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//Leg.h
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#ifndef LEG_H
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#define LEG_H
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#include <Windows.h>
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#include "InverseKinemetics.h"
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#include <vector>
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#include <D3DX9.h>
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using namespace std;
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class Leg
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{
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public:
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//Variable
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D3DXVECTOR3 OffsetVector, SizeVector, Coordinate;
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struct vector<D3DXVECTOR3> MoveSpace;
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bool MoveSpaceRenderd;
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D3DXVECTOR3 ModelSpaceHip, ModelSpaceKnee, ModelSpaceFeet;
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vector<struct D3DXVECTOR3> WorldSpaceLineModel;
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bool Error;
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HDC HDCBuffer, HDCSecondBuffer;
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//Initial
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Leg();
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~Leg();
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void GetHDC( HDC hdc );
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void GetHDCSecondBuffer( HDC hdc );
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//Input
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void Coordinates( float ix, float iy, float iz );
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void Coordinates( D3DXVECTOR3 i );
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void Offset( float ix, float iy, float iz );
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void Offset( D3DXVECTOR3 i );
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void Size( float ix, float iy, float iz );
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void Size( D3DXVECTOR3 i );
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//Functions
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void GetPossibleMoveSpace( );
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void CalculateLegRight( );
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void CalculateWorldSpaceLineModel( );
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void PrintMoveSpaceOnWorldSpace( );
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void PrintWorldSpaceLineModel( );
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void Print3DLinesOnWorldSpace( );
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};
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#endif
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/*
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Z-Axis Rotation
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x' = x*cos q - y*sin q
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y' = x*sin q + y*cos q
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z' = z
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X-Axis Rotation
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y' = y*cos q - z*sin q
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z' = y*sin q + z*cos q
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x' = x
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Y-Axis Rotation
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z' = z*cos q - x*sin q
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x' = z*sin q + x*cos q
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y' = y
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*/
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