#include "player_skeleton.qh" #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"); MUTATOR_CALLHOOK(Skeleton_CheckBones, e); 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); MUTATOR_CALLHOOK(Skeleton_CheckModel, e); 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 LOG_TRACE("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)); int i; for(i = 1; i <= n; ++i) { float t = BONETYPE_LOWER; int p = skel_get_boneparent(s, i); if(p > 0) t = e.(skeleton_bonetype[p-1]); if(i == e.bone_upperbody) t = BONETYPE_UPPER; 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) { skel_delete(e.skeletonindex); e.skeletonindex = 0; } } void skeleton_from_frames(entity e, float is_dead) {SELFPARAM(); float m = e.modelindex; if(!e.skeletonindex) { e.skeletonindex = skel_create(m); skeleton_markbones(e); } float s = e.skeletonindex; if(!s) return; 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; float bonetype = e.skeleton_bonetype[bone]; for(++bone; (bone < n) && (e.skeleton_bonetype[bone] == bonetype); ++bone) ; if(bonetype == BONETYPE_UPPER) { // only show frames 1+3 (upper body) e.lerpfrac = 0; e.lerpfrac3 = savelerpfrac3 * 2; e.lerpfrac4 = 0; } else { // only show frames 2+4 (lower body) e.lerpfrac = savelerpfrac * 2; e.lerpfrac3 = 0; e.lerpfrac4 = savelerpfrac4 * 2; } //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(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); } } } }