muscles);
1050 //muscles = new Muscle[num_muscles];
1052 for (i = 0; i < num_muscles; i++) {
1054 lSize = sizeof(float)
1060 fseek(tfile, lSize, SEEK_CUR);
1062 // read numverticeslow
1063 funpackf(tfile, "Bi", &muscles[i].numverticeslow);
1065 if (muscles[i].numverticeslow) {
1067 //muscles[i].verticeslow.clear();
1068 //muscles[i].verticeslow.resize(muscles[i].numverticeslow);
1069 //if(muscles[i].verticeslow)dealloc2(muscles[i].verticeslow);
1070 muscles[i].verticeslow = (int*)malloc(sizeof(int) * muscles[i].numverticeslow);
1074 for (j = 0; j < muscles[i].numverticeslow - edit; j++) {
1075 funpackf(tfile, "Bi", &muscles[i].verticeslow[j + edit]);
1076 if (muscles[i].verticeslow[j + edit] >= modellow.vertexNum) {
1077 muscles[i].numverticeslow--;
1084 lSize = 1; //sizeof(bool);
1085 fseek ( tfile, lSize, SEEK_CUR);
1086 lSize = sizeof(int);
1087 fseek ( tfile, lSize, SEEK_CUR);
1088 fseek ( tfile, lSize, SEEK_CUR);
1092 lSize = sizeof(int);
1093 for (j = 0; j < num_muscles; j++) {
1094 for (i = 0; i < muscles[j].numverticeslow; i++) {
1095 if (muscles[j].numverticeslow && muscles[j].verticeslow[i] < modellow.vertexNum)
1096 modellow.owner[muscles[j].verticeslow[i]] = j;
1101 for(i=0;i<num_joints;i++){
1102 joints[i].startpos=joints[i].position;
1104 for(i=0;i<num_muscles;i++){
1105 FindRotationMuscle(i,-1);
1108 // use opengl for its matrix math
1109 for (i = 0; i < modellow.vertexNum; i++) {
1110 modellow.vertex[i] = modellow.vertex[i] - (muscles[modellow.owner[i]].parent1->position + muscles[modellow.owner[i]].parent2->position) / 2;
1111 glMatrixMode(GL_MODELVIEW);
1114 glRotatef(muscles[modellow.owner[i]].rotate3, 0, 1, 0);
1115 glRotatef(muscles[modellow.owner[i]].rotate2 - 90, 0, 0, 1);
1116 glRotatef(muscles[modellow.owner[i]].rotate1 - 90, 0, 1, 0);
1117 glTranslatef(modellow.vertex[i].x, modellow.vertex[i].y, modellow.vertex[i].z);
1118 glGetFloatv(GL_MODELVIEW_MATRIX, M);
1119 modellow.vertex[i].x = M[12];
1120 modellow.vertex[i].y = M[13];
1121 modellow.vertex[i].z = M[14];
1125 modellow.CalculateNormals(0);
1131 tfile = fopen( ConvertFileName(clothesfilename), "rb" ); // FIXME: where's the check for valid load
1134 lSize = sizeof(num_joints);
1135 fseek ( tfile, lSize, SEEK_CUR);
1136 //joints = new Joint[num_joints];
1137 //jointlabels = new int[num_joints];
1139 for (i = 0; i < num_joints; i++) {
1153 fseek(tfile, lSize, SEEK_CUR);
1155 if (joints[i].hasparent)
1156 joints[i].parent = &joints[parentID];
1157 joints[i].velocity = 0;
1158 joints[i].oldposition = joints[i].position;
1162 funpackf(tfile, "Bi", &num_muscles);
1163 //muscles = new Muscle[num_muscles];
1165 for (i = 0; i < num_muscles; i++) {
1167 lSize = sizeof(float)
1173 fseek(tfile, lSize, SEEK_CUR);
1175 // read numverticesclothes
1176 funpackf(tfile, "Bi", &muscles[i].numverticesclothes);
1178 // read verticesclothes
1179 if (muscles[i].numverticesclothes) {
1180 //muscles[i].verticesclothes.clear();
1181 //muscles[i].verticesclothes.resize(muscles[i].numverticesclothes);
1182 //if(muscles[i].verticesclothes)dealloc2(muscles[i].verticesclothes);
1183 muscles[i].verticesclothes = (int*)malloc(sizeof(int) * muscles[i].numverticesclothes);
1185 for (j = 0; j < muscles[i].numverticesclothes - edit; j++) {
1186 funpackf(tfile, "Bi", &muscles[i].verticesclothes[j + edit]);
1187 if (muscles[i].verticesclothes[j + edit] >= modelclothes.vertexNum) {
1188 muscles[i].numverticesclothes--;
1195 lSize = 1; //sizeof(bool);
1196 fseek ( tfile, lSize, SEEK_CUR);
1197 lSize = sizeof(int);
1198 fseek ( tfile, lSize, SEEK_CUR);
