]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/player_skeleton.qc
Fix compile.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / player_skeleton.qc
index cbed7976452321dd9858adb4540c1ef4e7f0c4f2..ad5e23aa88335e382a221201828870ad848af471 100644 (file)
@@ -1,21 +1,61 @@
-.float skeleton_modelindex;
+.float skeleton_info_modelindex;
+.float skeleton_info_skin;
 #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;
 
-void skeleton_identifybones(entity e)
+void skeleton_loadinfo(entity e)
+{
+       float 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;
        for(i = 1; i <= n; ++i)
        {
@@ -23,66 +63,30 @@ void skeleton_identifybones(entity e)
                float 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, float yawonly)
-{
-       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_ = T;
-       if(yawonly)
-               T__y = 0; // undo yaw
-       else
-               T_ = '0 0 0'; // undo all
-       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)
@@ -94,22 +98,14 @@ void free_skeleton_from_frames(entity e)
        }
 }
 
-void skeleton_from_frames(entity e)
+void skeleton_from_frames(entity e, float is_dead)
 {
+       float i;
        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)
@@ -119,6 +115,21 @@ void skeleton_from_frames(entity e)
        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);
+       }
+
        for(bone = 0; bone < n; )
        {
                float firstbone = bone;
@@ -139,33 +150,35 @@ 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, autocvar__animblend_fixbone >= 2);
+               vector org = skel_get_boneabs(s, e.bone_upperbody);
+               fixedmakevectors(fixbone_oldangles);
+               skel_set_boneabs(s, e.bone_upperbody, org);
+       }
+
+       if(!is_dead)
+       {
+               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);
+                       }
+               }
        }
 }