1 | //
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2 | // Orbital
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3 | //
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4 | // Copyright: (c) 2009-2012 Cédric Lecacheur <jordx@free.fr>
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5 | // (c) 2009-2012 Benjamin Huet <huet.benjamin@gmail.com>
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6 | // (c) 2012 Sam Hocevar <sam@hocevar.net>
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7 | //
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8 |
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9 | /* FIXME: this file is pure crap; it's only a test. */
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10 |
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11 | #if !defined __CHARACTER_H__
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12 | #define __CHARACTER_H__
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13 |
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14 | enum body_parts
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15 | {
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16 | EBP_Torso,
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17 | EBP_Head,
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18 | EBP_LeftArm,
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19 | EBP_LeftForeArm,
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20 | EBP_LeftThigh,
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21 | EBP_LeftLowerLeg,
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22 | EBP_RightArm,
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23 | EBP_RightForeArm,
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24 | EBP_RightThigh,
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25 | EBP_RightLowerLeg,
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26 |
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27 | EBP_MAX
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28 | };
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29 |
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30 | #define HEAD_SIZE_X 5.0f
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31 | #define HEAD_SIZE_Y (HEAD_SIZE_X * 1.5f)
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32 | #define HEAD_SIZE_Z (HEAD_SIZE_X * 1.0f)
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33 | #define HEAD_CHAMFER (HEAD_SIZE_X * 0.1f)
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34 |
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35 | class Character : public WorldEntity
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36 | {
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37 | public:
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38 | Character()
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39 | : m_ready(false)
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40 | {
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41 | //m_rotation = quat::rotate(RandF(0.f, 360.f), vec3(0, 1, 0));
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42 |
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43 | //Mesh size calculation
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44 | Array<vec4> MeshSize;
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45 | Array<vec3> MeshOffset;
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46 | for (int i = 0; i < EBP_MAX; ++i)
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47 | {
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48 | vec4 NewSize = vec4(.0f);
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49 | vec3 NewOffset = vec3(.0f);
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50 | switch (i)
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51 | {
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52 | case EBP_Head:
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53 | {
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54 | NewSize = vec4(HEAD_SIZE_X, HEAD_SIZE_Y, HEAD_SIZE_Z, HEAD_CHAMFER);
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55 | NewOffset = vec3(.5f, HEAD_SIZE_Y * 0.5f, .0f);
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56 | break;
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57 | }
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58 | case EBP_Torso:
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59 | {
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60 | //Man : Torse : 3 TetesH H (dont 1/4 cou), 2 TetesH L
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61 | NewSize = vec4(HEAD_SIZE_X, HEAD_SIZE_Y * 3.0f, HEAD_SIZE_Z * 2.0f, HEAD_CHAMFER);
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62 | break;
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63 | }
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64 | case EBP_RightArm:
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65 | case EBP_LeftArm:
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66 | {
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67 | //Man : bras : 3 TetesH + 1 TetesL (epaule) (1H+1L + 2H)
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68 | NewSize = vec4(HEAD_SIZE_X * 0.8f, HEAD_SIZE_Y + HEAD_SIZE_X, HEAD_SIZE_Z * 0.8f, HEAD_CHAMFER);
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69 | NewOffset = vec3(.0f, -NewSize.y * 0.4f, .0f);
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70 | break;
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71 | }
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72 | case EBP_RightForeArm:
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73 | case EBP_LeftForeArm:
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74 | {
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75 | NewSize = vec4(HEAD_SIZE_X * 0.8f, HEAD_SIZE_Y + HEAD_SIZE_Y, HEAD_SIZE_Z * 0.8f, HEAD_CHAMFER);
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76 | NewOffset = vec3(.0f, -NewSize.y * 0.5f, .0f);
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77 | break;
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78 | }
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79 | case EBP_RightThigh:
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80 | case EBP_LeftThigh:
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81 | {
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82 | //Man : Jambe : 4 TetesH (2H * 2H)
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83 | NewSize = vec4(HEAD_SIZE_X * 0.8f, HEAD_SIZE_Y + HEAD_SIZE_Y, HEAD_SIZE_Z * 0.8f, HEAD_CHAMFER);
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84 | NewOffset = vec3(.0f, -NewSize.y * 0.5f, .0f);
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85 | break;
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86 | }
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87 | case EBP_RightLowerLeg:
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88 | case EBP_LeftLowerLeg:
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89 | {
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90 | NewSize = vec4(HEAD_SIZE_X * 0.8f, HEAD_SIZE_Y + HEAD_SIZE_Y, HEAD_SIZE_Z * 0.8f, HEAD_CHAMFER);
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91 | NewOffset = vec3(.0f, -NewSize.y * 0.5f, .0f);
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92 | break;
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93 | }
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94 | }
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95 | MeshSize << NewSize;
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96 | MeshOffset << NewOffset;
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97 | }
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98 |
