1 #include "player_skeleton.qh"
3 #include "../warpzonelib/anglestransform.qh"
5 .float skeleton_info_modelindex;
6 .float skeleton_info_skin;
7 const int BONETYPE_LOWER = 0;
8 const int BONETYPE_UPPER = 1;
9 const int MAX_BONES = 128;
10 .float skeleton_bonetype[MAX_BONES];
11 .float skeleton_numbones;
13 void skeleton_loadinfo(entity e)
16 if(e.skeleton_info_modelindex == e.modelindex && e.skeleton_info_skin == e.skin)
19 e.bone_weapon = gettagindex(e, "weapon");
21 e.bone_weapon = gettagindex(e, "tag_weapon");
23 e.bone_weapon = gettagindex(e, "bip01 r hand");
24 for(i = 0; i < MAX_AIM_BONES; ++i)
27 e.(bone_aimweight[i]) = 0;
30 if(get_model_parameters(e.model, e.skin))
32 if(get_model_parameters_bone_upperbody)
33 e.bone_upperbody = gettagindex(e, get_model_parameters_bone_upperbody);
35 e.fixbone = get_model_parameters_fixbone;
36 if(get_model_parameters_bone_weapon)
37 e.bone_weapon = gettagindex(e, get_model_parameters_bone_weapon);
38 for(i = 0; i < MAX_AIM_BONES; ++i)
40 if(get_model_parameters_bone_aim[i])
41 e.(bone_aim[i]) = gettagindex(e, get_model_parameters_bone_aim[i]);
43 e.(bone_aimweight[i]) = get_model_parameters_bone_aimweight[i];
47 dprint("No model parameters for ", e.model, "\n");
48 dprint(e.model, " uses ", ftos(e.bone_upperbody), " ", ftos(e.fixbone), "\n");
49 get_model_parameters(string_null, 0);
50 e.skeleton_info_modelindex = e.modelindex;
51 e.skeleton_info_skin = e.skin;
54 skel_delete(e.skeletonindex);
59 void skeleton_markbones(entity e)
61 float s = e.skeletonindex;
62 float n = (e.skeleton_numbones = skel_get_numbones(s));
64 for(i = 1; i <= n; ++i)
66 float t = BONETYPE_LOWER;
67 int p = skel_get_boneparent(s, i);
69 t = e.(skeleton_bonetype[p-1]);
70 if(i == e.bone_upperbody)
72 e.(skeleton_bonetype[i-1]) = t;
76 void skel_set_boneabs(float s, float bone, vector absorg)
78 vector absang = fixedvectoangles2(v_forward, v_up);
80 vector parentorg = skel_get_boneabs(s, skel_get_boneparent(s, bone));
81 vector parentang = fixedvectoangles2(v_forward, v_up);
83 vector relang = AnglesTransform_LeftDivide(parentang, absang);
84 vector relorg = AnglesTransform_Apply(AnglesTransform_Invert(parentang), absorg - parentorg);
86 fixedmakevectors(relang);
87 skel_set_bone(s, bone, relorg);
90 vector neworg = skel_get_boneabs(s, bone);
91 printf("ANG: want: %v, got: %v\n", absang, fixedvectoangles2(v_forward, v_up));
92 printf("ORG: want: %v, got: %v\n", absorg, neworg);
96 void free_skeleton_from_frames(entity e)
100 skel_delete(e.skeletonindex);
105 void skeleton_from_frames(entity e, float is_dead)
107 float m = e.modelindex;
110 e.skeletonindex = skel_create(m);
111 skeleton_markbones(e);
113 float s = e.skeletonindex;
116 float n = e.skeleton_numbones;
117 float savelerpfrac = e.lerpfrac;
118 float savelerpfrac3 = e.lerpfrac3;
119 float savelerpfrac4 = e.lerpfrac4;
121 vector fixbone_oldangles = '0 0 0';
124 // make all bones BONETYPE_UPPER
126 e.lerpfrac3 = savelerpfrac3 * 2;
129 skel_build(s, e, m, 0, 1, n);
131 skel_get_boneabs(s, e.bone_upperbody);
132 fixbone_oldangles = fixedvectoangles2(v_forward, v_up);
135 for(bone = 0; bone < n; )
137 float firstbone = bone;
138 float bonetype = e.skeleton_bonetype[bone];
139 for(++bone; (bone < n) && (e.skeleton_bonetype[bone] == bonetype); ++bone)
141 if(bonetype == BONETYPE_UPPER)
143 // only show frames 1+3 (upper body)
145 e.lerpfrac3 = savelerpfrac3 * 2;
150 // only show frames 2+4 (lower body)
151 e.lerpfrac = savelerpfrac * 2;
153 e.lerpfrac4 = savelerpfrac4 * 2;
155 //printf("Run: bone %d to %d, type %d\n", firstbone + 1, bone, bonetype);
156 //printf("frame %d %d %d %d lerpfrac * %d %d %d\n", e.frame, e.frame2, e.frame3, e.frame4, e.lerpfrac, e.lerpfrac3, e.lerpfrac4);
157 skel_build(s, e, m, 0, firstbone + 1, bone);
159 e.lerpfrac = savelerpfrac;
160 e.lerpfrac3 = savelerpfrac3;
161 e.lerpfrac4 = savelerpfrac4;
166 vector org = skel_get_boneabs(s, e.bone_upperbody);
167 fixedmakevectors(fixbone_oldangles);
168 skel_set_boneabs(s, e.bone_upperbody, org);
174 for(i = 0; i < MAX_AIM_BONES; ++i)
178 vector aim = '1 0 0' * bound(-90, self.v_angle.x, 90) * e.(bone_aimweight[i]);
179 vector org = skel_get_boneabs(s, e.(bone_aim[i]));
180 vector ang_cur = fixedvectoangles2(v_forward, v_up);
181 vector ang = AnglesTransform_Multiply(aim, ang_cur);
182 fixedmakevectors(ang);
183 skel_set_boneabs(s, e.(bone_aim[i]), org);