193 lines
5.0 KiB
C++
193 lines
5.0 KiB
C++
/*
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Copyright (C) 2003, 2010 - Wolfire Games
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Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
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This file is part of Lugaru.
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Lugaru is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Lugaru is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Animation/Muscle.hpp"
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#include "Utils/binio.h"
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extern float multiplier;
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extern bool freeze;
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Muscle::Muscle()
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: length(0)
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, targetlength(0)
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, parent1(0)
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, parent2(0)
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, maxlength(0)
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, minlength(0)
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, type(boneconnect)
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, visible(false)
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, rotate1(0)
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, rotate2(0)
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, rotate3(0)
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, lastrotate1(0)
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, lastrotate2(0)
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, lastrotate3(0)
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, oldrotate1(0)
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, oldrotate2(0)
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, oldrotate3(0)
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, newrotate1(0)
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, newrotate2(0)
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, newrotate3(0)
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,
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strength(0)
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{
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}
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void Muscle::load(FILE* tfile, int vertexNum, std::vector<Joint>& joints)
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{
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int numvertices, vertice, parentID;
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// read info
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funpackf(tfile, "Bf Bf Bf Bf Bf Bi Bi", &length, &targetlength, &minlength, &maxlength, &strength, &type, &numvertices);
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// read vertices
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for (int j = 0; j < numvertices; j++) {
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funpackf(tfile, "Bi", &vertice);
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if (vertice < vertexNum) {
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vertices.push_back(vertice);
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}
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}
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// read more info
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funpackf(tfile, "Bb Bi", &visible, &parentID);
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parent1 = &joints[parentID];
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funpackf(tfile, "Bi", &parentID);
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parent2 = &joints[parentID];
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}
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void Muscle::loadVerticesLow(FILE* tfile, int vertexNum)
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{
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int numvertices, vertice;
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// read numvertices
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funpackf(tfile, "Bi", &numvertices);
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// read vertices
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for (int j = 0; j < numvertices; j++) {
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funpackf(tfile, "Bi", &vertice);
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if (vertice < vertexNum) {
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verticeslow.push_back(vertice);
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}
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}
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}
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void Muscle::loadVerticesClothes(FILE* tfile, int vertexNum)
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{
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int numvertices, vertice;
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// read numvertices
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funpackf(tfile, "Bi", &numvertices);
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// read vertices
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for (int j = 0; j < numvertices; j++) {
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funpackf(tfile, "Bi", &vertice);
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if (vertice < vertexNum) {
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verticesclothes.push_back(vertice);
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}
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}
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}
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/* EFFECT
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* sets strength, length,
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* parent1->position, parent2->position,
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* parent1->velocity, parent2->velocity
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* used for ragdolls?
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*
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* USES:
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* Skeleton::DoConstraints
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*/
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void Muscle::DoConstraint(bool spinny)
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{
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// FIXME: relaxlength shouldn't be static, but may not always be set
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// so I don't want to change the existing behavior even though it's probably a bug
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static float relaxlength;
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float oldlength = length;
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if (type != boneconnect) {
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relaxlength = findDistance(&parent1->position, &parent2->position);
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}
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if (type == boneconnect) {
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strength = 1;
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}
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if (type == constraint) {
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strength = 0;
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}
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// clamp strength
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if (strength < 0) {
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strength = 0;
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}
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if (strength > 1) {
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strength = 1;
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}
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length -= (length - relaxlength) * (1 - strength) * multiplier * 10000;
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length -= (length - targetlength) * strength * multiplier * 10000;
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if (strength == 0) {
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length = relaxlength;
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}
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if ((relaxlength - length > 0 && relaxlength - oldlength < 0) || (relaxlength - length < 0 && relaxlength - oldlength > 0)) {
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length = relaxlength;
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}
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// clamp length
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if (length < minlength) {
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length = minlength;
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}
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if (length > maxlength) {
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length = maxlength;
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}
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if (length == relaxlength) {
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return;
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}
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// relax muscle?
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//Find midpoint
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XYZ midp = (parent1->position * parent1->mass + parent2->position * parent2->mass) / (parent1->mass + parent2->mass);
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//Find vector from midpoint to second vector
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XYZ vel = parent2->position - midp;
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//Change to unit vector
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Normalise(&vel);
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//Apply velocity change
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XYZ newpoint1 = midp - vel * length * (parent2->mass / (parent1->mass + parent2->mass));
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XYZ newpoint2 = midp + vel * length * (parent1->mass / (parent1->mass + parent2->mass));
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if (!freeze && spinny) {
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parent1->velocity = parent1->velocity + (newpoint1 - parent1->position) / multiplier / 4;
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parent2->velocity = parent2->velocity + (newpoint2 - parent2->position) / multiplier / 4;
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} else {
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parent1->velocity = parent1->velocity + (newpoint1 - parent1->position);
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parent2->velocity = parent2->velocity + (newpoint2 - parent2->position);
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}
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//Move child point to within certain distance of parent point
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parent1->position = newpoint1;
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parent2->position = newpoint2;
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}
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