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[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / player_skeleton.qc
1 #include "player_skeleton.qh"
2
3 #include "mutators/events.qh"
4 #include "../lib/csqcmodel/cl_player.qh"
5 #include "../lib/warpzone/anglestransform.qh"
6
7 .vector v_angle;
8
9 class(Skeleton) .float skeleton_info_modelindex;
10 class(Skeleton) .float skeleton_info_skin;
11 const int BONETYPE_LOWER = 0;
12 const int BONETYPE_UPPER = 1;
13 const int MAX_BONES = 128;
14 class(Skeleton) .float skeleton_bonetype[MAX_BONES];
15 class(Skeleton) .float skeleton_numbones;
16
17 void skeleton_loadinfo(entity e)
18 {
19         int i;
20         if(e.skeleton_info_modelindex == e.modelindex && e.skeleton_info_skin == e.skin)
21                 return;
22         e.bone_upperbody = 0;
23         e.bone_weapon = gettagindex(e, "weapon");
24         if(!e.bone_weapon)
25                 e.bone_weapon = gettagindex(e, "tag_weapon");
26         if(!e.bone_weapon)
27                 e.bone_weapon = gettagindex(e, "bip01 r hand");
28         MUTATOR_CALLHOOK(Skeleton_CheckBones, e);
29         for(i = 0; i < MAX_AIM_BONES; ++i)
30         {
31                 e.(bone_aim[i]) = 0;
32                 e.(bone_aimweight[i]) = 0;
33         }
34         e.fixbone = 0;
35         if(get_model_parameters(e.model, e.skin))
36         {
37                 if(get_model_parameters_bone_upperbody)
38                         e.bone_upperbody = gettagindex(e, get_model_parameters_bone_upperbody);
39                 if(e.bone_upperbody)
40                         e.fixbone = get_model_parameters_fixbone;
41                 if(get_model_parameters_bone_weapon)
42                         e.bone_weapon = gettagindex(e, get_model_parameters_bone_weapon);
43                 MUTATOR_CALLHOOK(Skeleton_CheckModel, e);
44                 for(i = 0; i < MAX_AIM_BONES; ++i)
45                 {
46                         if(get_model_parameters_bone_aim[i])
47                                 e.(bone_aim[i]) = gettagindex(e, get_model_parameters_bone_aim[i]);
48                         if(e.bone_aim[i])
49                                 e.(bone_aimweight[i]) = get_model_parameters_bone_aimweight[i];
50                 }
51         }
52         else
53                 LOG_TRACE("No model parameters for ", e.model, "\n");
54         //dprint(e.model, " uses ", ftos(e.bone_upperbody), " ", ftos(e.fixbone), "\n");
55         get_model_parameters(string_null, 0);
56         e.skeleton_info_modelindex = e.modelindex;
57         e.skeleton_info_skin = e.skin;
58         if(e.skeletonindex)
59         {
60                 skel_delete(e.skeletonindex);
61                 e.skeletonindex = 0;
62         }
63 }
64
65 void skeleton_markbones(entity e)
66 {
67         float s = e.skeletonindex;
68         float n = (e.skeleton_numbones = skel_get_numbones(s));
69         int i;
70         for(i = 1; i <= n; ++i)
71         {
72                 float t = BONETYPE_LOWER;
73                 int p = skel_get_boneparent(s, i);
74                 if(p > 0)
75                         t = e.(skeleton_bonetype[p-1]);
76                 if(i == e.bone_upperbody)
77                         t = BONETYPE_UPPER;
78                 e.(skeleton_bonetype[i-1]) = t;
79         }
80 }
81
82 void skel_set_boneabs(float s, int bone, vector absorg)
83 {
84     TC(int, bone);
85         vector absang = fixedvectoangles2(v_forward, v_up);
86
87         vector parentorg = skel_get_boneabs(s, skel_get_boneparent(s, bone));
88         vector parentang = fixedvectoangles2(v_forward, v_up);
89
90         vector relang = AnglesTransform_LeftDivide(parentang, absang);
91         vector relorg = AnglesTransform_Apply(AnglesTransform_Invert(parentang), absorg - parentorg);
92
93         fixedmakevectors(relang);
94         skel_set_bone(s, bone, relorg);
95
96         /*
97         vector neworg = skel_get_boneabs(s, bone);
