-.float skeleton_modelindex;
-#define BONETYPE_LOWER 0
-#define BONETYPE_UPPER 1
-#define MAX_BONES 128
-.float skeleton_bonetype[MAX_BONES];
-.float skeleton_aimbone;
-.float skeleton_numbones;
+#include "player_skeleton.qh"
-void skeleton_identifybones(entity e)
+#include "../common/csqcmodel_settings.qh"
+
+#include "../warpzonelib/anglestransform.qh"
+
+class(Skeleton) .float skeleton_info_modelindex;
+class(Skeleton) .float skeleton_info_skin;
+const int BONETYPE_LOWER = 0;
+const int BONETYPE_UPPER = 1;
+const int MAX_BONES = 128;
+class(Skeleton) .float skeleton_bonetype[MAX_BONES];
+class(Skeleton) .float skeleton_numbones;
+
+void skeleton_loadinfo(entity e)
+{
+ int i;
+ if(e.skeleton_info_modelindex == e.modelindex && e.skeleton_info_skin == e.skin)
+ return;
+ e.bone_upperbody = 0;
+ e.bone_weapon = gettagindex(e, "weapon");
+ if(!e.bone_weapon)
+ e.bone_weapon = gettagindex(e, "tag_weapon");
+ if(!e.bone_weapon)
+ e.bone_weapon = gettagindex(e, "bip01 r hand");
+ for(i = 0; i < MAX_AIM_BONES; ++i)
+ {
+ e.(bone_aim[i]) = 0;
+ e.(bone_aimweight[i]) = 0;
+ }
+ e.fixbone = 0;
+ if(get_model_parameters(e.model, e.skin))
+ {
+ if(get_model_parameters_bone_upperbody)
+ e.bone_upperbody = gettagindex(e, get_model_parameters_bone_upperbody);
+ if(e.bone_upperbody)
+ e.fixbone = get_model_parameters_fixbone;
+ if(get_model_parameters_bone_weapon)
+ e.bone_weapon = gettagindex(e, get_model_parameters_bone_weapon);
+ for(i = 0; i < MAX_AIM_BONES; ++i)
+ {
+ if(get_model_parameters_bone_aim[i])
+ e.(bone_aim[i]) = gettagindex(e, get_model_parameters_bone_aim[i]);
+ if(e.bone_aim[i])
+ e.(bone_aimweight[i]) = get_model_parameters_bone_aimweight[i];
+ }
+ }
+ else
+ dprint("No model parameters for ", e.model, "\n");
+ //dprint(e.model, " uses ", ftos(e.bone_upperbody), " ", ftos(e.fixbone), "\n");
+ get_model_parameters(string_null, 0);
+ e.skeleton_info_modelindex = e.modelindex;
+ e.skeleton_info_skin = e.skin;
+ if(e.skeletonindex)
+ {
+ skel_delete(e.skeletonindex);
+ e.skeletonindex = 0;
+ }
+}
+
+void skeleton_markbones(entity e)
{
float s = e.skeletonindex;
float n = (e.skeleton_numbones = skel_get_numbones(s));
- e.skeleton_aimbone = 0;
- float i;
+ int i;
for(i = 1; i <= n; ++i)
{
float t = BONETYPE_LOWER;
- float p = skel_get_boneparent(s, i);
+ int p = skel_get_boneparent(s, i);
if(p > 0)
t = e.(skeleton_bonetype[p-1]);
- string nm = skel_get_bonename(s, i);
- if(nm == "spine2")
+ if(i == e.bone_upperbody)
t = BONETYPE_UPPER;
- if(nm == "upperarm_R")
- e.skeleton_aimbone = i;
e.(skeleton_bonetype[i-1]) = t;
}
}
+void skel_set_boneabs(float s, float bone, vector absorg)
+{
+ vector absang = fixedvectoangles2(v_forward, v_up);
+
+ vector parentorg = skel_get_boneabs(s, skel_get_boneparent(s, bone));
+ vector parentang = fixedvectoangles2(v_forward, v_up);
