diff options
Diffstat (limited to 'src/Person.cpp')
-rw-r--r-- | src/Person.cpp | 56 |
1 files changed, 28 insertions, 28 deletions
diff --git a/src/Person.cpp b/src/Person.cpp index 70399a1..f7066b2 100644 --- a/src/Person.cpp +++ b/src/Person.cpp @@ -821,9 +821,9 @@ void draw_joint(Joint& joint, int who, int whichcostume) glRotatef(90 - joint.rotate2, 0, 0, 1); glRotatef(-joint.rotate3, 0, 1, 0); - auto model = joint.modelnum; + auto& model = joint.modelnum; if (auto color = determine_color(model, who, whichcostume)) - skeletonmodels[joint.modelnum].draw(*color, color[1], color[2]); + skeletonmodels[model].draw(*color, color[1], color[2]); else skeletonmodels[9].draw(); glPopMatrix(); @@ -834,8 +834,8 @@ void draw_muscle(Muscle& mus, int who, int whichcostume) if (!mus.visible) return; - auto pos1 = mus.parent1->position; - auto pos2 = mus.parent2->position; + auto& pos1 = mus.parent1->position; + auto& pos2 = mus.parent2->position; glPushMatrix(); glTranslatef((pos1.x + pos2.x) / 2, (pos1.y + pos2.y) / 2, (pos1.z + pos2.z) / 2); @@ -843,7 +843,7 @@ void draw_muscle(Muscle& mus, int who, int whichcostume) glRotatef(90 - mus.rotate2, 0, 0, 1); glRotatef(-mus.rotate3, 0, 1, 0); - auto model = mus.parent1->modelnum; + auto& model = mus.parent1->modelnum; if (auto color = determine_color(model, who, whichcostume)) skeletonmodels[model].draw(*color, color[1], color[2]); else @@ -853,12 +853,12 @@ void draw_muscle(Muscle& mus, int who, int whichcostume) int Person::DrawSkeleton(int who) { - auto left_hand = skeleton.jointlabels[lefthand]; - auto left_wrist = skeleton.joints[left_hand].position; - auto right_hand = skeleton.jointlabels[righthand]; - auto right_wrist = skeleton.joints[right_hand].position; - auto head_pos = skeleton.joints[skeleton.jointlabels[head]].position; - auto neck_pos = skeleton.joints[skeleton.jointlabels[neck]].position; + auto& left_hand = skeleton.jointlabels[lefthand]; + auto& left_wrist = skeleton.joints[left_hand].position; + auto& right_hand = skeleton.jointlabels[righthand]; + auto& right_wrist = skeleton.joints[right_hand].position; + auto& head_pos = skeleton.joints[skeleton.jointlabels[head]].position; + auto& neck_pos = skeleton.joints[skeleton.jointlabels[neck]].position; switch (whichgun) { case sniperrifle: @@ -943,7 +943,7 @@ int Person::DrawSkeleton(int who) glPopMatrix(); break; case knife: - auto wrist = skeleton.joints[skeleton.jointlabels[righthand]]; + auto& wrist = skeleton.joints[skeleton.jointlabels[righthand]]; glPushMatrix(); glTranslatef(wrist.position.x, wrist.position.y, wrist.position.z); @@ -959,7 +959,7 @@ int Person::DrawSkeleton(int who) if (litup) { GLfloat LightAmbient[] {0, 0, 0, 1.0f}; GLfloat LightDiffuse[] {1, 1, 1, 1.0f}; - auto hand = skeleton.jointlabels[lefthand]; + auto& hand = skeleton.jointlabels[lefthand]; XYZ lightpoint = skeleton.joints[hand].position; GLfloat LightPosition[] {lightpoint.x, lightpoint.y, lightpoint.z, 0}; @@ -983,7 +983,7 @@ int Person::DrawSkeleton(int who) XYZ normal; skeleton.offset = 0; for (int i = 0; i < skeleton.num_joints; i++) { - auto joint = skeleton.joints[i]; + auto& joint = skeleton.joints[i]; joint.oldposition = joint.position; joint.position += joint.offset; if (findLengthfast(joint.offset) >= multiplier * multiplier * 25) { @@ -998,7 +998,7 @@ int Person::DrawSkeleton(int who) skeleton.DoConstraints(); } - auto fwdjoints = skeleton.forwardjoints; + auto& fwdjoints = skeleton.forwardjoints; CrossProduct(skeleton.joints[fwdjoints[1]].position - skeleton.joints[fwdjoints[0]].position, skeleton.joints[fwdjoints[2]].position @@ -1006,7 +1006,7 @@ int Person::DrawSkeleton(int who) &skeleton.forward); Normalise(&skeleton.forward); - auto lowfwd = skeleton.lowforwardjoints; + auto& lowfwd = skeleton.lowforwardjoints; CrossProduct(skeleton.joints[lowfwd[1]].position - skeleton.joints[lowfwd[0]].position, skeleton.joints[lowfwd[2]].position @@ -1014,19 +1014,19 @@ int Person::DrawSkeleton(int who) &skeleton.lowforward); Normalise(&skeleton.lowforward); - //Special forwards + // Special forwards auto specialfwd = skeleton.specialforward; *specialfwd++ = skeleton.forward; - auto right_shoulder = skeleton.jointlabels[rightshoulder]; - auto right_elbow = skeleton.jointlabels[rightelbow]; + auto& right_shoulder = skeleton.jointlabels[rightshoulder]; + auto& right_elbow = skeleton.jointlabels[rightelbow]; *specialfwd = skeleton.joints[right_elbow].position - skeleton.joints[right_shoulder].position / 2 - right_wrist / 2 + skeleton.forward * 0.2; Normalise(specialfwd++); - auto left_shoulder = skeleton.jointlabels[leftshoulder]; - auto left_elbow = skeleton.jointlabels[leftelbow]; + auto& left_shoulder = skeleton.jointlabels[leftshoulder]; + auto& left_elbow = skeleton.jointlabels[leftelbow]; *specialfwd = skeleton.joints[left_elbow].position - skeleton.joints[left_shoulder].position / 2 - left_wrist / 2 + skeleton.forward * 0.2; @@ -1046,18 +1046,18 @@ int Person::DrawSkeleton(int who) skeleton.specialforward[2] += facingdown * aimamount; } - auto right_hip = skeleton.jointlabels[righthip]; - auto right_ankle = skeleton.jointlabels[rightankle]; - auto right_knee = skeleton.jointlabels[rightknee]; + auto& right_hip = skeleton.jointlabels[righthip]; + auto& right_ankle = skeleton.jointlabels[rightankle]; + auto& right_knee = skeleton.jointlabels[rightknee]; *specialfwd = skeleton.joints[right_hip].position / 2 + skeleton.joints[right_ankle].position / 2 - skeleton.joints[right_knee].position + skeleton.lowforward * 0.2; Normalise(specialfwd++); - auto left_hip = skeleton.jointlabels[lefthip]; - auto left_ankle = skeleton.jointlabels[leftankle]; - auto left_knee = skeleton.jointlabels[leftknee]; + auto& left_hip = skeleton.jointlabels[lefthip]; + auto& left_ankle = skeleton.jointlabels[leftankle]; + auto& left_knee = skeleton.jointlabels[leftknee]; *specialfwd = skeleton.joints[left_hip].position / 2 + skeleton.joints[left_ankle].position / 2 - skeleton.joints[left_knee].position @@ -1082,7 +1082,7 @@ int Person::DrawSkeleton(int who) if (skeleton.offset && skeleton.free < 1) for (int i = 0; i < skeleton.num_joints; i++) { - auto joint = skeleton.joints[i]; + auto& joint = skeleton.joints[i]; joint.position = joint.oldposition; } |