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nuclear@8
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1 #include <stdio.h>
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nuclear@8
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2 #include <stdlib.h>
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3 #include <assert.h>
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4
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5 #ifndef __APPLE__
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6 #include <GL/glut.h>
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7 #else
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8 #include <GLUT/glut.h>
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9 #endif
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10
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11 #include <vmath/vmath.h>
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12 #include "anim.h"
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13
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14 struct body_part {
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15 vec3_t pos, pivot, sz, color;
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16 } parts[] = {
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17 /* position pivot size color */
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18 {{0, 1, 0}, {0, -1, 0}, {1.8, 2.8, 0.8},{1, 0, 1}}, /* torso */
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19
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20 {{-0.5, -2.5, 0}, {0, 1, 0}, {0.8, 2, 0.8}, {1, 0, 0}}, /* left-upper leg */
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21 {{0.5, -2.5, 0}, {0, 1, 0}, {0.8, 2, 0.8}, {0, 1, 0}}, /* right-upper leg */
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22
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23 {{0, -2.1, 0}, {0, 1, 0}, {0.8, 2, 0.8}, {1, 0.5, 0.5}}, /* left-lower leg */
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24 {{0, -2.1, 0}, {0, 1, 0}, {0.8, 2, 0.8}, {0.5, 1, 0.5}}, /* right-lower leg */
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25
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26 {{0, 2.6, 0}, {0, -0.5, 0}, {1.2, 1.2, 1.2},{0, 1, 1}}, /* head */
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27
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28 {{-1.3, 0.4, 0}, {0, 1, 0}, {0.8, 2, 0.8}, {0, 0, 1}}, /* left-upper arm */
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29 {{1.3, 0.4, 0}, {0, 1, 0}, {0.8, 2, 0.8}, {1, 1, 0}}, /* right-upper arm */
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30
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31 {{0, -2.1, 0}, {0, 1, 0}, {0.8, 2, 0.8}, {0.5, 0.5, 1}}, /* left-lower arm */
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32 {{0, -2.1, 0}, {0, 1, 0}, {0.8, 2, 0.8}, {1, 1, 0.5}}, /* right-lower arm */
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33 };
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34
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35 enum {
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36 NODE_TORSO,
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37 NODE_LEFT_UPPER_LEG,
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38 NODE_RIGHT_UPPER_LEG,
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39 NODE_LEFT_LOWER_LEG,
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40 NODE_RIGHT_LOWER_LEG,
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41 NODE_HEAD,
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42 NODE_LEFT_UPPER_ARM,
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43 NODE_RIGHT_UPPER_ARM,
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44 NODE_LEFT_LOWER_ARM,
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45 NODE_RIGHT_LOWER_ARM,
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46
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47 NUM_NODES
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48 };
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49
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50 int init(void);
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51 static void set_walk_animation(int idx);
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52 static void set_jump_animation(int idx);
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53 void disp(void);
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54 void idle(void);
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55 void reshape(int x, int y);
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56 void keyb(unsigned char key, int x, int y);
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57 void mouse(int bn, int state, int x, int y);
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58 void motion(int x, int y);
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59
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60 float cam_theta = 200, cam_phi = 20, cam_dist = 15;
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61 struct anm_node *root;
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62
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63 struct anm_node *nodes[NUM_NODES];
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64
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65 int cur_anim = 0, next_anim = 0;
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66 unsigned int trans_start_tm;
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67
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68 int main(int argc, char **argv)
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69 {
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70 glutInitWindowSize(800, 600);
