From e17acec1c9bec3a26d97ca2873bb77bdcb48665e Mon Sep 17 00:00:00 2001 From: icculus Date: Thu, 2 Jan 2003 21:06:00 +0000 Subject: Initial revision git-svn-id: svn://svn.icculus.org/blackshades/trunk@2 5198baeb-e213-0410-be47-fc2ff85ca46f --- Source/Skeleton.cpp | 841 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 841 insertions(+) create mode 100644 Source/Skeleton.cpp (limited to 'Source/Skeleton.cpp') diff --git a/Source/Skeleton.cpp b/Source/Skeleton.cpp new file mode 100644 index 0000000..041d07a --- /dev/null +++ b/Source/Skeleton.cpp @@ -0,0 +1,841 @@ +/**> HEADER FILES <**/ +#include "Skeleton.h" + +extern double multiplier; +extern unsigned int gSourceID[100]; +extern unsigned int gSampleSet[100]; +extern int visions; +extern float rad2deg; +extern Camera camera; +extern float soundscalefactor; + +extern XYZ vel; +extern XYZ midp; +extern XYZ newpoint1,newpoint2; + +extern float oldlength; +extern float relaxlength; + +extern float friction; +extern int numrepeats; +extern float groundlevel; +extern float offset; +extern XYZ impact; +extern XYZ overpoint; +extern XYZ underpoint; +extern int whichtri; +extern XYZ normalrotated; +extern bool groundish; + + +void Joint::DoConstraint() +{ + + if(hasparent){ + //Find midpoint + midp=(position+parent->position)/2; + //Find vector from midpoint to second vector + vel=parent->position-midp; + //Change to unit vector + Normalise(&vel); + //Apply velocity change + velocity+=((midp-vel*length/2)-position); + parent->velocity+=((midp+vel*length/2)-parent->position); + //Move child point to within certain distance of parent point + if(!locked)position=midp-vel*length/2; + if(!parent->locked)parent->position=midp+vel*length/2; + } +} + +void Muscle::DoConstraint(int broken) +{ + oldlength=length; + relaxlength=findDistance(parent1->position,parent2->position); + + if(type==boneconnect)strength=1; + if(type==constraint)strength=0; + + if(strength<0)strength=0; + if(strength>1)strength=1; + + length-=(length-relaxlength)*(1-strength)*multiplier*multiplier*10000; + length-=(length-targetlength)*(strength)*multiplier*multiplier*10000; + if(strength==0)length=relaxlength; + + if((relaxlength-length>0&&relaxlength-oldlength<0)||(relaxlength-length<0&&relaxlength-oldlength>0))length=relaxlength; + + if(lengthmaxlength&&!broken)length=maxlength; + + //Find midpoint + midp=(parent1->position+parent2->position)/2; + //Find vector from midpoint to second vector + vel=parent2->position-midp; + //Change to unit vector + Normalise(&vel); + //Apply velocity change + newpoint1=midp-vel*length/2; + newpoint2=midp+vel*length/2; + parent1->velocity+=(newpoint1-parent1->position); + parent2->velocity+=(newpoint2-parent2->position); + //Move child point to within certain distance of parent point + if(!parent1->locked)parent1->position=newpoint1; + if(!parent2->locked)parent2->position=newpoint2; +} + +void Skeleton::DoConstraints() +{ + numrepeats=3; + + for(int j=0; jy+=.35; + + for(int j=0; jLineCheck2(overpoint,underpoint,&impact,*move,rotation); + if(collide->normals[whichtri].y<=.8)whichtri=collide->LineCheck2(joints[i].realoldposition,joints[i].position,&impact,*move,rotation); + if(joints[i].position.y<=groundlevel+offset||whichtri!=-1){ + if(whichtri==-1||(whichtri!=-1&&collide->normals[whichtri].y>.8)){ + if(whichtri==-1)joints[i].position.y=groundlevel+offset; + if(whichtri!=-1){ + joints[i].position=impact; + joints[i].position.y+=offset; + } + joints[i].velocity.y*=-.3; + joints[i].velocity.x*=.3; + joints[i].velocity.z*=.3; + } + offset=.2; + if(whichtri!