-/*
-Copyright (C) 2003, 2010 - Wolfire Games
-Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
-
-This file is part of Lugaru.
-
-Lugaru is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
-(at your option) any later version.
-
-Lugaru 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. See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
-*/
-
-/**> HEADER FILES <**/
-#include "Game.h"
-#include "Skeleton.h"
-#include "openal_wrapper.h"
-#include "Animation.h"
-#include "Utils/Folders.h"
-
-extern float multiplier;
-extern float gravity;
-extern Terrain terrain;
-extern Objects objects;
-extern int environment;
-extern float camerashake;
-extern bool freeze;
-extern int detail;
-extern int tutoriallevel;
-
-extern int whichjointstartarray[26];
-extern int whichjointendarray[26];
-
-extern bool visibleloading;
-
-/* EFFECT
- */
-void dealloc2(void* param)
-{
- free(param);
-}
-
-enum {boneconnect, constraint, muscle};
-
-
-/* EFFECT
- * sets strength, length,
- * parent1->position, parent2->position,
- * parent1->velocity, parent2->velocity
- * used for ragdolls?
- *
- * USES:
- * Skeleton::DoConstraints
- */
-void Muscle::DoConstraint(bool spinny)
-{
- // FIXME: relaxlength shouldn't be static, but may not always be set
- // so I don't want to change the existing behavior even though it's probably a bug
- static float relaxlength;
-
- float oldlength = length;
-
- if (type != boneconnect)
- relaxlength = findDistance(&parent1->position, &parent2->position);
-
- if (type == boneconnect)
- strength = 1;
- if (type == constraint)
- strength = 0;
-
- // clamp strength
- 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;
-
- // clamp length
- if (length < minlength)
- length = minlength;
- if (length > maxlength)
- length = maxlength;
-
- if (length == relaxlength)
- return;
-
- // relax muscle?
-
- //Find midpoint
- XYZ midp = (parent1->position * parent1->mass + parent2->position * parent2->mass) / (parent1->mass + parent2->mass);
-
- //Find vector from midpoint to second vector
- XYZ vel = parent2->position - midp;
-
- //Change to unit vector
- Normalise(&vel);
-
- //Apply velocity change
- XYZ newpoint1 = midp - vel * length * (parent2->mass / (parent1->mass + parent2->mass));
- XYZ newpoint2 = midp + vel * length * (parent1->mass / (parent1->mass + parent2->mass));
- if (!freeze && spinny) {
- parent1->velocity = parent1->velocity + (newpoint1 - parent1->position) / multiplier / 4;
- parent2->velocity = parent2->velocity + (newpoint2 - parent2->position) / multiplier / 4;
- } 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;
-}
-
-/* EFFECT
- * sets forward, lowforward, specialforward[]
- *
- * USES:
- * Skeleton::Load
- * Person/Person::DoAnimations
- * Person/Person::DrawSkeleton
- */
-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] = jointPos(rightshoulder) + jointPos(rightwrist);
- specialforward[1] = jointPos(rightelbow) - specialforward[1] / 2;
- specialforward[1] += forward * .4;
- Normalise(&specialforward[1]);
- specialforward[2] = jointPos(leftshoulder) + jointPos(leftwrist);
- specialforward[2] = jointPos(leftelbow) - specialforward[2] / 2;
- specialforward[2] += forward * .4;
- Normalise(&specialforward[2]);
-
- specialforward[3] = jointPos(righthip) + jointPos(rightankle);
- specialforward[3] = specialforward[3] / 2 - jointPos(rightknee);
- specialforward[3] += lowforward * .4;
- Normalise(&specialforward[3]);
- specialforward[4] = jointPos(lefthip) + jointPos(leftankle);
- specialforward[4] = specialforward[4] / 2 - jointPos(leftknee);
- specialforward[4] += lowforward * .4;
- Normalise(&specialforward[4]);
-}
-
-/* EFFECT
- * TODO
- *
- * USES:
- * Person/Person::RagDoll
- * Person/Person::DoStuff
- * Person/IKHelper
- */
-float Skeleton::DoConstraints(XYZ *coords, float *scale)
-{
- float friction = 1.5;
- const float elasticity = .3;
- XYZ bounceness;
- const int numrepeats = 3;
- float groundlevel = .15;
- int i, j, k, m;
- XYZ temp;
- XYZ terrainnormal;
- int whichhit;
- float frictionness;
- XYZ terrainlight;
- int whichpatchx;
- int whichpatchz;
- float damage = 0; // eventually returned from function
- bool breaking = false;
-
- if (free) {
- freetime += multiplier;
-
- whichpatchx = coords->x / (terrain.size / subdivision * terrain.scale);
- whichpatchz = coords->z / (terrain.size / subdivision * terrain.scale);
-
- terrainlight = *coords;
- objects.SphereCheckPossible(&terrainlight, 1);
-
- //Add velocity
- for (i = 0; i < num_joints; i++) {
- joints[i].position = joints[i].position + joints[i].velocity * multiplier;
-
- switch (joints[i].label) {
- case head:
- groundlevel = .8;
- break;
- case righthand:
- case rightwrist:
- case rightelbow:
- case lefthand:
- case leftwrist:
- case leftelbow:
- groundlevel = .2;
- break;
- default:
- groundlevel = .15;
- break;
- }
-
- joints[i].position.y -= groundlevel;
- joints[i].oldvelocity = joints[i].velocity;
- }
-
- float tempmult = multiplier;
- //multiplier/=numrepeats;
-
- for (j = 0; j < numrepeats; j++) {
- float r = .05;
- // right leg constraints?