1199 fseek ( tfile, lSize, SEEK_CUR);
1203 lSize = sizeof(int);
1204 for (j = 0; j < num_muscles; j++) {
1205 for (i = 0; i < muscles[j].numverticesclothes; i++) {
1206 if (muscles[j].numverticesclothes && muscles[j].verticesclothes[i] < modelclothes.vertexNum)
1207 modelclothes.owner[muscles[j].verticesclothes[i]] = j;
1212 for(i=0;i<num_joints;i++){
1213 joints[i].startpos=joints[i].position;
1215 for(i=0;i<num_muscles;i++){
1216 FindRotationMuscle(i,-1);
1219 // use opengl for its matrix math
1220 for (i = 0; i < modelclothes.vertexNum; i++) {
1221 modelclothes.vertex[i] = modelclothes.vertex[i] - (muscles[modelclothes.owner[i]].parent1->position + muscles[modelclothes.owner[i]].parent2->position) / 2;
1222 glMatrixMode(GL_MODELVIEW);
1225 glRotatef(muscles[modelclothes.owner[i]].rotate3, 0, 1, 0);
1226 glRotatef(muscles[modelclothes.owner[i]].rotate2 - 90, 0, 0, 1);
1227 glRotatef(muscles[modelclothes.owner[i]].rotate1 - 90, 0, 1, 0);
1228 glTranslatef(modelclothes.vertex[i].x, modelclothes.vertex[i].y, modelclothes.vertex[i].z);
1229 glGetFloatv(GL_MODELVIEW_MATRIX, M);
1230 modelclothes.vertex[i].x = M[12];
1231 modelclothes.vertex[i].y = M[13];
1232 modelclothes.vertex[i].z = M[14];
1236 modelclothes.CalculateNormals(0);
1240 for (i = 0; i < num_joints; i++) {
1241 for (j = 0; j < num_joints; j++) {
1242 if (joints[i].label == j)
1250 Animation::Animation()
1256 weapontargetnum = 0;
1268 Animation::~Animation()
1273 void Animation::deallocate()
1278 for (i = 0; i < joints; i++)
1279 dealloc2(position[i]);
1286 for (i = 0; i < joints; i++)
1294 for (i = 0; i < joints; i++)
1295 dealloc2(twist2[i]);
1302 for (i = 0; i < joints; i++)
1303 dealloc2(onground[i]);
1318 dealloc2(weapontarget);
1328 Skeleton::Skeleton()
1336 memset(forwardjoints, 0, sizeof(forwardjoints));
1341 memset(lowforwardjoints, 0, sizeof(lowforwardjoints));
1344 // XYZ specialforward[5];
1345 memset(jointlabels, 0, sizeof(jointlabels));
1349 // Model modelclothes;
1353 // Model drawmodellow;
1354 // Model drawmodelclothes;
1359 memset(skinText, 0, sizeof(skinText));
1376 Skeleton::~Skeleton()
1393 verticesclothes = 0;
1397 numverticesclothes = 0;
1406 rotate1 = 0, rotate2 = 0, rotate3 = 0;
1407 lastrotate1 = 0, lastrotate2 = 0, lastrotate3 = 0;
1408 oldrotate1 = 0, oldrotate2 = 0, oldrotate3 = 0;
1409 newrotate1 = 0, newrotate2 = 0, newrotate3 = 0;
1417 dealloc2(verticeslow);
1418 dealloc2(verticesclothes);
1421 Animation & Animation::operator = (const Animation & ani)
1425 bool allocate = true;
1427 allocate = ((ani.numframes != numframes) || (ani.joints != joints));
1432 numframes = ani.numframes;
1433 height = ani.height;
1434 attack = ani.attack;
1435 joints = ani.joints;
1436 weapontargetnum = ani.weapontargetnum;
1439 position = (XYZ**)malloc(sizeof(XYZ*)*ani.joints);
1440 for (i = 0; i < ani.joints; i++) {
1442 position[i] = (XYZ*)malloc(sizeof(XYZ) * ani.numframes);
1443 memcpy(position[i], ani.position[i], sizeof(XYZ)*ani.numframes);
1447 twist = (float**)malloc(sizeof(float*)*ani.joints);
1448 for (i = 0; i < ani.joints; i++) {
1450 twist[i] = (float*)malloc(sizeof(float) * ani.numframes);
1451 memcpy(twist[i], ani.twist[i], sizeof(float)*ani.numframes);
1455 twist2 = (float**)malloc(sizeof(float*)*ani.joints);
1456 for (i = 0; i < ani.joints; i++) {
1458 twist2[i] = (float*)malloc(sizeof(float) * ani.numframes);
1459 memcpy(twist2[i], ani.twist2[i], sizeof(float)*ani.numframes);
1463 speed = (float*)malloc(sizeof(float) * ani.numframes);
1464 memcpy(speed, ani.speed, sizeof(float)*ani.numframes);