=-1&&collide->normals[whichtri].y<=.8){ + normalrotated=DoRotation(collide->normals[whichtri],0,rotation,0); + joints[i].position=impact+normalrotated*offset; + ReflectVector(&joints[i].velocity,&normalrotated); + joints[i].velocity*=.3; + } + if(broken<=1){ + XYZ avgvelocity; + avgvelocity=0; + float gLoc[3]; + ALint tempint; + for(int k=0; k2||findLengthfast(avgvelocity)>2)){ + avgvelocity+=joints[i].velocity; + gLoc[0]=joints[i].position.x/soundscalefactor; + gLoc[1]=joints[i].position.y/soundscalefactor; + gLoc[2]=joints[i].position.z/soundscalefactor; + alGetSourcei(gSourceID[headlandsound], AL_SOURCE_STATE, &tempint); + if (tempint != AL_PLAYING){ + alSourcef(gSourceID[headlandsound], AL_MIN_GAIN, ALfloat(findLengthfast(avgvelocity)*2/findDistancefast(joints[i].position,camera.position)*soundscalefactor*2)); + alSourcef(gSourceID[headlandsound], AL_MAX_GAIN, ALfloat(findLengthfast(avgvelocity)*2/findDistancefast(joints[i].position,camera.position)*soundscalefactor*2)); + alSourcefv(gSourceID[headlandsound], AL_POSITION, gLoc); + alSourcePlay(gSourceID[headlandsound]);} + } + avgvelocity=0; + for(int k=0; k2||findLengthfast(avgvelocity)>2)){ + avgvelocity+=joints[i].velocity; + gLoc[0]=joints[i].position.x/soundscalefactor; + gLoc[1]=joints[i].position.y/soundscalefactor; + gLoc[2]=joints[i].position.z/soundscalefactor; + alGetSourcei(gSourceID[bodylandsound], AL_SOURCE_STATE, &tempint); + if (tempint != AL_PLAYING){ + alSourcef(gSourceID[bodylandsound], AL_MIN_GAIN, ALfloat(findLengthfast(joints[i].velocity)*1/findDistancefast(joints[i].position,camera.position)*soundscalefactor*2)); + alSourcef(gSourceID[bodylandsound], AL_MAX_GAIN, ALfloat(findLengthfast(joints[i].velocity)*1/findDistancefast(joints[i].position,camera.position)*soundscalefactor*2)); + alSourcefv(gSourceID[bodylandsound], AL_POSITION, gLoc); + alSourcePlay(gSourceID[bodylandsound]);} + } + } + }} + } + if(num_muscles) + for(int i=0; iblurred); + glVertex3f(joints[i].parent->position.x,joints[i].parent->position.y,joints[i].parent->position.z); + glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/joints[i].parent->blurred); + glVertex3f(joints[i].parent->oldposition.x,joints[i].parent->oldposition.y,joints[i].parent->oldposition.z); + glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/joints[i].blurred); + glVertex3f(joints[i].oldposition.x,joints[i].oldposition.y,joints[i].oldposition.z); + } + } + for(int i=0; iblurred); + glVertex3f(muscles[i].parent1->position.x,muscles[i].parent1->position.y,muscles[i].parent1->position.z); + glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/muscles[i].parent2->blurred); + glVertex3f(muscles[i].parent2->position.x,muscles[i].parent2->position.y,muscles[i].parent2->position.z); + glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/muscles[i].parent2->blurred); + glVertex3f(muscles[i].parent2->oldposition.x,muscles[i].parent2->oldposition.y,muscles[i].parent2->oldposition.z); + glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/muscles[i].parent1->blurred); + glVertex3f(muscles[i].parent1->oldposition.x,muscles[i].parent1->oldposition.y,muscles[i].parent1->oldposition.z); + } + } + glEnd(); + + glBegin(GL_LINES); + for(int i=0; iblurred); + glVertex3f(joints[i].parent->position.x,joints[i].parent->position.y,joints[i].parent->position.z); + } + } + for(int i=0; iblurred); + glVertex3f(muscles[i].parent1->position.x,muscles[i].parent1->position.y,muscles[i].parent1->position.z); + glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/muscles[i].parent2->blurred); + glVertex3f(muscles[i].parent2->position.x,muscles[i].parent2->position.y,muscles[i].parent2->position.z); + } + } + glColor3f(.6,.6,0); + if(muscleview==1) + for(int i=0; iposition.x,muscles[i].parent1->position.y,muscles[i].parent1->position.z); + glVertex3f(muscles[i].parent2->position.x,muscles[i].parent2->position.y,muscles[i].parent2->position.z); + } + } + glEnd(); + + if(muscleview!