XYZ bounceness;
const int numrepeats = 3;
float groundlevel = .15;
- int i, j, k, m;
+ int k, m;
+ unsigned i;
XYZ temp;
XYZ terrainnormal;
int whichhit;
float tempmult = multiplier;
//multiplier/=numrepeats;
- for (j = 0; j < numrepeats; j++) {
+ for (int j = 0; j < numrepeats; j++) {
float r = .05;
// right leg constraints?
if (!joint(rightknee).locked && !joint(righthip).locked) {
joints[i].locked = 0;
if (joints[i].delay > 0) {
bool freely = true;
- for (j = 0; j < joints.size(); j++) {
+ for (unsigned j = 0; j < joints.size(); j++) {
if (joints[j].locked)
freely = false;
}
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 < muscles.size(); j++) {
+ for (unsigned j = 0; j < muscles.size(); 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);
}
*/
void Skeleton::DoGravity(float *scale)
{
- static int i;
- for (i = 0; i < joints.size(); i++) {
+ for (unsigned i = 0; i < joints.size(); i++) {
if (
(
((joints[i].label != leftknee) && (joints[i].label != rightknee)) ||
((joints[i].label != leftelbow) && (joints[i].label != rightelbow)) ||
(forward.y < .3)
)
- )
+ ) {
joints[i].velocity.y += gravity * multiplier / (*scale);
+ }
}
}
GLfloat M[16];
FILE *tfile;
float lSize;
- int i, j, num_joints, num_muscles;
+ int j, num_joints, num_muscles;
LOGFUNC;
model[5].loadnotex(model6filename);
model[6].loadnotex(model7filename);
- for (i = 0; i < num_models; i++) {
+ for (int i = 0; i < num_models; i++) {
model[i].Rotate(180, 0, 0);
model[i].Scale(.04, .04, .04);
model[i].CalculateNormals(0);
joints.resize(num_joints);
// read info for each joint
- for (i = 0; i < num_joints; i++) {
+ for (int i = 0; i < num_joints; i++) {
joints[i].load(tfile, joints);
}
muscles.resize(num_muscles);
// for each muscle...
- for (i = 0; i < num_muscles; i++) {
+ for (int i = 0; i < num_muscles; i++) {
muscles[i].load(tfile, model[0].vertexNum, joints);
}
// ???
for (j = 0; j < num_muscles; j++) {
- for (i = 0; i < muscles[j].vertices.size(); i++) {
+ for (unsigned i = 0; i < muscles[j].vertices.size(); i++) {
for (int k = 0; k < num_models; k++) {
- if (muscles[j].vertices[i] < model[k].vertexNum)
+ if (muscles[j].vertices[i] < model[k].vertexNum) {
model[k].owner[muscles[j].vertices[i]] = j;
+ }
}
}
}
// calculate some stuff
FindForwards();
- for (i = 0; i < num_muscles; i++) {
+ for (int i = 0; i < num_muscles; i++) {
FindRotationMuscle(i, -1);
}
// this seems to use opengl purely for matrix calculations
for (int k = 0; k < num_models; k++) {
- for (i = 0; i < model[k].vertexNum; i++) {
+ for (int 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);
glPushMatrix();
// skip joints section
fseek(tfile, sizeof(num_joints), SEEK_CUR);
- for (i = 0; i < num_joints; i++) {
+ for (int i = 0; i < num_joints; i++) {
// skip joint info
lSize = sizeof(XYZ)
+ sizeof(float)
// skip num_muscles
fseek(tfile, sizeof(num_muscles), SEEK_CUR);
- for (i = 0; i < num_muscles; i++) {
+ for (int i = 0; i < num_muscles; i++) {
// skip muscle info
lSize = sizeof(float)
+ sizeof(float)
}
for (j = 0; j < num_muscles; j++) {
- for (i = 0; i < muscles[j].verticeslow.size(); i++) {
- if (muscles[j].verticeslow[i] < modellow.vertexNum)
+ for (unsigned i = 0; i < muscles[j].verticeslow.size(); i++) {
+ if (muscles[j].verticeslow[i] < modellow.vertexNum) {
modellow.owner[muscles[j].verticeslow[i]] = j;
+ }
}
}
// use opengl for its matrix math
- for (i = 0; i < modellow.vertexNum; i++) {
+ for (int i = 0; i < modellow.vertexNum; i++) {
modellow.vertex[i] = modellow.vertex[i] - (muscles[modellow.owner[i]].parent1->position + muscles[modellow.owner[i]].parent2->position) / 2;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
// skip num_joints
fseek(tfile, sizeof(num_joints), SEEK_CUR);
- for (i = 0; i < num_joints; i++) {
+ for (int i = 0; i < num_joints; i++) {
// skip joint info
lSize = sizeof(XYZ)
+ sizeof(float)
// skip num_muscles
fseek(tfile, sizeof(num_muscles), SEEK_CUR);
- for (i = 0; i < num_muscles; i++) {
+ for (int i = 0; i < num_muscles; i++) {
// skip muscle info
lSize = sizeof(float)
+ sizeof(float)
// ???
lSize = sizeof(int);
for (j = 0; j < num_muscles; j++) {
- for (i = 0; i < muscles[j].verticesclothes.size(); i++) {
- if (muscles[j].verticesclothes.size() && muscles[j].verticesclothes[i] < modelclothes.vertexNum)
+ for (unsigned i = 0; i < muscles[j].verticesclothes.size(); i++) {
+ if (muscles[j].verticesclothes.size() && muscles[j].verticesclothes[i] < modelclothes.vertexNum) {
modelclothes.owner[muscles[j].verticesclothes[i]] = j;
+ }
}
}
// use opengl for its matrix math
- for (i = 0; i < modelclothes.vertexNum; i++) {
+ for (int i = 0; i < modelclothes.vertexNum; i++) {
modelclothes.vertex[i] = modelclothes.vertex[i] - (muscles[modelclothes.owner[i]].parent1->position + muscles[modelclothes.owner[i]].parent2->position) / 2;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
}
fclose(tfile);
- for (i = 0; i < num_joints; i++) {
+ for (int i = 0; i < num_joints; i++) {
for (j = 0; j < num_joints; j++) {
if (joints[i].label == j)
jointlabels[j] = i;