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