File: Muscle.cpp

package info (click to toggle)
lugaru 1.2-7.1
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid
  • size: 39,748 kB
  • sloc: cpp: 29,640; ansic: 537; sh: 34; xml: 28; makefile: 14
file content (192 lines) | stat: -rw-r--r-- 5,103 bytes parent folder | download | duplicates (5)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
/*
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;
}