- if (!joint(rightknee).locked && !joint(righthip).locked) {
- temp = jointPos(rightknee) - (jointPos(righthip) + jointPos(rightankle)) / 2;
- while (normaldotproduct(temp, lowforward) > -.1 && !sphere_line_intersection(&jointPos(righthip), &jointPos(rightankle), &jointPos(rightknee), &r)) {
- jointPos(rightknee) -= lowforward * .05;
- if (spinny)
- jointVel(rightknee) -= lowforward * .05 / multiplier / 4;
- else
- jointVel(rightknee) -= lowforward * .05;
- jointPos(rightankle) += lowforward * .025;
- if (spinny)
- jointVel(rightankle) += lowforward * .025 / multiplier / 4;
- else
- jointVel(rightankle) += lowforward * .25;
- jointPos(righthip) += lowforward * .025;
- if (spinny)
- jointVel(righthip) += lowforward * .025 / multiplier / 4;
- else
- jointVel(righthip) += lowforward * .025;
- temp = jointPos(rightknee) - (jointPos(righthip) + jointPos(rightankle)) / 2;
- }
- }
-
- // left leg constraints?
- if (!joint(leftknee).locked && !joint(lefthip).locked) {
- temp = jointPos(leftknee) - (jointPos(lefthip) + jointPos(leftankle)) / 2;
- while (normaldotproduct(temp, lowforward) > -.1 && !sphere_line_intersection(&jointPos(lefthip), &jointPos(leftankle), &jointPos(leftknee), &r)) {
- jointPos(leftknee) -= lowforward * .05;
- if (spinny)
- jointVel(leftknee) -= lowforward * .05 / multiplier / 4;
- else
- jointVel(leftknee) -= lowforward * .05;
- jointPos(leftankle) += lowforward * .025;
- if (spinny)
- jointVel(leftankle) += lowforward * .025 / multiplier / 4;
- else
- jointVel(leftankle) += lowforward * .25;
- jointPos(lefthip) += lowforward * .025;
- if (spinny)
- jointVel(lefthip) += lowforward * .025 / multiplier / 4;
- else
- jointVel(lefthip) += lowforward * .025;
- temp = jointPos(leftknee) - (jointPos(lefthip) + jointPos(leftankle)) / 2;
- }
- }
-
- for (i = 0; i < num_joints; i++) {
- if (joints[i].locked && !spinny && findLengthfast(&joints[i].velocity) > 320)
- joints[i].locked = 0;
- if (spinny && findLengthfast(&joints[i].velocity) > 600)
- joints[i].locked = 0;
- if (joints[i].delay > 0) {
- bool freely = true;
- for (j = 0; j < num_joints; j++) {
- if (joints[j].locked)
- freely = false;
- }
- if (freely)
- joints[i].delay -= multiplier * 3;
- }
- }
-
- if (num_muscles)
- for (i = 0; i < num_muscles; i++) {
- //Length constraints
- muscles[i].DoConstraint(spinny);
- }
-
- for (i = 0; i < num_joints; i++) {
- //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 = true;
- }
-
- 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));
- 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) {
- // FIXME: this crashes because k is not initialized!
- // to reproduce, type 'wolfie' in console and play a while
- // I'll just comment it out for now
- //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 = false;
- camerashake += .6;
-
- emit_sound_at(breaksound2, joints[i].position * (*scale) + *coords);
-
- addEnvSound(*coords, 64);
- }
-
- 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];
- XYZ start = joints[i].realoldposition;
- XYZ end = joints[i].position * (*scale) + *coords;
- whichhit = objects.model[k].LineCheckPossible(&start, &end, &temp, &objects.position[k], &objects.yaw[k]);
- if (whichhit != -1) {
- if (joints[i].label == groin && !joints[i].locked && joints[i].delay <= 0) {
- joints[i].locked = 1;
- joints[i].delay = 1;
- if (tutoriallevel != 1 || id == 0) {
- emit_sound_at(landsound1, joints[i].position * (*scale) + *coords, 128.);
- }
- breaking = true;
- }
-
- 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 = false;
- camerashake += .6;
-
- emit_sound_at(breaksound2, joints[i].position * (*scale) + *coords);
-
- addEnvSound(*coords, 64);
- }
- if (objects.type[k] == treetrunktype) {
- objects.rotx[k] += joints[i].velocity.x * multiplier * .4;
- objects.roty[k] += joints[i].velocity.z * multiplier * .4;
- objects.rotx[k + 1] += joints[i].velocity.x * multiplier * .4;
- objects.roty[k + 1] += joints[i].velocity.z * multiplier * .4;
- }
- if (!joints[i].locked)
- damage += findLengthfast(&bounceness) / 2500;
- ReflectVector(&joints[i].velocity, &terrainnormal);
- frictionness = abs(normaldotproduct(joints[i].velocity, terrainnormal));
- joints[i].velocity -= bounceness;
- if (1 - friction * frictionness > 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;
- }
- 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
- XYZ start = joints[jointlabels[whichjointstartarray[i]]].position * (*scale) + *coords;
- XYZ end = joints[jointlabels[whichjointendarray[i]]].position * (*scale) + *coords;
- whichhit = objects.model[k].LineCheckSlidePossible(&start, &end, &temp, &objects.position[k], &objects.yaw[k]);
- if (whichhit != -1) {
- joints[jointlabels[whichjointendarray[i]]].position = (end - *coords) / (*scale);