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71 glutInit(&argc, argv);
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72 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
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73 glutCreateWindow("libanim example");
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74
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75 glutDisplayFunc(disp);
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76 glutIdleFunc(idle);
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77 glutReshapeFunc(reshape);
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78 glutKeyboardFunc(keyb);
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79 glutMouseFunc(mouse);
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80 glutMotionFunc(motion);
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81
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82 if(init() == -1) {
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83 return 1;
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84 }
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85 glutMainLoop();
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86 return 0;
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87 }
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88
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89 int init(void)
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90 {
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91 int i;
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92
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93 glPointSize(3);
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94
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95 glEnable(GL_DEPTH_TEST);
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96 glEnable(GL_CULL_FACE);
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97 glEnable(GL_LIGHTING);
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98 glEnable(GL_LIGHT0);
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99
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100 for(i=0; i<NUM_NODES; i++) {
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101 nodes[i] = anm_create_node();
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102 anm_set_pivot(nodes[i], parts[i].pivot);
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103 }
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104 root = nodes[0];
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105
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106 anm_link_node(nodes[NODE_TORSO], nodes[NODE_HEAD]);
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107 anm_link_node(nodes[NODE_TORSO], nodes[NODE_LEFT_UPPER_LEG]);
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108 anm_link_node(nodes[NODE_TORSO], nodes[NODE_RIGHT_UPPER_LEG]);
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109 anm_link_node(nodes[NODE_TORSO], nodes[NODE_LEFT_UPPER_ARM]);
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110 anm_link_node(nodes[NODE_TORSO], nodes[NODE_RIGHT_UPPER_ARM]);
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111 anm_link_node(nodes[NODE_LEFT_UPPER_LEG], nodes[NODE_LEFT_LOWER_LEG]);
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112 anm_link_node(nodes[NODE_RIGHT_UPPER_LEG], nodes[NODE_RIGHT_LOWER_LEG]);
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113 anm_link_node(nodes[NODE_LEFT_UPPER_ARM], nodes[NODE_LEFT_LOWER_ARM]);
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114 anm_link_node(nodes[NODE_RIGHT_UPPER_ARM], nodes[NODE_RIGHT_LOWER_ARM]);
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115
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116 set_walk_animation(0);
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117
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118 anm_add_animation(root); /* recursively add another animation slot to all nodes */
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119 set_jump_animation(1);
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120
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121 anm_use_animation(root, cur_anim);
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122
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123 return 0;
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124 }
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125
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nuclear@21
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126 static void set_walk_animation(int idx)
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127 {
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128 int i;
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129
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130 anm_use_animation(root, idx);
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nuclear@23
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131 anm_set_active_animation_name(root, "walk");
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132
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133 for(i=0; i<NUM_NODES; i++) {
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134 anm_set_position(nodes[i], parts[i].pos, 0);
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135 anm_set_extrapolator(nodes[i], ANM_EXTRAP_REPEAT);
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136 }
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137
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138 /* upper leg animation */
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139 anm_set_rotation(nodes[NODE_LEFT_UPPER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(-15), 1, 0, 0), 0);