=2){ + glPointSize(3); + glBegin(GL_POINTS); + for(int i=0; i=num_joints||which<0)joints[num_joints].hasparent=0; + if(which=0){ + joints[num_joints].parent=&joints[which]; + joints[num_joints].hasparent=1; + joints[num_joints].length=findDistance(joints[num_joints].position,joints[num_joints].parent->position); + } + num_joints++; + } +} + +void Skeleton::DeleteJoint(int whichjoint) +{ + if(whichjoint=0){ + for(int i=0;i=num_joints||which<0)joints[whichjoint].hasparent=0; + if(which=0){ + joints[whichjoint].parent=&joints[which]; + joints[whichjoint].hasparent=1; + joints[whichjoint].length=findDistance(joints[whichjoint].position,joints[whichjoint].parent->position); + } + } +} + +void Skeleton::AddMuscle(int attach1,int attach2,float minlength,float maxlength,int type) +{ + if(num_muscles=0&attach2=0&&attach1!=attach2){ + muscles[num_muscles].parent1=&joints[attach1]; + muscles[num_muscles].parent2=&joints[attach2]; + muscles[num_muscles].length=findDistance(muscles[num_muscles].parent1->position,muscles[num_muscles].parent2->position); + muscles[num_muscles].targetlength=findDistance(muscles[num_muscles].parent1->position,muscles[num_muscles].parent2->position); + muscles[num_muscles].strength=.7; + muscles[num_muscles].type=type; + muscles[num_muscles].minlength=minlength; + muscles[num_muscles].maxlength=maxlength; + + num_muscles++; + } +} + +void Skeleton::MusclesSet() +{ + for(int i=0;iposition,muscles[i].parent2->position); + } +} + +void Skeleton::FindRotationJoint(int which) +{ + XYZ temppoint1,temppoint2,tempforward; + float distance; + + temppoint1=joints[which].position; + temppoint2=joints[which].parent->position; + distance=findDistance(temppoint1,temppoint2); + joints[which].rotate2=asin((temppoint1.y-temppoint2.y)/distance)*rad2deg; + temppoint1.y=0; + temppoint2.y=0; + joints[which].rotate1=acos((temppoint1.z-temppoint2.z)/findDistance(temppoint1,temppoint2))*rad2deg; + if(temppoint1.x>temppoint2.x)joints[which].rotate1=360-joints[which].rotate1; + if(joints[which].label==head)tempforward=specialforward[0]; + else if(joints[which].label==rightshoulder||joints[which].label==rightelbow||joints[which].label==rightwrist||joints[which].label==righthand)tempforward=specialforward[1]; + else if(joints[which].label==leftshoulder||joints[which].label==leftelbow||joints[which].label==leftwrist||joints[which].label==lefthand)tempforward=specialforward[2]; + else if(joints[which].label==righthip||joints[which].label==rightknee||joints[which].label==rightankle)tempforward=specialforward[3]; + else if(joints[which].label==lefthip||joints[which].label==leftknee||joints[which].label==leftankle)tempforward=specialforward[4]; + else if(!joints[which].lower)tempforward=forward; + else if(joints[which].lower)tempforward=lowforward; + tempforward=DoRotation(tempforward,0,joints[which].rotate1-90,0); + tempforward=DoRotation(tempforward,0,0,joints[which].rotate2-90); + tempforward.y=0; + Normalise(&tempforward); + joints[which].rotate3=acos(0-tempforward.z)*rad2deg; + if(0>tempforward.x)joints[which].rotate3=360-joints[which].rotate3; +} + +void Skeleton::FindRotationMuscle(int which) +{ + XYZ temppoint1,temppoint2,tempforward; + float distance; + + temppoint1=muscles[which].parent1->position; + temppoint2=muscles[which].parent2->position; + distance=findDistance(temppoint1,temppoint2); + muscles[which].rotate2=asin((temppoint1.y-temppoint2.y)/distance)*rad2deg; + temppoint1.y=0; + temppoint2.y=0; + muscles[which].rotate1=acos((temppoint1.z-temppoint2.z)/findDistance(temppoint1,temppoint2)); + muscles[which].rotate1*=360/6.28; + if(temppoint1.x>temppoint2.x)muscles[which].rotate1=360-muscles[which].rotate1; + if(muscles[which].parent1->label==head)tempforward=specialforward[0]; + else