- 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++) {
- switch (joints[i].label) {
- case head:
- groundlevel = .8;
- break;
- case righthand:
- case rightwrist:
- case rightelbow:
- case lefthand:
- case leftwrist:
- case leftelbow:
- groundlevel = .2;
- break;
- default:
- groundlevel = .15;
- break;
- }
- joints[i].position.y += groundlevel;
- joints[i].mass = 1;
- if (joints[i].label == lefthip || joints[i].label == leftknee || joints[i].label == leftankle || joints[i].label == righthip || joints[i].label == rightknee || joints[i].label == rightankle)
- 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;
-}
-
-/* EFFECT
- * applies gravity to the skeleton
- *
- * USES:
- * Person/Person::DoStuff
- */
-void Skeleton::DoGravity(float *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 != leftelbow) && (joints[i].label != rightelbow)) ||
- (forward.y < .3)
- )
- )
- joints[i].velocity.y += gravity * multiplier / (*scale);
- }
-}
-
-/* EFFECT
- * set muscles[which].rotate1
- * .rotate2
- * .rotate3
- *
- * special case if animation == hanganim
- */
-void Skeleton::FindRotationMuscle(int which, int animation)
-{
- XYZ p1, p2, fwd;
- float dist;
-
- p1 = muscles[which].parent1->position;
- p2 = muscles[which].parent2->position;
- dist = findDistance(&p1, &p2);
- if (p1.y - p2.y <= dist)
- muscles[which].rotate2 = asin((p1.y - p2.y) / dist);
- if (p1.y - p2.y > dist)
- muscles[which].rotate2 = asin(1.f);
- muscles[which].rotate2 *= 360.0 / 6.2831853;
-
- p1.y = 0;
- p2.y = 0;
- dist = findDistance(&p1, &p2);
- if (p1.z - p2.z <= dist)
- muscles[which].rotate1 = acos((p1.z - p2.z) / dist);
- if (p1.z - p2.z > dist)
- muscles[which].rotate1 = acos(1.f);
- muscles[which].rotate1 *= 360.0 / 6.2831853;
- if (p1.x > p2.x)
- muscles[which].rotate1 = 360 - muscles[which].rotate1;
- if (!isnormal(muscles[which].rotate1))
- muscles[which].rotate1 = 0;
- if (!isnormal(muscles[which].rotate2))
- muscles[which].rotate2 = 0;
-
- const int label1 = muscles[which].parent1->label;
- const int label2 = muscles[which].parent2->label;
- switch (label1) {
- case head:
- fwd = specialforward[0];
- break;
- case rightshoulder:
- case rightelbow:
- case rightwrist:
- case righthand:
- fwd = specialforward[1];
- break;
- case leftshoulder:
- case leftelbow:
- case leftwrist:
- case lefthand:
- fwd = specialforward[2];
- break;
- case righthip:
- case rightknee:
- case rightankle:
- case rightfoot:
- fwd = specialforward[3];
- break;
- case lefthip:
- case leftknee:
- case leftankle:
- case leftfoot:
- fwd = specialforward[4];
- break;
- default:
- if (muscles[which].parent1->lower)
- fwd = lowforward;
- else
- fwd = forward;
- break;
- }
-
- if (animation == hanganim) {
- if (label1 == righthand || label2 == righthand) {
- fwd = 0;
- fwd.x = -1;
- }
- if (label1 == lefthand || label2 == lefthand) {
- fwd = 0;
- fwd.x = 1;
- }
- }
-
- if (free == 0) {
- if (label1 == rightfoot || label2 == rightfoot) {
- fwd.y -= .3;
- }
- if (label1 == leftfoot || label2 == leftfoot) {
- fwd.y -= .3;
- }
- }
-
- fwd = DoRotation(fwd, 0, muscles[which].rotate1 - 90, 0);
- fwd = DoRotation(fwd, 0, 0, muscles[which].rotate2 - 90);
- fwd.y = 0;
- fwd /= findLength(&fwd);
- if (fwd.z <= 1 && fwd.z >= -1)
- muscles[which].rotate3 = acos(0 - fwd.z);
- else
- muscles[which].rotate3 = acos(-1.f);
- muscles[which].rotate3 *= 360.0 / 6.2831853;
- if (0 > fwd.x)
- muscles[which].rotate3 = 360 - muscles[which].rotate3;
- if (!isnormal(muscles[which].rotate3))
- muscles[which].rotate3 = 0;
-}
-
-/* EFFECT
- * load an animation from file
- */
-void Animation::Load(const std::string& filename, int aheight, int aattack)
-{
- FILE *tfile;
- int i, j;
- XYZ endoffset;
-
- LOGFUNC;
-
- // Changing the filename into something the OS can understand
- std::string filepath = Folders::getResourcePath("Animations/"+filename);
-
- LOG(std::string("Loading animation...") + filepath);
-
- // clear existing data
- deallocate();
-
- height = aheight;
- attack = aattack;
-
- if (visibleloading)
- Game::LoadingScreen();
-
- // read file in binary mode
- tfile = Folders::openMandatoryFile( filepath, "rb" );
-
- // read numframes, joints to know how much memory to allocate
- funpackf(tfile, "Bi Bi", &numframes, &joints);
-
- // allocate memory for everything
-
- position = (XYZ**)malloc(sizeof(XYZ*) * joints);
- for (i = 0; i < joints; i++)
- position[i] = (XYZ*)malloc(sizeof(XYZ) * numframes);
-
- twist = (float**)malloc(sizeof(float*) * joints);
- 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);
-
- // read binary data as animation
-
- // for each frame...
- for (i = 0; i < numframes; i++) {
- // for each joint in the skeleton...