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140 anm_set_rotation(nodes[NODE_LEFT_UPPER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(45), 1, 0, 0), 1000);
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141 anm_set_rotation(nodes[NODE_LEFT_UPPER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(-15), 1, 0, 0), 2000);
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142
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143 anm_set_rotation(nodes[NODE_RIGHT_UPPER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(45), 1, 0, 0), 0);
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144 anm_set_rotation(nodes[NODE_RIGHT_UPPER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(-15), 1, 0, 0), 1000);
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145 anm_set_rotation(nodes[NODE_RIGHT_UPPER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(45), 1, 0, 0), 2000);
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146
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147 /* lower leg animation */
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148 anm_set_rotation(nodes[NODE_LEFT_LOWER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 0);
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149 anm_set_rotation(nodes[NODE_LEFT_LOWER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(-90), 1, 0, 0), 500);
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150 anm_set_rotation(nodes[NODE_LEFT_LOWER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(-10), 1, 0, 0), 1000);
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151 anm_set_rotation(nodes[NODE_LEFT_LOWER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 2000);
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152
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153 anm_set_rotation(nodes[NODE_RIGHT_LOWER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(-10), 1, 0, 0), 0);
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154 anm_set_rotation(nodes[NODE_RIGHT_LOWER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 1000);
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155 anm_set_rotation(nodes[NODE_RIGHT_LOWER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(-90), 1, 0, 0), 1500);
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156 anm_set_rotation(nodes[NODE_RIGHT_LOWER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(-10), 1, 0, 0), 2000);
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157
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158 /* head animation */
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159 anm_set_rotation(nodes[NODE_HEAD], quat_rotate(quat_identity(), DEG_TO_RAD(-10), 0, 1, 0), 0);
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160 anm_set_rotation(nodes[NODE_HEAD], quat_rotate(quat_identity(), DEG_TO_RAD(10), 0, 1, 0), 1000);
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161 anm_set_rotation(nodes[NODE_HEAD], quat_rotate(quat_identity(), DEG_TO_RAD(-10), 0, 1, 0), 2000);
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162
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163 /* torso animation */
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164 anm_set_rotation(nodes[NODE_TORSO], quat_rotate(quat_identity(), DEG_TO_RAD(-8), 1, 0, 0), 0);
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165 anm_set_rotation(nodes[NODE_TORSO], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 500);
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166 anm_set_rotation(nodes[NODE_TORSO], quat_rotate(quat_identity(), DEG_TO_RAD(-8), 1, 0, 0), 1000);
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167 anm_set_rotation(nodes[NODE_TORSO], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 1500);
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168 anm_set_rotation(nodes[NODE_TORSO], quat_rotate(quat_identity(), DEG_TO_RAD(-8), 1, 0, 0), 2000);
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169
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170 /* upper arm animation */
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171 anm_set_rotation(nodes[NODE_LEFT_UPPER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(30), 1, 0, 0), 0);
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172 anm_set_rotation(nodes[NODE_LEFT_UPPER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(-25), 1, 0, 0), 1000);
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173 anm_set_rotation(nodes[NODE_LEFT_UPPER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(30), 1, 0, 0), 2000);
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174
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175 anm_set_rotation(nodes[NODE_RIGHT_UPPER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(-25), 1, 0, 0), 0);
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176 anm_set_rotation(nodes[NODE_RIGHT_UPPER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(30), 1, 0, 0), 1000);
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177 anm_set_rotation(nodes[NODE_RIGHT_UPPER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(-25), 1, 0, 0), 2000);
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178
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179 /* lower arm animation */
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180 anm_set_rotation(nodes[NODE_LEFT_LOWER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(40), 1, 0, 0), 0);
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181 anm_set_rotation(nodes[NODE_LEFT_LOWER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 1000);
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182 anm_set_rotation(nodes[NODE_LEFT_LOWER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 1500);