+
+ vector relang = AnglesTransform_LeftDivide(parentang, absang);
+ vector relorg = AnglesTransform_Apply(AnglesTransform_Invert(parentang), absorg - parentorg);
+
+ fixedmakevectors(relang);
+ skel_set_bone(s, bone, relorg);
+
+ /*
+ vector neworg = skel_get_boneabs(s, bone);
+ printf("ANG: want: %v, got: %v\n", absang, fixedvectoangles2(v_forward, v_up));
+ printf("ORG: want: %v, got: %v\n", absorg, neworg);
+ */
+}
+
void free_skeleton_from_frames(entity e)
{
if(e.skeletonindex)
}
}
-void skeleton_from_frames(entity e)
+void skeleton_from_frames(entity e, float is_dead)
{
float m = e.modelindex;
- if(m != e.skeleton_modelindex)
+ if(!e.skeletonindex)
{
- if(e.skeletonindex)
- {
- skel_delete(e.skeletonindex);
- e.skeletonindex = 0;
- }
- m = (e.skeleton_modelindex = e.modelindex);
- if(m)
- {
- e.skeletonindex = skel_create(m);
- skeleton_identifybones(e);
- }
+ e.skeletonindex = skel_create(m);
+ skeleton_markbones(e);
}
float s = e.skeletonindex;
if(!s)
return;
- float bone;
float n = e.skeleton_numbones;
float savelerpfrac = e.lerpfrac;
float savelerpfrac3 = e.lerpfrac3;
float savelerpfrac4 = e.lerpfrac4;
+
+ vector fixbone_oldangles = '0 0 0';
+ if(e.fixbone)
+ {
+ // make all bones BONETYPE_UPPER
+ e.lerpfrac = 0;
+ e.lerpfrac3 = savelerpfrac3 * 2;
+ e.lerpfrac4 = 0;
+ // build skeleton
+ skel_build(s, e, m, 0, 1, n);
+ // get hip bone
+ skel_get_boneabs(s, e.bone_upperbody);
+ fixbone_oldangles = fixedvectoangles2(v_forward, v_up);
+ }
+ int bone;
for(bone = 0; bone < n; )
{
float firstbone = bone;
e.lerpfrac3 = 0;
e.lerpfrac4 = savelerpfrac4 * 2;
}
- //print(sprintf("Run: bone %d to %d, type %d\n", firstbone + 1, bone, bonetype));
- //print(sprintf("frame %d %d %d %d lerpfrac * %d %d %d\n", e.frame, e.frame2, e.frame3, e.frame4, e.lerpfrac, e.lerpfrac3, e.lerpfrac4));
+ //printf("Run: bone %d to %d, type %d\n", firstbone + 1, bone, bonetype);
+ //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);
skel_build(s, e, m, 0, firstbone + 1, bone);
}
e.lerpfrac = savelerpfrac;
- e.lerpfrac3 = savelerpfrac;
- e.lerpfrac4 = savelerpfrac;
+ e.lerpfrac3 = savelerpfrac3;
+ e.lerpfrac4 = savelerpfrac4;
+
+ if(e.fixbone)
+ {
+ // FIX IT
+ vector org = skel_get_boneabs(s, e.bone_upperbody);
+ fixedmakevectors(fixbone_oldangles);
+ skel_set_boneabs(s, e.bone_upperbody, org);
+ }
+
+ if(!is_dead)
+ {
+ if(self == csqcplayer)
+ self.v_angle_x = input_angles_x;
+ int i;
+ for(i = 0; i < MAX_AIM_BONES; ++i)
+ {
+ if(e.(bone_aim[i]))
+ {
+ vector aim = '1 0 0' * bound(-90, self.v_angle.x, 90) * e.(bone_aimweight[i]);
+ vector org = skel_get_boneabs(s, e.(bone_aim[i]));
+ vector ang_cur = fixedvectoangles2(v_forward, v_up);
+ vector ang = AnglesTransform_Multiply(aim, ang_cur);
+ fixedmakevectors(ang);
+ skel_set_boneabs(s, e.(bone_aim[i]), org);
+ }
+ }
+ }
}