- for (j = 0; j < joints; j++) {
- // read joint position
- funpackf(tfile, "Bf Bf Bf", &position[j][i].x, &position[j][i].y, &position[j][i].z);
- }
- for (j = 0; j < joints; j++) {
- // read twist
- funpackf(tfile, "Bf", &twist[j][i]);
- }
- for (j = 0; j < joints; j++) {
- // read onground (boolean)
- unsigned char uch;
- funpackf(tfile, "Bb", &uch);
- onground[j][i] = (uch != 0);
- }
- // read frame speed (?)
- funpackf(tfile, "Bf", &speed[i]);
- }
- // read twist2 for whole animation
- for (i = 0; i < numframes; i++) {
- for (j = 0; j < joints; j++) {
- funpackf(tfile, "Bf", &twist2[j][i]);
- }
- }
- // read label for each frame
- for (i = 0; i < numframes; i++) {
- funpackf(tfile, "Bf", &label[i]);
- }
- // read weapontargetnum
- funpackf(tfile, "Bi", &weapontargetnum);
- // read weapontarget positions for each frame
- for (i = 0; i < numframes; i++) {
- funpackf(tfile, "Bf Bf Bf", &weapontarget[i].x, &weapontarget[i].y, &weapontarget[i].z);
- }
-
- fclose(tfile);
-
- endoffset = 0;
- // find average position of certain joints on last frames
- // and save in endoffset
- // (not sure what exactly this accomplishes. the y < 1 test confuses me.)
- for (j = 0; j < joints; j++) {
- if (position[j][numframes - 1].y < 1)
- endoffset += position[j][numframes - 1];
- }
- endoffset /= joints;
- offset = endoffset;
- offset.y = 0;
-}
-
-
-/* EFFECT
- * load skeleton
- * takes filenames for three skeleton files and various models
- */
-void Skeleton::Load(const std::string& filename, const std::string& lowfilename, const std::string& clothesfilename,
- const std::string& modelfilename, const std::string& model2filename,
- const std::string& model3filename, const std::string& model4filename,
- const std::string& model5filename, const std::string& model6filename,
- const std::string& model7filename, const std::string& modellowfilename,
- const std::string& modelclothesfilename, bool clothes)
-{
- GLfloat M[16];
- int parentID;
- FILE *tfile;
- float lSize;
- int i, j;
- int edit;
-
- LOGFUNC;
-
- num_models = 7;
-
- // load various models
- // rotate, scale, do normals, do texcoords for each as needed
-
- model[0].loadnotex(modelfilename);
- model[1].loadnotex(model2filename);
- model[2].loadnotex(model3filename);
- model[3].loadnotex(model4filename);
- model[4].loadnotex(model5filename);
- model[5].loadnotex(model6filename);
- model[6].loadnotex(model7filename);
-
- for (i = 0; i < num_models; i++) {
- model[i].Rotate(180, 0, 0);
- model[i].Scale(.04, .04, .04);
- model[i].CalculateNormals(0);
- }
-
- drawmodel.load(modelfilename, 0);
- drawmodel.Rotate(180, 0, 0);
- drawmodel.Scale(.04, .04, .04);
- drawmodel.FlipTexCoords();
- if (tutoriallevel == 1 && id != 0)
- drawmodel.UniformTexCoords();
- if (tutoriallevel == 1 && id != 0)
- drawmodel.ScaleTexCoords(0.1);
- drawmodel.CalculateNormals(0);
-
- modellow.loadnotex(modellowfilename);
- modellow.Rotate(180, 0, 0);
- modellow.Scale(.04, .04, .04);
- modellow.CalculateNormals(0);
-
- drawmodellow.load(modellowfilename, 0);
- drawmodellow.Rotate(180, 0, 0);
- drawmodellow.Scale(.04, .04, .04);
- drawmodellow.FlipTexCoords();
- if (tutoriallevel == 1 && id != 0)
- drawmodellow.UniformTexCoords();
- if (tutoriallevel == 1 && id != 0)
- drawmodellow.ScaleTexCoords(0.1);
- drawmodellow.CalculateNormals(0);
-
- if (clothes) {
- modelclothes.loadnotex(modelclothesfilename);
- modelclothes.Rotate(180, 0, 0);
- modelclothes.Scale(.041, .04, .041);
- modelclothes.CalculateNormals(0);
-
- drawmodelclothes.load(modelclothesfilename, 0);
- drawmodelclothes.Rotate(180, 0, 0);
- drawmodelclothes.Scale(.04, .04, .04);
- drawmodelclothes.FlipTexCoords();
- drawmodelclothes.CalculateNormals(0);
- }
-
- // FIXME: three similar blocks follow, one for each of:
- // filename, lowfilename, clothesfilename
-
- // load skeleton
-
- tfile = Folders::openMandatoryFile( Folders::getResourcePath(filename), "rb" );
-
- // read num_joints
- funpackf(tfile, "Bi", &num_joints);
-
- // allocate memory
- if (joints)
- delete [] joints; //dealloc2(joints);
- joints = (Joint*)new Joint[num_joints];
-
- // read info for each joint
- for (i = 0; i < num_joints; i++) {
- funpackf(tfile, "Bf Bf Bf Bf Bf", &joints[i].position.x, &joints[i].position.y, &joints[i].position.z, &joints[i].length, &joints[i].mass);
- funpackf(tfile, "Bb Bb", &joints[i].hasparent, &joints[i].locked);
- funpackf(tfile, "Bi", &joints[i].modelnum);
- funpackf(tfile, "Bb Bb", &joints[i].visible, &joints[i].sametwist);
- funpackf(tfile, "Bi Bi", &joints[i].label, &joints[i].hasgun);
- funpackf(tfile, "Bb", &joints[i].lower);
- funpackf(tfile, "Bi", &parentID);
- if (joints[i].hasparent)
- joints[i].parent = &joints[parentID];
- joints[i].velocity = 0;
- joints[i].oldposition = joints[i].position;
- }
-
- // read num_muscles
- funpackf(tfile, "Bi", &num_muscles);
-
- // allocate memory
- if (muscles)
- delete [] muscles; //dealloc2(muscles);
- muscles = (Muscle*)new Muscle[num_muscles]; //malloc(sizeof(Muscle)*num_muscles);
-
- // for each muscle...
