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[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / player_skeleton.qc
1 #include "player_skeleton.qh"
2
3 #include "../common/csqcmodel_settings.qh"
4 #include "../warpzonelib/anglestransform.qh"
5
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;
13
14 void skeleton_loadinfo(entity e)
15 {
16         int i;
17         if(e.skeleton_info_modelindex == e.modelindex && e.skeleton_info_skin == e.skin)
18                 return;
19         e.bone_upperbody = 0;
20         e.bone_weapon = gettagindex(e, "weapon");
21         if(!e.bone_weapon)
22                 e.bone_weapon = gettagindex(e, "tag_weapon");
23         if(!e.bone_weapon)
24                 e.bone_weapon = gettagindex(e, "bip01 r hand");
25         for(i = 0; i < MAX_AIM_BONES; ++i)
26         {
27                 e.(bone_aim[i]) = 0;
28                 e.(bone_aimweight[i]) = 0;
29         }
30         e.fixbone = 0;
31         if(get_model_parameters(e.model, e.skin))
32         {
33                 if(get_model_parameters_bone_upperbody)
34                         e.bone_upperbody = gettagindex(e, get_model_parameters_bone_upperbody);
35                 if(e.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)
40                 {
41                         if(get_model_parameters_bone_aim[i])
42                                 e.(bone_aim[i]) = gettagindex(e, get_model_parameters_bone_aim[i]);
43                         if(e.bone_aim[i])
44                                 e.(bone_aimweight[i]) = get_model_parameters_bone_aimweight[i];
45                 }
46         }
47         else
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;
53         if(e.skeletonindex)
54         {
55                 skel_delete(e.skeletonindex);
56                 e.skeletonindex = 0;
57         }
58 }
59
60 void skeleton_markbones(entity e)
61 {
62         float s = e.skeletonindex;
63         float n = (e.skeleton_numbones = skel_get_numbones(s));
64         int i;
65         for(i = 1; i <= n; ++i)
66         {
67                 float t = BONETYPE_LOWER;
68                 int p = skel_get_boneparent(s, i);
69                 if(p > 0)
70                         t = e.(skeleton_bonetype[p-1]);
71                 if(i == e.bone_upperbody)
72                         t = BONETYPE_UPPER;
73                 e.(skeleton_bonetype[i-1]) = t;
74         }
75 }
76
77 void skel_set_boneabs(float s, float bone, vector absorg)
78 {
79         vector absang = fixedvectoangles2(v_forward, v_up);
80
81         vector parentorg = skel_get_boneabs(s, skel_get_boneparent(s, bone));
82         vector parentang = fixedvectoangles2(v_forward, v_up);
83
84         vector relang = AnglesTransform_LeftDivide(parentang, absang);
85         vector relorg = AnglesTransform_Apply(AnglesTransform_Invert(parentang), absorg - parentorg);
86
87         fixedmakevectors(relang);
88         skel_set_bone(s, bone, relorg);
89
90         /*
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);
94         */
95 }
96
97 void free_skeleton_from_frames(entity e)
98 {
99         if(e.skeletonindex)
100         {
101                 skel_delete(e.skeletonindex);
102                 e.skeletonindex = 0;
103         }
104 }
105
106 void skeleton_from_frames(entity e, float is_dead)
107 {
108         float m = e.modelindex;
109         if(!e.skeletonindex)
110         {
111                 e.skeletonindex = skel_create(m);
112                 skeleton_markbones(e);
113         }
114         float s = e.skeletonindex;
115         if(!s)
116                 return;
117         float n = e.skeleton_numbones;
118         float savelerpfrac = e.lerpfrac;
119         float savelerpfrac3 = e.lerpfrac3;
120         float savelerpfrac4 = e.lerpfrac4;
121
122         vector fixbone_oldangles = '0 0 0';
123         if(e.fixbone)
124         {
125                 // make all bones BONETYPE_UPPER
126                 e.lerpfrac = 0;
127                 e.lerpfrac3 = savelerpfrac3 * 2;
128                 e.lerpfrac4 = 0;
129                 // build skeleton
130                 skel_build(s, e, m, 0, 1, n);
131                 // get hip bone
132                 skel_get_boneabs(s, e.bone_upperbody);
133                 fixbone_oldangles = fixedvectoangles2(v_forward, v_up);
134         }
135         int bone;
136         for(bone = 0; bone < n; )
137         {
138                 float firstbone = bone;
139                 float bonetype = e.skeleton_bonetype[bone];
140                 for(++bone; (bone < n) && (e.skeleton_bonetype[bone] == bonetype); ++bone)
141                         ;
142                 if(bonetype == BONETYPE_UPPER)
143                 {
144                         // only show frames 1+3 (upper body)
145                         e.lerpfrac = 0;
146                         e.lerpfrac3 = savelerpfrac3 * 2;
147                         e.lerpfrac4 = 0;
148                 }
149                 else
150                 {
151                         // only show frames 2+4 (lower body)
152                         e.lerpfrac = savelerpfrac * 2;
153                         e.lerpfrac3 = 0;
154                         e.lerpfrac4 = savelerpfrac4 * 2;
155                 }
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);
159         }
160         e.lerpfrac = savelerpfrac;
161         e.lerpfrac3 = savelerpfrac3;
162         e.lerpfrac4 = savelerpfrac4;
163
164         if(e.fixbone)
165         {
166                 // FIX IT
167                 vector org = skel_get_boneabs(s, e.bone_upperbody);
168                 fixedmakevectors(fixbone_oldangles);
169                 skel_set_boneabs(s, e.bone_upperbody, org);
170         }
171
172         if(!is_dead)
173         {
174                 int i;
175                 for(i = 0; i < MAX_AIM_BONES; ++i)
176                 {
177                         if(e.(bone_aim[i]))
178                         {
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);
185                         }
186                 }
187         }
188 }