1 #include "player_skeleton.qh"
3 #include "../common/csqcmodel_settings.qh"
4 #include "../warpzonelib/anglestransform.qh"
6 class(Skeleton) .float skeleton_info_modelindex;
7 class(Skeleton) .float skeleton_info_skin;
8 const int BONETYPE_LOWER = 0;
9 const int BONETYPE_UPPER = 1;
10 const int MAX_BONES = 128;
11 class(Skeleton) .float skeleton_bonetype[MAX_BONES];
12 class(Skeleton) .float skeleton_numbones;
14 void skeleton_loadinfo(entity e)
17 if(e.skeleton_info_modelindex == e.modelindex && e.skeleton_info_skin == e.skin)
20 e.bone_weapon = gettagindex(e, "weapon");
22 e.bone_weapon = gettagindex(e, "tag_weapon");
24 e.bone_weapon = gettagindex(e, "bip01 r hand");
25 for(i = 0; i < MAX_AIM_BONES; ++i)
28 e.(bone_aimweight[i]) = 0;
31 if(get_model_parameters(e.model, e.skin))
33 if(get_model_parameters_bone_upperbody)
34 e.bone_upperbody = gettagindex(e, get_model_parameters_bone_upperbody);
36 e.fixbone = get_model_parameters_fixbone;
37 if(get_model_parameters_bone_weapon)
38 e.bone_weapon = gettagindex(e, get_model_parameters_bone_weapon);
39 for(i = 0; i < MAX_AIM_BONES; ++i)
41 if(get_model_parameters_bone_aim[i])
42 e.(bone_aim[i]) = gettagindex(e, get_model_parameters_bone_aim[i]);
44 e.(bone_aimweight[i]) = get_model_parameters_bone_aimweight[i];
48 dprint("No model parameters for ", e.model, "\n");
49 dprint(e.model, " uses ", ftos(e.bone_upperbody), " ", ftos(e.fixbone), "\n");
50 get_model_parameters(string_null, 0);
51 e.skeleton_info_modelindex = e.modelindex;
52 e.skeleton_info_skin = e.skin;
55 skel_delete(e.skeletonindex);
60 void skeleton_markbones(entity e)
62 float s = e.skeletonindex;
63 float n = (e.skeleton_numbones = skel_get_numbones(s));
65 for(i = 1; i <= n; ++i)
67 float t = BONETYPE_LOWER;
68 int p = skel_get_boneparent(s, i);
70 t = e.(skeleton_bonetype[p-1]);
71 if(i == e.bone_upperbody)
73 e.(skeleton_bonetype[i-1]) = t;
77 void skel_set_boneabs(float s, float bone, vector absorg)
79 vector absang = fixedvectoangles2(v_forward, v_up);
81 vector parentorg = skel_get_boneabs(s, skel_get_boneparent(s, bone));
82 vector parentang = fixedvectoangles2(v_forward, v_up);
84 vector relang = AnglesTransform_LeftDivide(parentang, absang);
85 vector relorg = AnglesTransform_Apply(AnglesTransform_Invert(parentang), absorg - parentorg);
87 fixedmakevectors(relang);
88 skel_set_bone(s, bone, relorg);
91 vector neworg = skel_get_boneabs(s, bone);
92 printf("ANG: want: %v, got: %v\n", absang, fixedvectoangles2(v_forward, v_up));
93 printf("ORG: want: %v, got: %v\n", absorg, neworg);
97 void free_skeleton_from_frames(entity e)
101 skel_delete(e.skeletonindex);
106 void skeleton_from_frames(entity e, float is_dead)
108 float m = e.modelindex;
111 e.skeletonindex = skel_create(m);
112 skeleton_markbones(e);
114 float s = e.skeletonindex;
117 float n = e.skeleton_numbones;
118 float savelerpfrac = e.lerpfrac;
119 float savelerpfrac3 = e.lerpfrac3;
120 float savelerpfrac4 = e.lerpfrac4;
122 vector fixbone_oldangles = '0 0 0';
125 // make all bones BONETYPE_UPPER
127 e.lerpfrac3 = savelerpfrac3 * 2;
130 skel_build(s, e, m, 0, 1, n);
132 skel_get_boneabs(s, e.bone_upperbody);
133 fixbone_oldangles = fixedvectoangles2(v_forward, v_up);
136 for(bone = 0; bone < n; )
138 float firstbone = bone;
139 float bonetype = e.skeleton_bonetype[bone];
140 for(++bone; (bone < n) && (e.skeleton_bonetype[bone] == bonetype); ++bone)
142 if(bonetype == BONETYPE_UPPER)
144 // only show frames 1+3 (upper body)
146 e.lerpfrac3 = savelerpfrac3 * 2;
151 // only show frames 2+4 (lower body)
152 e.lerpfrac = savelerpfrac * 2;
154 e.lerpfrac4 = savelerpfrac4 * 2;
156 //printf("Run: bone %d to %d, type %d\n", firstbone + 1, bone, bonetype);
157 //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);
158 skel_build(s, e, m, 0, firstbone + 1, bone);
160 e.lerpfrac = savelerpfrac;
161 e.lerpfrac3 = savelerpfrac3;
162 e.lerpfrac4 = savelerpfrac4;
167 vector org = skel_get_boneabs(s, e.bone_upperbody);
168 fixedmakevectors(fixbone_oldangles);
169 skel_set_boneabs(s, e.bone_upperbody, org);
175 for(i = 0; i < MAX_AIM_BONES; ++i)
179 vector aim = '1 0 0' * bound(-90, self.v_angle.x, 90) * e.(bone_aimweight[i]);
180 vector org = skel_get_boneabs(s, e.(bone_aim[i]));
181 vector ang_cur = fixedvectoangles2(v_forward, v_up);
182 vector ang = AnglesTransform_Multiply(aim, ang_cur);
183 fixedmakevectors(ang);
184 skel_set_boneabs(s, e.(bone_aim[i]), org);