- for (i = 0; i < num_muscles; i++) {
- // read info
- funpackf(tfile, "Bf Bf Bf Bf Bf Bi Bi", &muscles[i].length, &muscles[i].targetlength, &muscles[i].minlength, &muscles[i].maxlength, &muscles[i].strength, &muscles[i].type, &muscles[i].numvertices);
-
- // allocate memory for vertices
- muscles[i].vertices = (int*)malloc(sizeof(int) * muscles[i].numvertices);
-
- // read vertices
- edit = 0;
- for (j = 0; j < muscles[i].numvertices - edit; j++) {
- funpackf(tfile, "Bi", &muscles[i].vertices[j + edit]);
- if (muscles[i].vertices[j + edit] >= model[0].vertexNum) {
- muscles[i].numvertices--;
- edit--;
- }
- }
-
- // read more info
- funpackf(tfile, "Bb Bi", &muscles[i].visible, &parentID);
- muscles[i].parent1 = &joints[parentID];
- funpackf(tfile, "Bi", &parentID);
- muscles[i].parent2 = &joints[parentID];
- }
-
- // read forwardjoints (?)
- for (j = 0; j < 3; j++) {
- funpackf(tfile, "Bi", &forwardjoints[j]);
- }
- // read lowforwardjoints (?)
- for (j = 0; j < 3; j++) {
- funpackf(tfile, "Bi", &lowforwardjoints[j]);
- }
-
- // ???
- for (j = 0; j < num_muscles; j++) {
- for (i = 0; i < muscles[j].numvertices; i++) {
- for (int k = 0; k < num_models; k++) {
- if (muscles[j].numvertices && muscles[j].vertices[i] < model[k].vertexNum)
- model[k].owner[muscles[j].vertices[i]] = j;
- }
- }
- }
-
- // calculate some stuff
- FindForwards();
- for (i = 0; i < num_joints; i++) {
- joints[i].startpos = joints[i].position;
- }
- for (i = 0; i < num_muscles; i++) {
- FindRotationMuscle(i, -1);
- }
- // this seems to use opengl purely for matrix calculations
- for (int k = 0; k < num_models; k++) {
- for (i = 0; i < model[k].vertexNum; i++) {
- model[k].vertex[i] = model[k].vertex[i] - (muscles[model[k].owner[i]].parent1->position + muscles[model[k].owner[i]].parent2->position) / 2;
- glMatrixMode(GL_MODELVIEW);
- 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);
-
- // load ???
-
- tfile = Folders::openMandatoryFile( Folders::getResourcePath(lowfilename), "rb" );
-
- // skip joints section
-
- lSize = sizeof(num_joints);
- fseek(tfile, lSize, SEEK_CUR);
- for (i = 0; i < num_joints; i++) {
- // skip joint info
- lSize = sizeof(XYZ)
- + sizeof(float)
- + sizeof(float)
- + 1 //sizeof(bool)
- + 1 //sizeof(bool)
- + sizeof(int)
- + 1 //sizeof(bool)
- + 1 //sizeof(bool)
- + sizeof(int)
- + sizeof(int)
- + 1 //sizeof(bool)
- + sizeof(int);
- fseek(tfile, lSize, SEEK_CUR);
-
- if (joints[i].hasparent)
- joints[i].parent = &joints[parentID];
- joints[i].velocity = 0;
- joints[i].oldposition = joints[i].position;
- }
-
- // read num_muscles
- funpackf(tfile, "Bi", &num_muscles);
-
- for (i = 0; i < num_muscles; i++) {
- // skip muscle info
- lSize = sizeof(float)
- + sizeof(float)
- + sizeof(float)
- + sizeof(float)
- + sizeof(float)
- + sizeof(int);
- fseek(tfile, lSize, SEEK_CUR);
-
- // read numverticeslow
- funpackf(tfile, "Bi", &muscles[i].numverticeslow);
-
- if (muscles[i].numverticeslow) {
- // allocate memory
- muscles[i].verticeslow = (int*)malloc(sizeof(int) * muscles[i].numverticeslow);
-
- // read verticeslow
- edit = 0;
- for (j = 0; j < muscles[i].numverticeslow - edit; j++) {
- funpackf(tfile, "Bi", &muscles[i].verticeslow[j + edit]);
- if (muscles[i].verticeslow[j + edit] >= modellow.vertexNum) {
- muscles[i].numverticeslow--;
- edit--;
- }
- }
- }
-
- // skip more stuff
- lSize = 1; //sizeof(bool);
- fseek ( tfile, lSize, SEEK_CUR);
- lSize = sizeof(int);
- fseek ( tfile, lSize, SEEK_CUR);
- fseek ( tfile, lSize, SEEK_CUR);
- }
-
- for (j = 0; j < num_muscles; j++) {
- for (i = 0; i < muscles[j].numverticeslow; 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++) {
- modellow.vertex[i] = modellow.vertex[i] - (muscles[modellow.owner[i]].parent1->position + muscles[modellow.owner[i]].parent2->position) / 2;
- glMatrixMode(GL_MODELVIEW);
- 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);
-
- // load clothes
-
- if (clothes) {
- tfile = Folders::openMandatoryFile( Folders::getResourcePath(clothesfilename), "rb" );
-
- // skip num_joints
- lSize = sizeof(num_joints);
- fseek ( tfile, lSize, SEEK_CUR);
-
- for (i = 0; i < num_joints; i++) {
- // skip joint info
- lSize = sizeof(XYZ)
- + sizeof(float)
- + sizeof(float)
- + 1 //sizeof(bool)
- + 1 //sizeof(bool)
- + sizeof(int)
- + 1 //sizeof(bool)
- + 1 //sizeof(bool)
- + sizeof(int)
- + sizeof(int)