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183 anm_set_rotation(nodes[NODE_LEFT_LOWER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(40), 1, 0, 0), 2000);
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184
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185 anm_set_rotation(nodes[NODE_RIGHT_LOWER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 0);
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186 anm_set_rotation(nodes[NODE_RIGHT_LOWER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 500);
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187 anm_set_rotation(nodes[NODE_RIGHT_LOWER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(40), 1, 0, 0), 1000);
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188 anm_set_rotation(nodes[NODE_RIGHT_LOWER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 2000);
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nuclear@21
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189 }
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nuclear@8
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190
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nuclear@21
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191 static void set_jump_animation(int idx)
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nuclear@21
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192 {
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193 int i;
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194
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195 anm_use_animation(root, idx);
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196 anm_set_active_animation_name(root, "jump");
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nuclear@21
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197
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198 for(i=0; i<NUM_NODES; i++) {
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199 anm_set_position(nodes[i], parts[i].pos, 0);
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200 anm_set_extrapolator(nodes[i], ANM_EXTRAP_REPEAT);
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201 }
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nuclear@21
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202
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203 anm_set_rotation(nodes[NODE_LEFT_UPPER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 0);
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nuclear@21
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204 anm_set_rotation(nodes[NODE_LEFT_UPPER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(40), 1, 0, 0), 1000);
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nuclear@21
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205 anm_set_rotation(nodes[NODE_LEFT_UPPER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 1500);
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nuclear@21
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206 anm_set_rotation(nodes[NODE_LEFT_UPPER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 2000);
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nuclear@21
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207 anm_set_rotation(nodes[NODE_RIGHT_UPPER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 0);
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nuclear@21
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208 anm_set_rotation(nodes[NODE_RIGHT_UPPER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(40), 1, 0, 0), 1000);
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nuclear@21
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209 anm_set_rotation(nodes[NODE_RIGHT_UPPER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 1500);
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nuclear@21
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210 anm_set_rotation(nodes[NODE_RIGHT_UPPER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 2000);
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nuclear@21
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211
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212 anm_set_rotation(nodes[NODE_LEFT_LOWER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 0);
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nuclear@21
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213 anm_set_rotation(nodes[NODE_LEFT_LOWER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(-80), 1, 0, 0), 1000);
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nuclear@21
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214 anm_set_rotation(nodes[NODE_LEFT_LOWER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 1500);
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nuclear@21
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215 anm_set_rotation(nodes[NODE_LEFT_LOWER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 2000);
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nuclear@21
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216 anm_set_rotation(nodes[NODE_RIGHT_LOWER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 0);
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nuclear@21
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217 anm_set_rotation(nodes[NODE_RIGHT_LOWER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(-80), 1, 0, 0), 1000);
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nuclear@21
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218 anm_set_rotation(nodes[NODE_RIGHT_LOWER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 1500);
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nuclear@21