1467 onground = (bool**)malloc(sizeof(bool*)*ani.joints);
1468 for (i = 0; i < ani.joints; i++) {
1470 onground[i] = (bool*)malloc(sizeof(bool) * ani.numframes);
1471 memcpy(onground[i], ani.onground[i], sizeof(bool)*ani.numframes);
1475 forward = (XYZ*)malloc(sizeof(XYZ) * ani.numframes);
1476 memcpy(forward, ani.forward, sizeof(XYZ)*ani.numframes);
1479 weapontarget = (XYZ*)malloc(sizeof(XYZ) * ani.numframes);
1480 memcpy(weapontarget, ani.weapontarget, sizeof(XYZ)*ani.numframes);
1483 label = (int*)malloc(sizeof(int) * ani.numframes);
1484 memcpy(label, ani.label, sizeof(int)*ani.numframes);
1494 // the following functions are not used anywhere
1497 * sets forward, lowforward, specialforward[]
1502 void Skeleton::FindForwardsfirst()
1504 //Find forward vectors
1505 CrossProduct(joints[forwardjoints[1]].position - joints[forwardjoints[0]].position, joints[forwardjoints[2]].position - joints[forwardjoints[0]].position, &forward);
1506 Normalise(&forward);
1508 CrossProduct(joints[lowforwardjoints[1]].position - joints[lowforwardjoints[0]].position, joints[lowforwardjoints[2]].position - joints[lowforwardjoints[0]].position, &lowforward);
1509 Normalise(&lowforward);
1512 specialforward[0] = forward;
1513 specialforward[1] = forward;
1514 specialforward[2] = forward;
1515 specialforward[3] = forward;
1516 specialforward[4] = forward;
1525 void Skeleton::Draw(int muscleview)
1527 static float jointcolor[4];
1529 if (muscleview != 2) {
1536 if (muscleview == 2) {
1542 //Calc motionblur-ness
1543 for (int i = 0; i < num_joints; i++) {
1544 joints[i].oldposition = joints[i].position;
1545 joints[i].blurred = findDistance(&joints[i].position, &joints[i].oldposition) * 100;
1546 if (joints[i].blurred < 1)
1547 joints[i].blurred = 1;
1553 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1555 for (int i = 0; i < num_joints; i++) {
1556 if (joints[i].hasparent) {
1557 glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].blurred);
1558 glVertex3f(joints[i].position.x, joints[i].position.y, joints[i].position.z);
1559 glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].parent->blurred);
1560 glVertex3f(joints[i].parent->position.x, joints[i].parent->position.y, joints[i].parent->position.z);
1561 glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].parent->blurred);
1562 glVertex3f(joints[i].parent->oldposition.x, joints[i].parent->oldposition.y, joints[i].parent->oldposition.z);
1563 glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].blurred);
1564 glVertex3f(joints[i].oldposition.x, joints[i].oldposition.y, joints[i].oldposition.z);
1567 for (int i = 0; i < num_muscles; i++) {
1568 if (muscles[i].type == boneconnect) {
1569 glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent2->blurred);
1570 glVertex3f(muscles[i].parent1->position.x, muscles[i].parent1->position.y, muscles[i].parent1->position.z);
1571 glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent2->blurred);
1572 glVertex3f(muscles[i].parent2->position.x, muscles[i].parent2->position.y, muscles[i].parent2->position.z);
1573 glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent2->blurred);
1574 glVertex3f(muscles[i].parent2->oldposition.x, muscles[i].parent2->oldposition.y, muscles[i].parent2->oldposition.z);
1575 glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent1->blurred);
1576 glVertex3f(muscles[i].parent1->oldposition.x, muscles[i].parent1->oldposition.y, muscles[i].parent1->oldposition.z);
1582 for (int i = 0; i < num_joints; i++) {
1583 if (joints[i].hasparent) {