- + 1 //sizeof(bool)
- + sizeof(int);
- fseek(tfile, lSize, SEEK_CUR);
-
- if (joints[i].hasparent)
- joints[i].parent = &joints[parentID];
- joints[i].velocity = 0;
- joints[i].oldposition = joints[i].position;
- }
-
- // read num_muscles
- funpackf(tfile, "Bi", &num_muscles);
-
- for (i = 0; i < num_muscles; i++) {
- // skip muscle info
- lSize = sizeof(float)
- + sizeof(float)
- + sizeof(float)
- + sizeof(float)
- + sizeof(float)
- + sizeof(int);
- fseek(tfile, lSize, SEEK_CUR);
-
- // read numverticesclothes
- funpackf(tfile, "Bi", &muscles[i].numverticesclothes);
-
- // read verticesclothes
- if (muscles[i].numverticesclothes) {
- 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--;
- }
- }
- }
-
- // skip more stuff
- lSize = 1; //sizeof(bool);
- fseek ( tfile, lSize, SEEK_CUR);
- lSize = sizeof(int);
- fseek ( tfile, lSize, SEEK_CUR);
- fseek ( tfile, lSize, SEEK_CUR);
- }
-
- // ???
- lSize = sizeof(int);
- for (j = 0; j < num_muscles; j++) {
- for (i = 0; i < muscles[j].numverticesclothes; i++) {
- if (muscles[j].numverticesclothes && 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++) {
- modelclothes.vertex[i] = modelclothes.vertex[i] - (muscles[modelclothes.owner[i]].parent1->position + muscles[modelclothes.owner[i]].parent2->position) / 2;
- glMatrixMode(GL_MODELVIEW);
- 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;
-}
-
-Animation::~Animation()
-{
- deallocate();
-}
-
-void Animation::deallocate()
-{
- int i = 0;
-
- if (position) {
- for (i = 0; i < joints; i++)
- dealloc2(position[i]);
-
- dealloc2(position);
- }
- position = 0;
-
- if (twist) {
- for (i = 0; i < joints; i++)
- dealloc2(twist[i]);
-
- dealloc2(twist);
- }
- twist = 0;
-
- if (twist2) {
- for (i = 0; i < joints; i++)
- dealloc2(twist2[i]);
-
- dealloc2(twist2);
- }
- twist2 = 0;
-
- if (onground) {
- for (i = 0; i < joints; i++)
- dealloc2(onground[i]);
-
- dealloc2(onground);
- }
- onground = 0;
-
- if (speed)
- dealloc2(speed);
- speed = 0;
-
- if (forward)
- dealloc2(forward);
- forward = 0;
-
- if (weapontarget)
- dealloc2(weapontarget);
- weapontarget = 0;
-
- if (label)
- dealloc2(label);
- label = 0;
-
- joints = 0;
-}
-
-Skeleton::Skeleton()
-{
- num_joints = 0;
-
- num_muscles = 0;
-
- selected = 0;
-
- memset(forwardjoints, 0, sizeof(forwardjoints));
- // XYZ forward;
-
- id = 0;
-
- memset(lowforwardjoints, 0, sizeof(lowforwardjoints));
- // XYZ lowforward;
-
- // XYZ specialforward[5];
- memset(jointlabels, 0, sizeof(jointlabels));
-
- // Model model[7];
- // Model modellow;
- // Model modelclothes;
- num_models = 0;
-
- // Model drawmodel;
- // Model drawmodellow;
- // Model drawmodelclothes;
-
- clothes = 0;
- spinny = 0;
-
- memset(skinText, 0, sizeof(skinText));
- skinsize = 0;
-
- checkdelay = 0;
-
- longdead = 0;
- broken = 0;
-
- free = 0;
- oldfree = 0;
- freetime = 0;
- freefall = 0;
-
- joints = 0;
- muscles = 0;
-}
-
-Skeleton::~Skeleton()
-{
- 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;
-}
-
-Muscle::~Muscle()
-{
- dealloc2(vertices);
- dealloc2(verticeslow);
- dealloc2(verticesclothes);
-}
-
-Animation & Animation::operator = (const Animation & ani)
-{
- int i = 0;
-
- bool 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;
- offset = ani.offset;
-
- 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);
-}
-
-
-
-
-#if 0
-
-// the following functions are not used anywhere
-
-/* EFFECT
- * sets forward, lowforward, specialforward[]
- *
- * USES:
- * NONE
- */
-void Skeleton::FindForwardsfirst()
-{
- //Find forward vectors
- CrossProduct(joints[forwardjoints[1]].position - joints[forwardjoints[0]].position, joints[forwardjoints[2]].position - joints[forwardjoints[0]].position, &forward);
- Normalise(&forward);
-
- CrossProduct(joints[lowforwardjoints[1]].position - joints[lowforwardjoints[0]].position, joints[lowforwardjoints[2]].position - joints[lowforwardjoints[0]].position, &lowforward);
- Normalise(&lowforward);
-
- //Special forwards
- specialforward[0] = forward;
- specialforward[1] = forward;
- specialforward[2] = forward;
- specialforward[3] = forward;
- specialforward[4] = forward;
-
-}
-
-/* EFFECT
- *
- * USES:
- * NONE
- */
-void Skeleton::Draw(int muscleview)
-{
- static float jointcolor[4];
-
- if (muscleview != 2) {
- jointcolor[0] = 0;
- jointcolor[1] = 0;
- jointcolor[2] = .5;
- jointcolor[3] = 1;
- }
-