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219 anm_set_rotation(nodes[NODE_RIGHT_LOWER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 2000);
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nuclear@21
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220
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nuclear@21
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221 anm_set_position(nodes[NODE_TORSO], parts[NODE_TORSO].pos, 0);
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nuclear@21
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222 anm_set_position(nodes[NODE_TORSO], v3_add(parts[NODE_TORSO].pos, v3_cons(0, -1, 0)), 1000);
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nuclear@21
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223 anm_set_position(nodes[NODE_TORSO], v3_add(parts[NODE_TORSO].pos, v3_cons(0, 2, 0)), 1500);
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nuclear@21
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224 anm_set_position(nodes[NODE_TORSO], parts[NODE_TORSO].pos, 2000);
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nuclear@21
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225
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226 anm_set_rotation(nodes[NODE_LEFT_UPPER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 0);
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nuclear@21
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227 anm_set_rotation(nodes[NODE_LEFT_UPPER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(-20), 1, 0, 0), 1000);
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nuclear@21
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228 anm_set_rotation(nodes[NODE_LEFT_UPPER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(20), 1, 0, 0), 1200);
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nuclear@21
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229 anm_set_rotation(nodes[NODE_LEFT_UPPER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(170), 1, 0, 0), 1500);
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nuclear@21
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230 anm_set_rotation(nodes[NODE_LEFT_UPPER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 2000);
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nuclear@21
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231
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nuclear@21
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232 anm_set_rotation(nodes[NODE_RIGHT_UPPER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 0);
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nuclear@21
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233 anm_set_rotation(nodes[NODE_RIGHT_UPPER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(-20), 1, 0, 0), 1000);
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nuclear@21
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234 anm_set_rotation(nodes[NODE_RIGHT_UPPER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(20), 1, 0, 0), 1200);
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nuclear@21
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235 anm_set_rotation(nodes[NODE_RIGHT_UPPER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(170), 1, 0, 0), 1500);
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nuclear@21
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236 anm_set_rotation(nodes[NODE_RIGHT_UPPER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 2000);
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nuclear@8
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237 }
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nuclear@8
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238
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nuclear@8
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239 void disp(void)
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nuclear@8
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240 {
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nuclear@8
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241 int i;
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nuclear@8
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242 float lpos[] = {-1, 1, 1.5, 0};
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nuclear@8
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243 unsigned int msec = glutGet(GLUT_ELAPSED_TIME);
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nuclear@8
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244
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nuclear@8
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245 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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nuclear@8
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246
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nuclear@8
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247 glMatrixMode(GL_MODELVIEW);
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nuclear@8
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248 glLoadIdentity();
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nuclear@8
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249
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nuclear@8
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250 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
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nuclear@8
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251
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nuclear@8
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252 glTranslatef(0, 0, -cam_dist);
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nuclear@8
