strength = 1;
length -= (length - relaxlength) * (1 - strength) * multiplier * 10000;
- length -= (length - targetlength) * (strength) * multiplier * 10000;
+ length -= (length - targetlength) * strength * multiplier * 10000;
if (strength == 0)
length = relaxlength;
Game::LoadingScreen();
patch_size = size / subdivision;
- patch_elements = (patch_size) * (patch_size) * 54;
+ patch_elements = patch_size * patch_size * 54;
CalculateNormals();
return true;
viewdistsquared = viewdistance * viewdistance;
//Only nearby blocks
- beginx = (viewer.x - viewdistance) / (patch_size) - 1;
+ beginx = ((viewer.x - viewdistance) / patch_size) - 1;
if (beginx < 0)
beginx = 0;
- beginz = (viewer.z - viewdistance) / (patch_size) - 1;
+ beginz = ((viewer.z - viewdistance) / patch_size) - 1;
if (beginz < 0)
beginz = 0;
- endx = (viewer.x + viewdistance) / (patch_size) + 1;
+ endx = ((viewer.x + viewdistance) / patch_size) + 1;
if (endx > subdivision)
endx = subdivision;
- endz = (viewer.z + viewdistance) / (patch_size) + 1;
+ endz = ((viewer.z + viewdistance) / patch_size) + 1;
if (endz > subdivision)
endz = subdivision;
//Calculate shadows
for (short int i = 0; i < size; i++) {
for (short int j = 0; j < size; j++) {
- terrainpoint.x = (float)(i) * scale;
- terrainpoint.z = (float)(j) * scale;
+ terrainpoint.x = (float)i * scale;
+ terrainpoint.z = (float)j * scale;
terrainpoint.y = heightmap[i][j] * scale;
shadowed = 0;
- patchx = (float)(i) * subdivision / size;
- patchz = (float)(j) * subdivision / size;
+ patchx = (float)i * subdivision / size;
+ patchz = (float)j * subdivision / size;
if (patchobjects[patchx][patchz].size()) {
for (unsigned int k = 0; k < patchobjects[patchx][patchz].size(); k++) {
unsigned int l = patchobjects[patchx][patchz][k];
offset = consoleselected - 60;
textmono->glPrint(10, 30, " ]", 0, 1, 1024, 768);
if (consoleblink) {
- textmono->glPrint(30 + (float)(consoleselected) * 10 - offset * 10, 30, "_", 0, 1, 1024, 768);
+ textmono->glPrint(30 + (float)consoleselected * 10 - offset * 10, 30, "_", 0, 1, 1024, 768);
}
for (unsigned i = 0; i < 15; i++) {
textmono->glPrint(30 - offset * 10, 30 + i * 20, consoletext[i], 0, 1, 1024, 768);
oldframeCurrent = frameCurrent;
for (unsigned i = 0; i < skeleton.joints.size(); i++) {
- skeleton.joints[i].velocity = (currentFrame().joints[i].position * (1 - target) + targetFrame().joints[i].position * (target) - skeleton.joints[i].position) / multiplier;
- skeleton.joints[i].position = currentFrame().joints[i].position * (1 - target) + targetFrame().joints[i].position * (target);
+ skeleton.joints[i].velocity = (currentFrame().joints[i].position * (1 - target) + targetFrame().joints[i].position * target - skeleton.joints[i].position) / multiplier;
+ skeleton.joints[i].position = currentFrame().joints[i].position * (1 - target) + targetFrame().joints[i].position * target;
}
offset = currentoffset * (1 - target) + targetoffset * target;
for (unsigned i = 0; i < skeleton.muscles.size(); i++) {
if (skeleton.muscles[i].visible) {
- skeleton.muscles[i].rotate1 = skeleton.muscles[i].oldrotate1 * (1 - target) + skeleton.muscles[i].newrotate1 * (target);
- skeleton.muscles[i].rotate2 = skeleton.muscles[i].oldrotate2 * (1 - target) + skeleton.muscles[i].newrotate2 * (target);
- skeleton.muscles[i].rotate3 = skeleton.muscles[i].oldrotate3 * (1 - target) + skeleton.muscles[i].newrotate3 * (target);
+ skeleton.muscles[i].rotate1 = skeleton.muscles[i].oldrotate1 * (1 - target) + skeleton.muscles[i].newrotate1 * target;
+ skeleton.muscles[i].rotate2 = skeleton.muscles[i].oldrotate2 * (1 - target) + skeleton.muscles[i].newrotate2 * target;
+ skeleton.muscles[i].rotate3 = skeleton.muscles[i].oldrotate3 * (1 - target) + skeleton.muscles[i].newrotate3 * target;
}
}
}