if(muscles[which].parent1->label==rightshoulder||muscles[which].parent1->label==rightelbow||muscles[which].parent1->label==rightwrist)tempforward=specialforward[1]; + else if(muscles[which].parent1->label==leftshoulder||muscles[which].parent1->label==leftelbow||muscles[which].parent1->label==leftwrist)tempforward=specialforward[2]; + else if(muscles[which].parent1->label==righthip||muscles[which].parent1->label==rightknee||muscles[which].parent1->label==rightankle)tempforward=specialforward[3]; + else if(muscles[which].parent1->label==lefthip||muscles[which].parent1->label==leftknee||muscles[which].parent1->label==leftankle)tempforward=specialforward[4]; + else if(!muscles[which].parent1->lower)tempforward=forward; + else if(muscles[which].parent1->lower)tempforward=lowforward; + tempforward=DoRotation(tempforward,0,muscles[which].rotate1-90,0); + tempforward=DoRotation(tempforward,0,0,muscles[which].rotate2-90); + tempforward.y=0; + Normalise(&tempforward); + muscles[which].rotate3=acos(0-tempforward.z)*rad2deg; + for(int i=0;itempforward.x)muscles[which].rotate3=360-muscles[which].rotate3; +} + +extern Skeleton testskeleton; + +void Animation::Load(char *fileName) +{ + float placeholder[3]; + files.OpenFile((unsigned char*)fileName); + if(files.sFile){ + files.lSize=sizeof(numframes); + FSRead( files.sFile, &files.lSize, &numframes); + for(int i=0;imrotate3[i][j-1]+180)mrotate3[i][j]-=360; + if(j!=0&&mrotate3[i][j]mrotate2[i][j-1]+180)mrotate2[i][j]-=360; + if(j!=0&&mrotate2[i][j]mrotate1[i][j-1]+180)mrotate1[i][j]-=360; + if(j!=0&&mrotate1[i][j]rotate3[i][j-1]+180)rotate3[i][j]-=360; + if(j!=0&&rotate3[i][j]rotate2[i][j-1]+180)rotate2[i][j]-=360; + if(j!=0&&rotate2[i][j]rotate1[i][j-1]+180)rotate1[i][j]-=360; + if(j!=0&&rotate1[i][j]mrotate3[i][j-1]+180)mrotate3[i][j]-=360; + if(j!=0&&mrotate3[i][j]mrotate2[i][j-1]+180)mrotate2[i][j]-=360; + if(j!=0&&mrotate2[i][j]mrotate1[i][j-1]+180)mrotate1[i][j]-=360; + if(j!=0&&mrotate1[i][j]mrotate3[i][numframes-1]+180)mrotate3[i][j]-=360; + if(j==0&&mrotate3[i][j]mrotate2[i][numframes-1]+180)mrotate2[i][j]-=360; + if(j==0&&mrotate2[i][j]mrotate1[i][numframes-1]+180)mrotate1[i][j]-=360; + if(j==0&&mrotate1[i][j]rotate3[i][j-1]+180)rotate3[i][j]-=360; + if(j!=0&&rotate3[i][j]rotate2[i][j-1]+180)rotate2[i][j]-=360; + if(j!=0&&rotate2[i][j]rotate1[i][j-1]+180)rotate1[i][j]-=360; + if(j!=0&&rotate1[i][j]rotate3[i][numframes-1]+180)rotate3[i][j]-=360; + if(j==0&&rotate3[i][j]rotate2[i][numframes-1]+180)rotate2[i][j]-=360; + if(j==0&&rotate2[i][j]rotate1[i][numframes-1]+180)rotate1[i][j]-=360; + if(j==0&&rotate1[i][j]mrotate3[i][j-1]+180)mrotate3[i][j]-=360; + if(j!=0&&mrotate3[i][j]mrotate2[i][j-1]+180)mrotate2[i][j]-=360; + if(j!=0&&mrotate2[i][j]mrotate1[i][j-1]+180)mrotate1[i][j]-=360; + if(j!=0&&mrotate1[i][j]rotate3[i][j-1]+180)rotate3[i][j]-=360; + if(j!=0&&rotate3[i][j]rotate2[i][j-1]+180)rotate2[i][j]-=360; + if(j!=0&&rotate2[i][j]rotate1[i][j-1]+180)rotate1[i][j]-=360; + if(j!=0&&rotate1[i][j]mrotate3[i][j-1]+180)mrotate3[i][j]-=360; + if(j!=0&&mrotate3[i][j]mrotate2[i][j-1]+180)mrotate2[i][j]-=360; + if(j!=0&&mrotate2[i][j]mrotate1[i][j-1]+180)mrotate1[i][j]-=360; + if(j!=0&&mrotate1[i][j]mrotate3[i][numframes-1]+180)mrotate3[i][j]-=360; + if(j==0&&mrotate3[i][j]mrotate2[i][numframes-1]+180)mrotate2[i][j]-=360; + if(j==0&&mrotate2[i][j]mrotate1[i][numframes-1]+180)mrotate1[i][j]-=360; + if(j==0&&mrotate1[i][j]rotate3[i][j-1]+180)rotate3[i][j]-=360; + if(j!=0&&rotate3[i][j]rotate2[i][j-1]+180)rotate2[i][j]-=360; + if(j!=0&&rotate2[i][j]rotate1[i][j-1]+180)rotate1[i][j]-=360; + if(j!=0&&rotate1[i][j]rotate3[i][numframes-1]+180)rotate3[i][j]-=360; + if(j==0&&rotate3[i][j]rotate2[i][numframes-1]+180)rotate2[i][j]-=360; + if(j==0&&rotate2[i][j]rotate1[i][numframes-1]+180)rotate1[i][j]-=360; + if(j==0&&rotate1[i][j]