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253 glRotatef(cam_phi, 1, 0, 0);
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nuclear@8
|
254 glRotatef(cam_theta, 0, 1, 0);
|
nuclear@8
|
255
|
nuclear@23
|
256 /* animation blending if we're in transition */
|
nuclear@21
|
257 if(cur_anim != next_anim) {
|
nuclear@22
|
258 float t = (msec - trans_start_tm) / 1500.0;
|
nuclear@21
|
259
|
nuclear@23
|
260 struct anm_animation *from, *to;
|
nuclear@23
|
261 from = anm_get_animation(root, cur_anim);
|
nuclear@23
|
262 to = anm_get_animation(root, next_anim);
|
nuclear@23
|
263
|
nuclear@21
|
264 if(t >= 1.0) {
|
nuclear@21
|
265 t = 1.0;
|
nuclear@21
|
266 cur_anim = next_anim;
|
nuclear@21
|
267 anm_use_animation(root, cur_anim);
|
nuclear@21
|
268 } else {
|
nuclear@21
|
269 anm_use_animations(root, cur_anim, next_anim, t);
|
nuclear@21
|
270 }
|
nuclear@23
|
271
|
nuclear@23
|
272 printf("transitioning from \"%s\" to \"%s\": %.2f \r", from->name, to->name, t);
|
nuclear@23
|
273 if(cur_anim == next_anim) {
|
nuclear@23
|
274 putchar('\n');
|
nuclear@23
|
275 }
|
nuclear@23
|
276 fflush(stdout);
|
nuclear@21
|
277 }
|
nuclear@21
|
278
|
nuclear@20
|
279 /* first render a character with bottom-up lazy matrix calculation */
|
nuclear@20
|
280 glPushMatrix();
|
nuclear@20
|
281 glTranslatef(-2.5, 0, 0);
|
nuclear@20
|
282
|
nuclear@8
|
283 for(i=0; i<NUM_NODES; i++) {
|
nuclear@8
|
284 float color[4] = {0, 0, 0, 1};
|
nuclear@10
|
285 mat4_t xform, xform_transp;
|
nuclear@8
|
286
|
nuclear@8
|
287 color[0] = parts[i].color.x;
|
nuclear@8
|
288 color[1] = parts[i].color.y;
|
nuclear@8
|
289 color[2] = parts[i].color.z;
|
nuclear@8
|
290
|
nuclear@8
|
291 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
|
nuclear@8
|
292 glColor4fv(color);
|
nuclear@8
|
293
|
nuclear@8
|
294 anm_get_matrix(nodes[i], xform, msec);
|
nuclear@10
|
295 m4_transpose(xform_transp, xform);
|
nuclear@8
|
296
|
nuclear@8
|
297 glPushMatrix();
|
nuclear@10
|
298 glMultMatrixf((float*)xform_transp);
|
nuclear@8
|
299
|
nuclear@8
|
300 glScalef(parts[i].sz.x, parts[i].sz.y, parts[i].sz.z);
|
nuclear@8
|
301 glutSolidCube(1.0);
|
nuclear@8
|
302
|
nuclear@8
|
303 glPopMatrix();
|
nuclear@8
|
304 }
|
nuclear@20
|
305 glPopMatrix();
|
nuclear@20
|
306
|
nuclear@20
|
307 /* then render another one using simple top-down recursive evaluation */
|
nuclear@20
|
308 glPushMatrix();
|
nuclear@20
|
309 glTranslatef(2.5, 0, 0);
|
nuclear@20
|
310
|
nuclear@20
|
311 anm_eval(nodes[NODE_TORSO], msec); /* calculate all matrices recursively */
|
nuclear@20
|
312
|
nuclear@20
|
313 for(i=0; i<NUM_NODES; i++) {
|
nuclear@20
|
314 float color[4] = {0, 0, 0, 1};
|
nuclear@20
|
315 mat4_t xform_transp;
|
nuclear@20
|
316
|
nuclear@20
|
317 color[0] = parts[i].color.x;
|
nuclear@20
|
318 color[1] = parts[i].color.y;
|
nuclear@20
|
319 color[2] = parts[i].color.z;
|
nuclear@20
|
320
|
nuclear@20
|
321 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
|
nuclear@20
|
322 glColor4fv(color);
|
nuclear@20
|
323
|
nuclear@20
|
324 m4_transpose(xform_transp, nodes[i]->matrix);
|
nuclear@20
|
325
|
nuclear@20
|
326 glPushMatrix();
|
nuclear@20
|
327 glMultMatrixf((float*)xform_transp);
|
nuclear@20
|
328
|
nuclear@20
|
329 glScalef(parts[i].sz.x, parts[i].sz.y, parts[i].sz.z);
|
nuclear@20
|
330 glutSolidCube(1.0);
|
nuclear@20
|
331
|
nuclear@20
|
332 glPopMatrix();
|
nuclear@20
|
333 }
|
nuclear@20
|
334 glPopMatrix();
|
nuclear@8
|
335
|
nuclear@8
|
336 glutSwapBuffers();
|
nuclear@8
|
337 assert(glGetError() == GL_NO_ERROR);
|
nuclear@8
|
338 }
|
nuclear@8
|
339
|
nuclear@8
|
340 void idle(void)
|
nuclear@8
|
341 {
|
nuclear@8
|
342 glutPostRedisplay();
|
nuclear@8
|
343 }
|
nuclear@8
|
344
|
nuclear@8
|
345 void reshape(int x, int y)
|
nuclear@8
|
346 {
|
nuclear@8
|
347 glViewport(0, 0, x, y);
|
nuclear@8
|
348
|
nuclear@8
|
349 glMatrixMode(GL_PROJECTION);
|
nuclear@8
|
350 glLoadIdentity();
|
nuclear@8
|
351 gluPerspective(45.0, (float)x / (float)y, 0.5, 500.0);
|
nuclear@8
|
352 }
|
nuclear@8
|
353
|
nuclear@8
|
354 void keyb(unsigned char key, int x, int y)
|
nuclear@8
|
355 {
|
nuclear@8
|
356 switch(key) {
|
nuclear@8
|
357 case 27:
|
nuclear@8
|
358 exit(0);
|
nuclear@21
|
359
|
nuclear@21
|
360 case ' ':
|
nuclear@21
|
361 next_anim = (cur_anim + 1) % 2;
|
nuclear@21
|
362 trans_start_tm = glutGet(GLUT_ELAPSED_TIME);
|
nuclear@21
|
363 break;
|
nuclear@8
|
364 }
|
nuclear@8
|
365 }
|
nuclear@8
|
366
|
nuclear@8
|
367 int bnstate[64];
|
nuclear@8
|
368 int prev_x, prev_y;
|
nuclear@8
|
369
|
nuclear@8
|
370 void mouse(int bn, int state, int x, int y)
|
nuclear@8
|
371 {
|
nuclear@8
|
372 int idx = bn - GLUT_LEFT_BUTTON;
|
nuclear@8
|
373 int down = state == GLUT_DOWN ? 1 : 0;
|
nuclear@8
|
374
|
nuclear@8
|
375 bnstate[idx] = down;
|
nuclear@8
|
376
|
nuclear@8
|
377 prev_x = x;
|
nuclear@8
|
378 prev_y = y;
|
nuclear@8
|
379 }
|
nuclear@8
|
380
|
nuclear@8
|
381 void motion(int x, int y)
|
nuclear@8
|
382 {
|
nuclear@8
|
383 int dx = x - prev_x;
|
nuclear@8
|
384 int dy = y - prev_y;
|
nuclear@8
|
385 prev_x = x;
|
nuclear@8
|
386 prev_y = y;
|
nuclear@8
|
387
|
nuclear@8
|
388 if(bnstate[0]) {
|
nuclear@8
|
389 cam_theta += dx * 0.5;
|
nuclear@8
|
390 cam_phi += dy * 0.5;
|
nuclear@8
|
391
|
nuclear@8
|
392 if(cam_phi < -90) {
|
nuclear@8
|
393 cam_phi = -90;
|
nuclear@8
|
394 }
|
nuclear@8
|
395 if(cam_phi > 90) {
|
nuclear@8
|
396 cam_phi = 90;
|
nuclear@8
|
397 }
|
nuclear@8
|
398 glutPostRedisplay();
|
nuclear@8
|
399 }
|
nuclear@8
|
400 if(bnstate[2]) {
|
nuclear@8
|
401 cam_dist += dy * 0.1;
|
nuclear@8
|
402 if(cam_dist < 0.0) {
|
nuclear@8
|
403 cam_dist = 0.0;
|
nuclear@8
|
404 }
|
nuclear@8
|
405 glutPostRedisplay();
|
nuclear@8
|
406 }
|
nuclear@8
|
407 }
|