1584 glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].blurred);
1585 glVertex3f(joints[i].position.x, joints[i].position.y, joints[i].position.z);
1586 glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].parent->blurred);
1587 glVertex3f(joints[i].parent->position.x, joints[i].parent->position.y, joints[i].parent->position.z);
1590 /*for(int i=0; i<num_joints; i++){
1591 if(joints[i].hasparent){
1592 glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],1);
1593 glVertex3f(joints[i].position.x,joints[i].position.y,joints[i].position.z);
1594 glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],1);
1595 glVertex3f(joints[i].position.x+forward.x,joints[i].position.y+forward.y,joints[i].position.z+forward.z);
1598 for (int i = 0; i < num_muscles; i++) {
1599 if (muscles[i].type == boneconnect) {
1600 glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent1->blurred);
1601 glVertex3f(muscles[i].parent1->position.x, muscles[i].parent1->position.y, muscles[i].parent1->position.z);
1602 glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent2->blurred);
1603 glVertex3f(muscles[i].parent2->position.x, muscles[i].parent2->position.y, muscles[i].parent2->position.z);
1606 glColor3f(.6, .6, 0);
1607 if (muscleview == 1)
1608 for (int i = 0; i < num_muscles; i++) {
1609 if (muscles[i].type != boneconnect) {
1610 glVertex3f(muscles[i].parent1->position.x, muscles[i].parent1->position.y, muscles[i].parent1->position.z);
1611 glVertex3f(muscles[i].parent2->position.x, muscles[i].parent2->position.y, muscles[i].parent2->position.z);
1616 if (muscleview != 2) {
1619 for (int i = 0; i < num_joints; i++) {
1621 glColor4f(0, 0, .5, 1);
1623 glColor4f(1, 1, 0, 1);
1624 if (joints[i].locked && i != selected)
1625 glColor4f(1, 0, 0, 1);
1626 glVertex3f(joints[i].position.x, joints[i].position.y, joints[i].position.z);
1631 //Set old position to current position
1632 if (muscleview == 2)
1633 for (int i = 0; i < num_joints; i++) {
1634 joints[i].oldposition = joints[i].position;
1644 void Skeleton::AddJoint(float x, float y, float z, int which)
1646 if (num_joints < max_joints - 1) {
1647 joints[num_joints].velocity = 0;
1648 joints[num_joints].position.x = x;
1649 joints[num_joints].position.y = y;
1650 joints[num_joints].position.z = z;
1651 joints[num_joints].mass = 1;
1652 joints[num_joints].locked = 0;
1654 /*if(which>=num_joints||which<0)*/
1655 joints[num_joints].hasparent = 0;
1656 /*if(which<num_joints&&which>=0){
1657 joints[num_joints].parent=&joints[which];
1658 joints[num_joints].hasparent=1;
1659 joints[num_joints].length=findDistance(joints[num_joints].position,joints[num_joints].parent->position);
1662 if (which < num_joints && which >= 0)
1663 AddMuscle(num_joints - 1, which, 0, 10, boneconnect);
1672 void Skeleton::DeleteJoint(int whichjoint)
1674 if (whichjoint < num_joints && whichjoint >= 0) {
1675 joints[whichjoint].velocity = joints[num_joints - 1].velocity;
1676 joints[whichjoint].position = joints[num_joints - 1].position;
1677 joints[whichjoint].oldposition = joints[num_joints - 1].oldposition;
1678 joints[whichjoint].hasparent = joints[num_joints - 1].hasparent;
1679 joints[whichjoint].parent = joints[num_joints - 1].parent;
1680 joints[whichjoint].length = joints[num_joints - 1].length;
1681 joints[whichjoint].locked = joints[num_joints - 1].locked;
1682 joints[whichjoint].modelnum = joints[num_joints - 1].modelnum;
1683 joints[whichjoint].visible = joints[num_joints - 1].visible;
1685 for (int i = 0; i < num_muscles; i++) {
