2023-08-01 19:50:29 +02:00

927 lines
37 KiB
C++

/*
Copyright (C) 2003, 2010 - Wolfire Games
Copyright (C) 2010-2017 - 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/>.
*/
#include "Animation/Skeleton.hpp"
#include "Animation/Animation.hpp"
#include "Audio/openal_wrapper.hpp"
#include "Game.hpp"
#include "Tutorial.hpp"
#include "Utils/Folders.hpp"
extern float multiplier;
extern float gravity;
extern Terrain terrain;
extern int environment;
extern float camerashake;
extern bool freeze;
extern int detail;
extern int whichjointstartarray[26];
extern int whichjointendarray[26];
Skeleton::Skeleton()
: selected(0)
, id(0)
, num_models(0)
, clothes(false)
, spinny(false)
, skinsize(0)
, checkdelay(0)
, longdead(0)
, broken(false)
, free(0)
, oldfree(0)
, freetime(0)
, freefall(false)
{
memset(forwardjoints, 0, sizeof(forwardjoints));
memset(lowforwardjoints, 0, sizeof(lowforwardjoints));
memset(jointlabels, 0, sizeof(jointlabels));
memset(skinText, 0, sizeof(skinText));
}
/* 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)
{
const float elasticity = .3;
XYZ bounceness;
const int numrepeats = 3;
float groundlevel = .15;
unsigned i;
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;
Object::SphereCheckPossible(&terrainlight, 1);
//Add velocity
for (i = 0; i < joints.size(); 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 (int 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 < joints.size(); 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 (unsigned j = 0; j < joints.size(); j++) {
if (joints[j].locked) {
freely = false;
}
}
if (freely) {
joints[i].delay -= multiplier * 3;
}
}
}
for (i = 0; i < muscles.size(); i++) {
//Length constraints
muscles[i].DoConstraint(spinny);
}
float friction;
for (i = 0; i < joints.size(); 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 (!Tutorial::active || 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 (!Tutorial::active || 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 (!Tutorial::active || 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
//Object::objects[k]->model.MakeDecal(breakdecal, DoRotation(temp - Object::objects[k]->position, 0, -Object::objects[k]->yaw, 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;
}
}
for (unsigned int m = 0; m < terrain.patchobjects[whichpatchx][whichpatchz].size(); m++) {
unsigned int k = terrain.patchobjects[whichpatchx][whichpatchz][m];
if (k < Object::objects.size()) {
if (Object::objects[k]->possible) {
friction = Object::objects[k]->friction;
XYZ start = joints[i].realoldposition;
XYZ end = joints[i].position * (*scale) + *coords;
whichhit = Object::objects[k]->model.LineCheckPossible(&start, &end, &temp, &Object::objects[k]->position, &Object::objects[k]->yaw);
if (whichhit != -1) {
if (joints[i].label == groin && !joints[i].locked && joints[i].delay <= 0) {
joints[i].locked = 1;
joints[i].delay = 1;
if (!Tutorial::active || 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 (!Tutorial::active || id == 0) {
emit_sound_at(landsound2, joints[i].position * (*scale) + *coords, 128.);
}
}
terrainnormal = DoRotation(Object::objects[k]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 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 (!Tutorial::active || id == 0) {
if (findLengthfast(&bounceness) > 4000 && breaking) {
Object::objects[k]->model.MakeDecal(breakdecal, DoRotation(temp - Object::objects[k]->position, 0, -Object::objects[k]->yaw, 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 (Object::objects[k]->type == treetrunktype) {
Object::objects[k]->rotx += joints[i].velocity.x * multiplier * .4;
Object::objects[k]->roty += joints[i].velocity.z * multiplier * .4;
Object::objects[k + 1]->rotx += joints[i].velocity.x * multiplier * .4;
Object::objects[k + 1]->roty += 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;
for (unsigned int m = 0; m < terrain.patchobjects[whichpatchx][whichpatchz].size(); m++) {
unsigned int k = terrain.patchobjects[whichpatchx][whichpatchz][m];
if (Object::objects[k]->possible) {
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 = Object::objects[k]->model.LineCheckSlidePossible(&start, &end, &Object::objects[k]->position, &Object::objects[k]->yaw);
if (whichhit != -1) {
joints[jointlabels[whichjointendarray[i]]].position = (end - *coords) / (*scale);
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);
}
}
}
}
}
}
for (i = 0; i < joints.size(); 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 < muscles.size(); 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)
{
for (unsigned i = 0; i < joints.size(); 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 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];
FILE* tfile;
float lSize;
int j, num_joints, num_muscles;
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 (int 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);
drawmodel.Rotate(180, 0, 0);
drawmodel.Scale(.04, .04, .04);
drawmodel.FlipTexCoords();
if ((Tutorial::active) && (id != 0)) {
drawmodel.UniformTexCoords();
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);
drawmodellow.Rotate(180, 0, 0);
drawmodellow.Scale(.04, .04, .04);
drawmodellow.FlipTexCoords();
if (Tutorial::active && id != 0) {
drawmodellow.UniformTexCoords();
}
if (Tutorial::active && 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);
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);
joints.clear();
joints.resize(num_joints);
// read info for each joint
for (int i = 0; i < num_joints; i++) {
joints[i].load(tfile, joints);
}
// read num_muscles
funpackf(tfile, "Bi", &num_muscles);
// allocate memory
muscles.clear();
muscles.resize(num_muscles);
// for each muscle...
for (int i = 0; i < num_muscles; i++) {
muscles[i].load(tfile, model[0].vertexNum, joints);
}
// 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 (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) {
model[k].owner[muscles[j].vertices[i]] = j;
}
}
}
}
// calculate some stuff
FindForwards();
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 (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();
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
fseek(tfile, sizeof(num_joints), SEEK_CUR);
for (int 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);
}
// skip num_muscles
fseek(tfile, sizeof(num_muscles), SEEK_CUR);
for (int 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);
muscles[i].loadVerticesLow(tfile, modellow.vertexNum);
// 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 (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 (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();
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
fseek(tfile, sizeof(num_joints), SEEK_CUR);
for (int 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);
}
// skip num_muscles
fseek(tfile, sizeof(num_muscles), SEEK_CUR);
for (int 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);
muscles[i].loadVerticesClothes(tfile, modelclothes.vertexNum);
// 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 (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 (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();
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 (int i = 0; i < num_joints; i++) {
for (j = 0; j < num_joints; j++) {
if (joints[i].label == j) {
jointlabels[j] = i;
}
}
}
free = 0;
}