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99 | //Mesh ref matrix calculation
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100 | mat4 NewMatrix;
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101 | int ParentMatrix = EBP_Torso;
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102 | for (int i = 0; i < EBP_MAX; ++i)
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103 | {
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104 | vec3 BaseCos = vec3(0.0f);
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105 | switch (i)
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106 | {
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107 | case EBP_Head:
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108 | {
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109 | NewMatrix = mat4::translate(vec3(.0f, MeshSize[EBP_Torso].y, .0f) * .5f);
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110 | ParentMatrix = EBP_Torso;
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111 | break;
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112 | }
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113 | case EBP_Torso:
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114 | {
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115 | //Man : Torse : 3 TetesH H (dont 1/4 cou), 2 TetesH L
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116 | NewMatrix = mat4::translate(vec3(.0f, MeshSize[EBP_Torso].y * .5f + MeshSize[EBP_RightLowerLeg].y + MeshSize[EBP_RightThigh].y, .0f));
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117 | ParentMatrix = EBP_Torso;
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118 | break;
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119 | }
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120 | case EBP_RightArm:
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121 | case EBP_LeftArm:
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122 | {
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123 | //Man : bras : 3 TetesH + 1 TetesL (epaule) (1H+1L + 2H)
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124 | vec3 NewTranslation = vec3(.0f, MeshSize[EBP_Torso].y * .5f - MeshSize[EBP_RightArm].y * .1f, MeshSize[EBP_RightArm].z + MeshSize[EBP_Torso].z) * vec3(.0f, 1.0f, .5f);
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125 | if (i == EBP_LeftArm)
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126 | NewTranslation *= vec3(1.0f, 1.0f, -1.0f);
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127 | NewMatrix = mat4::translate(NewTranslation);
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128 | ParentMatrix = EBP_Torso;
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129 | break;
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130 | }
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131 | case EBP_RightForeArm:
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132 | case EBP_LeftForeArm:
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133 | {
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134 | NewMatrix = mat4::translate(vec3(.0f, MeshSize[EBP_RightArm].y * .3f + MeshSize[EBP_RightForeArm].y * .5f, .0f) * -1.0f);
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135 | if (i == EBP_RightForeArm)
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136 | ParentMatrix = EBP_RightArm;
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137 | else
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138 | ParentMatrix = EBP_LeftArm;
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139 | break;
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140 | }
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141 | case EBP_RightThigh:
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142 | case EBP_LeftThigh:
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143 | {
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144 | //Man : Jambe : 4 TetesH (2H * 2H)
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145 | vec3 NewTranslation = vec3(.0f, -MeshSize[EBP_Torso].y * .5f, MeshSize[EBP_Torso].z - MeshSize[EBP_RightThigh].z) * vec3(.0f, 1.0f, .5f);
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146 | if (i == EBP_LeftThigh)
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147 | NewTranslation *= vec3(1.0f, 1.0f, -1.0f);
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148 | NewMatrix = mat4::translate(NewTranslation);
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149 | ParentMatrix = EBP_Torso;
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150 | if (i == EBP_LeftThigh)
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151 | BaseCos = vec3(M_PI);
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152 | break;
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153 | }
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154 | case EBP_RightLowerLeg:
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155 | case EBP_LeftLowerLeg:
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156 | {
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157 | NewMatrix = mat4::translate(vec3(.0f, MeshSize[EBP_RightThigh].y + MeshSize[EBP_RightLowerLeg].y, .0f) * -.5f);
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158 | if (i == EBP_RightLowerLeg)
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159 | ParentMatrix = EBP_RightThigh;
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160 | else
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161 | ParentMatrix = EBP_LeftThigh;
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162 | break;
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163 | }
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164 | }
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165 | m_body_matrix_local << NewMatrix;
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166 | m_body_parent << ParentMatrix;
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167 | m_body_matrix_world << mat4(1.0);
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168 | m_body_rotation << vec3(.0f);
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169 | m_body_cos << BaseCos;
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170 |
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171 | char NewMesh[200];
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172 | EasyMesh TmpMesh;
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173 | sprintf(NewMesh, "[sc#ddd afcb%.3f %.3f %.3f -%.3f t%.3f %.3f %.3f]", MeshSize[i].x, MeshSize[i].y, MeshSize[i].z, MeshSize[i].w, MeshOffset[i].x, MeshOffset[i].y, MeshOffset[i].z);
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174 | TmpMesh.Compile(NewMesh);
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175 | m_body_parts << TmpMesh;
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176 | }
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177 | }
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178 |
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179 | ~Character()
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180 | {
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181 | }
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182 |
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183 | char const *GetName() { return "<Character>"; }
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184 |
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185 | protected:
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186 | virtual void TickGame(float seconds)
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187 | {
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188 | WorldEntity::TickGame(seconds);
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189 |
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190 | for (int i = 0; i < EBP_MAX; ++i)
