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

193 lines
5.0 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/Muscle.hpp"
#include "Utils/binio.h"
extern float multiplier;
extern bool freeze;
Muscle::Muscle()
: length(0)
, targetlength(0)
, parent1(0)
, parent2(0)
, maxlength(0)
, minlength(0)
, type(boneconnect)
, visible(false)
, 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)
{
}
void Muscle::load(FILE* tfile, int vertexNum, std::vector<Joint>& joints)
{
int numvertices, vertice, parentID;
// read info
funpackf(tfile, "Bf Bf Bf Bf Bf Bi Bi", &length, &targetlength, &minlength, &maxlength, &strength, &type, &numvertices);
// read vertices
for (int j = 0; j < numvertices; j++) {
funpackf(tfile, "Bi", &vertice);
if (vertice < vertexNum) {
vertices.push_back(vertice);
}
}
// read more info
funpackf(tfile, "Bb Bi", &visible, &parentID);
parent1 = &joints[parentID];
funpackf(tfile, "Bi", &parentID);
parent2 = &joints[parentID];
}
void Muscle::loadVerticesLow(FILE* tfile, int vertexNum)
{
int numvertices, vertice;
// read numvertices
funpackf(tfile, "Bi", &numvertices);
// read vertices
for (int j = 0; j < numvertices; j++) {
funpackf(tfile, "Bi", &vertice);
if (vertice < vertexNum) {
verticeslow.push_back(vertice);
}
}
}
void Muscle::loadVerticesClothes(FILE* tfile, int vertexNum)
{
int numvertices, vertice;
// read numvertices
funpackf(tfile, "Bi", &numvertices);
// read vertices
for (int j = 0; j < numvertices; j++) {
funpackf(tfile, "Bi", &vertice);
if (vertice < vertexNum) {
verticesclothes.push_back(vertice);
}
}
}
/* 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;
}