1686 while (muscles[i].parent1 == &joints[whichjoint] && i < num_muscles)DeleteMuscle(i);
1687 while (muscles[i].parent2 == &joints[whichjoint] && i < num_muscles)DeleteMuscle(i);
1689 for (int i = 0; i < num_muscles; i++) {
1690 while (muscles[i].parent1 == &joints[num_joints - 1] && i < num_muscles)muscles[i].parent1 = &joints[whichjoint];
1691 while (muscles[i].parent2 == &joints[num_joints - 1] && i < num_muscles)muscles[i].parent2 = &joints[whichjoint];
1693 for (int i = 0; i < num_joints; i++) {
1694 if (joints[i].parent == &joints[whichjoint])
1695 joints[i].hasparent = 0;
1697 for (int i = 0; i < num_joints; i++) {
1698 if (joints[i].parent == &joints[num_joints - 1])
1699 joints[i].parent = &joints[whichjoint];
1709 * Skeleton::DeleteJoint - UNUSED
1711 void Skeleton::DeleteMuscle(int whichmuscle)
1713 if (whichmuscle < num_muscles) {
1714 muscles[whichmuscle].minlength = muscles[num_muscles - 1].minlength;
1715 muscles[whichmuscle].maxlength = muscles[num_muscles - 1].maxlength;
1716 muscles[whichmuscle].strength = muscles[num_muscles - 1].strength;
1717 muscles[whichmuscle].parent1 = muscles[num_muscles - 1].parent1;
1718 muscles[whichmuscle].parent2 = muscles[num_muscles - 1].parent2;
1719 muscles[whichmuscle].length = muscles[num_muscles - 1].length;
1720 muscles[whichmuscle].visible = muscles[num_muscles - 1].visible;
1721 muscles[whichmuscle].type = muscles[num_muscles - 1].type;
1722 muscles[whichmuscle].targetlength = muscles[num_muscles - 1].targetlength;
1733 void Skeleton::SetJoint(float x, float y, float z, int which, int whichjoint)
1735 if (whichjoint < num_joints) {
1736 joints[whichjoint].velocity = 0;
1737 joints[whichjoint].position.x = x;
1738 joints[whichjoint].position.y = y;
1739 joints[whichjoint].position.z = z;
1741 if (which >= num_joints || which < 0)
1742 joints[whichjoint].hasparent = 0;
1743 if (which < num_joints && which >= 0) {
1744 joints[whichjoint].parent = &joints[which];
1745 joints[whichjoint].hasparent = 1;
1746 joints[whichjoint].length = findDistance(&joints[whichjoint].position, &joints[whichjoint].parent->position);
1754 * Skeleton::AddJoint - UNUSED
1756 void Skeleton::AddMuscle(int attach1, int attach2, float minlength, float maxlength, int type)
1758 const int max_muscles = 100; // FIXME: Probably can be dropped
1759 if (num_muscles < max_muscles - 1 && attach1 < num_joints && attach1 >= 0 && attach2 < num_joints && attach2 >= 0 && attach1 != attach2) {
1760 muscles[num_muscles].parent1 = &joints[attach1];
1761 muscles[num_muscles].parent2 = &joints[attach2];
1762 muscles[num_muscles].length = findDistance(&muscles[num_muscles].parent1->position, &muscles[num_muscles].parent2->position);
1763 muscles[num_muscles].targetlength = findDistance(&muscles[num_muscles].parent1->position, &muscles[num_muscles].parent2->position);
1764 muscles[num_muscles].strength = .7;
1765 muscles[num_muscles].type = type;
1766 muscles[num_muscles].minlength = minlength;
1767 muscles[num_muscles].maxlength = maxlength;
1778 void Skeleton::MusclesSet()
1780 for (int i = 0; i < num_muscles; i++) {
1781 muscles[i].length = findDistance(&muscles[i].parent1->position, &muscles[i].parent2->position);
1790 void Skeleton::DoBalance()
1793 newpoint=joints[0].position;
1794 newpoint.x=(joints[2].position.x+joints[4].position.x)/2;
1795 newpoint.z=(joints[2].position.z+joints[4].position.z)/2;
1796 joints[0].velocity=joints[0].velocity+(newpoint-joints[0].position);
1797 //Move child point to within certain distance of parent point
1798 joints[0].position=newpoint;