X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fclient%2Fplayer_skeleton.qc;h=4039c905c1f135f3afea1e2e6d1e76d7c65947c5;hb=a16bfaa11ae87fe6fdab9e6c4504e2c5528ea595;hp=dd4d0a6965ef29b54e65604b2fb356fd9a5d6c63;hpb=59b5a3ceceacafffb83832dd2e80753b6dca4c8e;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/player_skeleton.qc b/qcsrc/client/player_skeleton.qc index dd4d0a696..4039c905c 100644 --- a/qcsrc/client/player_skeleton.qc +++ b/qcsrc/client/player_skeleton.qc @@ -1,84 +1,98 @@ -.float skeleton_modelindex; -#define BONETYPE_LOWER 0 -#define BONETYPE_UPPER 1 -#define MAX_BONES 128 -.float skeleton_bonetype[MAX_BONES]; -.float skeleton_fixrotatebone; -.float skeleton_fixtargetbone; -.float skeleton_bone; -.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; - e.skeleton_fixrotatebone = 0; - e.skeleton_fixtargetbone = 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") - { - e.skeleton_fixrotatebone = i; + if(i == e.bone_upperbody) t = BONETYPE_UPPER; - } - if(nm == "weapon" || nm == "tag_weapon" || nm == "bip01 r hand") - if(t == BONETYPE_UPPER) - e.skeleton_fixtargetbone = i; - if(nm == "upperarm_R") - e.skeleton_aimbone = i; e.(skeleton_bonetype[i-1]) = t; } } -void skel_set_bone_lerp(float skel, float bone, vector org, float strength) +void skel_set_boneabs(float s, float bone, vector absorg) { - if(strength >= 1) - return skel_set_bone(skel, bone, org); + vector absang = fixedvectoangles2(v_forward, v_up); - vector fo = v_forward; - vector ri = v_right; - vector up = v_up; - vector oldorg = skel_get_bonerel(skel, bone); + vector parentorg = skel_get_boneabs(s, skel_get_boneparent(s, bone)); + vector parentang = fixedvectoangles2(v_forward, v_up); - org = org * strength + oldorg * (1 - strength); - v_forward = fo * strength + v_forward * (1 - strength); - v_right = ri * strength + v_right * (1 - strength); - v_up = up * strength + v_up * (1 - strength); - return skel_set_bone(skel, bone, org); -} + vector relang = AnglesTransform_LeftDivide(parentang, absang); + vector relorg = AnglesTransform_Apply(AnglesTransform_Invert(parentang), absorg - parentorg); -void skeleton_fixbone(entity e, float strength) -{ - if(!e.skeleton_fixrotatebone) - return; - if(strength <= 0) - return; - // model: - // T = M_before_fixrotate * M_fixrotate * M_after_fixrotate - // T' = M_before_fixrotate^-1 * M_fixrotate' * M_after_fixrotate - // M_fixrotate' = M_before_fixrotate^-1 * T' * M_after_fixrotate^-1 - float s = e.skeletonindex; + fixedmakevectors(relang); + skel_set_bone(s, bone, relorg); - skel_get_boneabs(s, skel_get_boneparent(s, e.skeleton_fixrotatebone)); - vector M_before_fixrotate = fixedvectoangles2(v_forward, v_up); - skel_get_boneabs(s, e.skeleton_fixrotatebone); - vector M_including_fixrotate = fixedvectoangles2(v_forward, v_up); - skel_get_boneabs(s, e.skeleton_fixtargetbone); - vector T = fixedvectoangles2(v_forward, v_up); - vector M_after_fixrotate = AnglesTransform_LeftDivide(M_including_fixrotate, T); - vector T_ = '0 0 0'; - vector M_fixrotate_ = AnglesTransform_LeftDivide(M_before_fixrotate, AnglesTransform_RightDivide(T_, M_after_fixrotate)); - vector org = skel_get_bonerel(s, e.skeleton_fixrotatebone); - fixedmakevectors(M_fixrotate_); - skel_set_bone_lerp(s, e.skeleton_fixrotatebone, org, strength); + /* + 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) @@ -90,31 +104,36 @@ void free_skeleton_from_frames(entity e) } } -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; @@ -135,33 +154,38 @@ void skeleton_from_frames(entity e) 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 = savelerpfrac3; e.lerpfrac4 = savelerpfrac4; - if(autocvar__animblend_fixbone) + if(e.fixbone) { - float l4 = e.lerpfrac4; - float l3 = e.lerpfrac3; - float l2 = e.lerpfrac; - float l1 = 1 - l2 - l3 - l4; - - // how much of upper body animates same way as lower body? - float equalamount = - (e.frame == e.frame2) * (l1 * l2) + - (e.frame == e.frame4) * (l1 * l4) + - (e.frame3 == e.frame2) * (l3 * l2) + - (e.frame3 == e.frame4) * (l3 * l4); - float maxequalamount = (l1 + l3) * (l2 + l4); - - // now how strong is the lerp? - float lerpstrength = 1 - equalamount / maxequalamount; - // FIX IT - skeleton_fixbone(e, lerpstrength); + 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); + } + } } }