- if (muscleview == 2) {
- jointcolor[0] = 0;
- jointcolor[1] = 0;
- jointcolor[2] = 0;
- jointcolor[3] = .5;
- }
- //Calc motionblur-ness
- for (int i = 0; i < num_joints; i++) {
- joints[i].oldposition = joints[i].position;
- joints[i].blurred = findDistance(&joints[i].position, &joints[i].oldposition) * 100;
- if (joints[i].blurred < 1)
- joints[i].blurred = 1;
- }
-
- //Do Motionblur
- glDepthMask(0);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBegin(GL_QUADS);
- for (int i = 0; i < num_joints; i++) {
- if (joints[i].hasparent) {
- glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].blurred);
- glVertex3f(joints[i].position.x, joints[i].position.y, joints[i].position.z);
- glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].parent->blurred);
- glVertex3f(joints[i].parent->position.x, joints[i].parent->position.y, joints[i].parent->position.z);
- glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].parent->blurred);
- glVertex3f(joints[i].parent->oldposition.x, joints[i].parent->oldposition.y, joints[i].parent->oldposition.z);
- glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].blurred);
- glVertex3f(joints[i].oldposition.x, joints[i].oldposition.y, joints[i].oldposition.z);
- }
- }
- for (int i = 0; i < num_muscles; i++) {
- if (muscles[i].type == boneconnect) {
- glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent2->blurred);
- glVertex3f(muscles[i].parent1->position.x, muscles[i].parent1->position.y, muscles[i].parent1->position.z);
- glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent2->blurred);
- glVertex3f(muscles[i].parent2->position.x, muscles[i].parent2->position.y, muscles[i].parent2->position.z);
- glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent2->blurred);
- glVertex3f(muscles[i].parent2->oldposition.x, muscles[i].parent2->oldposition.y, muscles[i].parent2->oldposition.z);
- glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent1->blurred);
- glVertex3f(muscles[i].parent1->oldposition.x, muscles[i].parent1->oldposition.y, muscles[i].parent1->oldposition.z);
- }
- }
- glEnd();
-
- glBegin(GL_LINES);
- for (int i = 0; i < num_joints; i++) {
- if (joints[i].hasparent) {
- glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].blurred);
- glVertex3f(joints[i].position.x, joints[i].position.y, joints[i].position.z);
- glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / joints[i].parent->blurred);
- glVertex3f(joints[i].parent->position.x, joints[i].parent->position.y, joints[i].parent->position.z);
- }
- }
- for (int i = 0; i < num_muscles; i++) {
- if (muscles[i].type == boneconnect) {
- glColor4f(jointcolor[0], jointcolor[1], jointcolor[2], jointcolor[3] / muscles[i].parent1->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);
- }
- }
- glColor3f(.6, .6, 0);
- if (muscleview == 1)
- for (int i = 0; i < num_muscles; i++) {
- if (muscles[i].type != boneconnect) {
- glVertex3f(muscles[i].parent1->position.x, muscles[i].parent1->position.y, muscles[i].parent1->position.z);
- glVertex3f(muscles[i].parent2->position.x, muscles[i].parent2->position.y, muscles[i].parent2->position.z);
- }
- }
- glEnd();
-
- if (muscleview != 2) {
- glPointSize(3);
- glBegin(GL_POINTS);
- for (int i = 0; i < num_joints; i++) {
- if (i != selected)
- glColor4f(0, 0, .5, 1);
- if (i == selected)
- glColor4f(1, 1, 0, 1);
- if (joints[i].locked && i != selected)
- glColor4f(1, 0, 0, 1);
- glVertex3f(joints[i].position.x, joints[i].position.y, joints[i].position.z);
- }
- glEnd();
- }
-
- //Set old position to current position
- if (muscleview == 2)
- for (int i = 0; i < num_joints; i++) {
- joints[i].oldposition = joints[i].position;
- }
- glDepthMask(1);
-}
-
-/* EFFECT
- *
- * USES:
- * NONE
- */
-void Skeleton::AddJoint(float x, float y, float z, int which)
-{
- if (num_joints < max_joints - 1) {
- joints[num_joints].velocity = 0;
- joints[num_joints].position.x = x;
- joints[num_joints].position.y = y;
- joints[num_joints].position.z = z;
- joints[num_joints].mass = 1;
- joints[num_joints].locked = 0;
-
- joints[num_joints].hasparent = 0;
- num_joints++;
- if (which < num_joints && which >= 0)
- AddMuscle(num_joints - 1, which, 0, 10, boneconnect);
- }
-}
-
-/* EFFECT
- *
- * USES:
- * NONE
- */
-void Skeleton::DeleteJoint(int whichjoint)
-{
- if (whichjoint < num_joints && whichjoint >= 0) {