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191 | {
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192 | switch (i)
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193 | {
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194 | case EBP_Head:
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195 | {
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196 | //m_body_rotation[i].y += 10.0f * seconds;
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197 | break;
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198 | }
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199 | case EBP_Torso:
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200 | {
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201 | break;
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202 | }
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203 | case EBP_RightArm:
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204 | case EBP_LeftArm:
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205 | {
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206 | m_body_rotation[i].z = lol::cos(m_body_cos[i - (EBP_LeftArm - EBP_LeftThigh)].z) * -10.0f;
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207 | break;
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208 | }
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209 | case EBP_RightForeArm:
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210 | case EBP_LeftForeArm:
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211 | {
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212 | m_body_rotation[i].z = 5.0f + m_body_rotation[i - (EBP_LeftForeArm - EBP_LeftLowerLeg)].z * -.25f;
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213 | break;
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214 | }
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215 | case EBP_LeftThigh:
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216 | case EBP_RightThigh:
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217 | {
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218 | m_body_cos[i].z += 2.0f * seconds;
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219 | m_body_rotation[i].z = lol::cos(m_body_cos[i].z) * 30.0f;
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220 | break;
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221 | }
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222 | case EBP_LeftLowerLeg:
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223 | case EBP_RightLowerLeg:
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224 | {
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225 | float NewSin = -lol::sin(m_body_cos[i - (EBP_LeftLowerLeg - EBP_LeftThigh)].z);
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226 | float NewCos = -lol::cos(m_body_cos[i - (EBP_LeftLowerLeg - EBP_LeftThigh)].z);
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227 | if (NewSin <= .0f)
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228 | m_body_rotation[i].z = 0.0f;
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229 | else if (NewSin > .0f && NewCos < .0f)
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230 | m_body_rotation[i].z = NewSin * NewSin * NewSin * -40.0f;
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231 | else if (NewSin > .0f && NewCos > .0f)
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232 | m_body_rotation[i].z = (1.0f - NewCos * NewCos * NewCos * NewCos) * -40.0f;
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233 | break;
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234 | }
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235 | }
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236 | }
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237 |
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238 | for (int i = 0; i < EBP_MAX; ++i)
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239 | {
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240 | mat4 WorldMatrix = mat4(1.0f);
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241 | int CurParent = m_body_parent[i];
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242 |
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243 | if (CurParent != i)
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244 | WorldMatrix = m_body_matrix_world[CurParent];
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245 |
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246 | m_body_matrix_world[i] = WorldMatrix * m_body_matrix_local[i] * mat4(quat::fromeuler_xyz(m_body_rotation[i]));
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247 | }
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248 |
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249 | m_velocity = vec3(20.f, .0f, .0f);
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250 |
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251 | m_position += m_rotation.transform(m_velocity) * seconds;
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252 | }
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253 |
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254 | virtual void TickDraw(float seconds)
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255 | {
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256 | WorldEntity::TickDraw(seconds);
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257 |
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258 | if (!m_ready)
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259 | {
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260 | for (int i = 0; i < m_body_parts.Count(); i++)
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261 | m_body_parts[i].MeshConvert();
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262 | m_ready = true;
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263 | }
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264 |
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265 | m_rotation *= quat::rotate(seconds * 30.0f, vec3(0, 1, 0));
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266 | mat4 main_matrix = mat4::translate(m_position) * mat4(m_rotation);
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267 |
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268 | for (int i = 0; i < EBP_MAX; ++i)
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269 | m_body_parts[i].Render(main_matrix * m_body_matrix_world[i]);
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270 | }
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271 |
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272 | private:
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273 | //Base datas
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274 | Array<EasyMesh> m_body_parts;
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275 | Array<int> m_body_parent;
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276 | Array<mat4> m_body_matrix_local;
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277 | //Frame datas
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278 | Array<mat4> m_body_matrix_world;
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279 | Array<vec3> m_body_rotation;
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280 | Array<vec3> m_body_cos;
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281 |
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282 | bool m_ready;
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283 | };
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284 |
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285 | #endif /* __CHARACTER_H__ */
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286 |
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