98         printf("ANG: want: %v, got: %v\n", absang, fixedvectoangles2(v_forward, v_up));
99         printf("ORG: want: %v, got: %v\n", absorg, neworg);
100         */
101 }
102
103 void free_skeleton_from_frames(entity e)
104 {
105         if(e.skeletonindex)
106         {
107                 skel_delete(e.skeletonindex);
108                 e.skeletonindex = 0;
109         }
110 }
111
112 void skeleton_from_frames(entity e, bool is_dead)
113 {
114     TC(bool, is_dead);
115         float m = e.modelindex;
116         if(!e.skeletonindex)
117         {
118                 e.skeletonindex = skel_create(m);
119                 skeleton_markbones(e);
120         }
121         float s = e.skeletonindex;
122         if(!s)
123                 return;
124         float n = e.skeleton_numbones;
125         float savelerpfrac = e.lerpfrac;
126         float savelerpfrac3 = e.lerpfrac3;
127         float savelerpfrac4 = e.lerpfrac4;
128
129         vector fixbone_oldangles = '0 0 0';
130         if(e.fixbone)
131         {
132                 // make all bones BONETYPE_UPPER
133                 e.lerpfrac = 0;
134                 e.lerpfrac3 = savelerpfrac3 * 2;
135                 e.lerpfrac4 = 0;
136                 // build skeleton
137                 skel_build(s, e, m, 0, 1, n);
138                 // get hip bone
139                 skel_get_boneabs(s, e.bone_upperbody);
140                 fixbone_oldangles = fixedvectoangles2(v_forward, v_up);
141         }
142         int bone;
143         for(bone = 0; bone < n; )
144         {
145                 float firstbone = bone;
146                 float bonetype = e.skeleton_bonetype[bone];
147                 for(++bone; (bone < n) && (e.skeleton_bonetype[bone] == bonetype); ++bone)
148                         ;
149                 if(bonetype == BONETYPE_UPPER)
150                 {
151                         // only show frames 1+3 (upper body)
152                         e.lerpfrac = 0;
153                         e.lerpfrac3 = savelerpfrac3 * 2;
154                         e.lerpfrac4 = 0;
155                 }
156                 else
157                 {
158                         // only show frames 2+4 (lower body)
159                         e.lerpfrac = savelerpfrac * 2;
160                         e.lerpfrac3 = 0;
161                         e.lerpfrac4 = savelerpfrac4 * 2;
162                 }
163                 //printf("Run: bone %d to %d, type %d\n", firstbone + 1, bone, bonetype);
164                 //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);
165                 skel_build(s, e, m, 0, firstbone + 1, bone);
166         }
167         e.lerpfrac = savelerpfrac;
168         e.lerpfrac3 = savelerpfrac3;
169         e.lerpfrac4 = savelerpfrac4;
170
171         if(e.fixbone)
172         {
173                 // FIX IT
174                 vector org = skel_get_boneabs(s, e.bone_upperbody);
175                 fixedmakevectors(fixbone_oldangles);
176                 skel_set_boneabs(s, e.bone_upperbody, org);
177         }
178
179         if(!is_dead)
180         {
181                 if(e == csqcplayer && !intermission)
182                         e.v_angle_x = input_angles_x;
183                 int i;
184                 for(i = 0; i < MAX_AIM_BONES; ++i)
185                 {
186                         if(e.(bone_aim[i]))
187                         {
188                                 vector aim = '1 0 0' * bound(-90, e.v_angle.x, 90) * e.(bone_aimweight[i]);
189                                 vector org = skel_get_boneabs(s, e.(bone_aim[i]));
190                                 vector ang_cur = fixedvectoangles2(v_forward, v_up);
191                                 vector ang = AnglesTransform_Multiply(aim, ang_cur);
192                                 fixedmakevectors(ang);
193                                 skel_set_boneabs(s, e.(bone_aim[i]), org);
194                         }
195                 }
196         }
197 }