- joints[whichjoint].velocity = joints[num_joints - 1].velocity;
- joints[whichjoint].position = joints[num_joints - 1].position;
- joints[whichjoint].oldposition = joints[num_joints - 1].oldposition;
- joints[whichjoint].hasparent = joints[num_joints - 1].hasparent;
- joints[whichjoint].parent = joints[num_joints - 1].parent;
- joints[whichjoint].length = joints[num_joints - 1].length;
- joints[whichjoint].locked = joints[num_joints - 1].locked;
- joints[whichjoint].modelnum = joints[num_joints - 1].modelnum;
- joints[whichjoint].visible = joints[num_joints - 1].visible;
-
- for (int i = 0; i < num_muscles; i++) {
- while (muscles[i].parent1 == &joints[whichjoint] && i < num_muscles)DeleteMuscle(i);
- while (muscles[i].parent2 == &joints[whichjoint] && i < num_muscles)DeleteMuscle(i);
- }
- for (int i = 0; i < num_muscles; i++) {
- while (muscles[i].parent1 == &joints[num_joints - 1] && i < num_muscles)muscles[i].parent1 = &joints[whichjoint];
- while (muscles[i].parent2 == &joints[num_joints - 1] && i < num_muscles)muscles[i].parent2 = &joints[whichjoint];
- }
- for (int i = 0; i < num_joints; i++) {
- if (joints[i].parent == &joints[whichjoint])
- joints[i].hasparent = 0;
- }
- for (int i = 0; i < num_joints; i++) {
- if (joints[i].parent == &joints[num_joints - 1])
- joints[i].parent = &joints[whichjoint];
- }
-
- num_joints--;
- }
-}
-
-/* EFFECT
- *
- * USES:
- * Skeleton::DeleteJoint - UNUSED
- */
-void Skeleton::DeleteMuscle(int whichmuscle)
-{
- if (whichmuscle < num_muscles) {
- muscles[whichmuscle].minlength = muscles[num_muscles - 1].minlength;
- muscles[whichmuscle].maxlength = muscles[num_muscles - 1].maxlength;
- muscles[whichmuscle].strength = muscles[num_muscles - 1].strength;
- muscles[whichmuscle].parent1 = muscles[num_muscles - 1].parent1;
- muscles[whichmuscle].parent2 = muscles[num_muscles - 1].parent2;
- muscles[whichmuscle].length = muscles[num_muscles - 1].length;
- muscles[whichmuscle].visible = muscles[num_muscles - 1].visible;
- muscles[whichmuscle].type = muscles[num_muscles - 1].type;
- muscles[whichmuscle].targetlength = muscles[num_muscles - 1].targetlength;
-
- num_muscles--;
- }
-}
-
-/* EFFECT
- *
- * USES:
- * NONE
- */
-void Skeleton::SetJoint(float x, float y, float z, int which, int whichjoint)
-{
- if (whichjoint < num_joints) {
- joints[whichjoint].velocity = 0;
- joints[whichjoint].position.x = x;
- joints[whichjoint].position.y = y;
- joints[whichjoint].position.z = z;
-
- if (which >= num_joints || which < 0)
- joints[whichjoint].hasparent = 0;
- if (which < num_joints && which >= 0) {
- joints[whichjoint].parent = &joints[which];
- joints[whichjoint].hasparent = 1;
- joints[whichjoint].length = findDistance(&joints[whichjoint].position, &joints[whichjoint].parent->position);
- }
- }
-}
-
-/* EFFECT
- *
- * USES:
- * Skeleton::AddJoint - UNUSED
- */
-void Skeleton::AddMuscle(int attach1, int attach2, float minlength, float maxlength, int type)
-{
- const int max_muscles = 100; // FIXME: Probably can be dropped
- if (num_muscles < max_muscles - 1 && attach1 < num_joints && attach1 >= 0 && attach2 < num_joints && attach2 >= 0 && attach1 != attach2) {
- muscles[num_muscles].parent1 = &joints[attach1];
- muscles[num_muscles].parent2 = &joints[attach2];
- muscles[num_muscles].length = findDistance(&muscles[num_muscles].parent1->position, &muscles[num_muscles].parent2->position);
- muscles[num_muscles].targetlength = findDistance(&muscles[num_muscles].parent1->position, &muscles[num_muscles].parent2->position);
- muscles[num_muscles].strength = .7;
- muscles[num_muscles].type = type;
- muscles[num_muscles].minlength = minlength;
- muscles[num_muscles].maxlength = maxlength;
-
- num_muscles++;
- }
-}
-
-/* EFFECT
- *
- * USES:
- * NONE
- */
-void Skeleton::MusclesSet()
-{
- for (int i = 0; i < num_muscles; i++) {
- muscles[i].length = findDistance(&muscles[i].parent1->position, &muscles[i].parent2->position);
- }
-}
-
-/* EFFECT
- *
- * USES:
- * NONE
- */
-void Skeleton::DoBalance()
-{
- /*XYZ newpoint;
- newpoint=joints[0].position;
- newpoint.x=(joints[2].position.x+joints[4].position.x)/2;
- newpoint.z=(joints[2].position.z+joints[4].position.z)/2;
- joints[0].velocity=joints[0].velocity+(newpoint-joints[0].position);
- //Move child point to within certain distance of parent point
- joints[0].position=newpoint;
-
- MusclesSet();*/
-}
-
-#endif
-