1 #include "player_skeleton.qh"
3 #include "mutators/events.qh"
4 #include "../lib/csqcmodel/cl_player.qh"
5 #include "../lib/warpzone/anglestransform.qh"
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;
17 void skeleton_loadinfo(entity e)
20 if(e.skeleton_info_modelindex == e.modelindex && e.skeleton_info_skin == e.skin)
23 e.bone_weapon = gettagindex(e, "weapon");
25 e.bone_weapon = gettagindex(e, "tag_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)
32 e.(bone_aimweight[i]) = 0;
35 if(get_model_parameters(e.model, e.skin))
37 if(get_model_parameters_bone_upperbody)
38 e.bone_upperbody = gettagindex(e, get_model_parameters_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)
46 if(get_model_parameters_bone_aim[i])
47 e.(bone_aim[i]) = gettagindex(e, get_model_parameters_bone_aim[i]);
49 e.(bone_aimweight[i]) = get_model_parameters_bone_aimweight[i];
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;
60 skel_delete(e.skeletonindex);
65 void skeleton_markbones(entity e)
67 float s = e.skeletonindex;
68 float n = (e.skeleton_numbones = skel_get_numbones(s));
70 for(i = 1; i <= n; ++i)
72 float t = BONETYPE_LOWER;
73 int p = skel_get_boneparent(s, i);
75 t = e.(skeleton_bonetype[p-1]);
76 if(i == e.bone_upperbody)
78 e.(skeleton_bonetype[i-1]) = t;
82 void skel_set_boneabs(float s, int bone, vector absorg)
85 vector absang = fixedvectoangles2(v_forward, v_up);
87 vector parentorg = skel_get_boneabs(s, skel_get_boneparent(s, bone));
88 vector parentang = fixedvectoangles2(v_forward, v_up);
90 vector relang = AnglesTransform_LeftDivide(parentang, absang);
91 vector relorg = AnglesTransform_Apply(AnglesTransform_Invert(parentang), absorg - parentorg);
93 fixedmakevectors(relang);
94 skel_set_bone(s, bone, relorg);
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);
103 void free_skeleton_from_frames(entity e)
107 skel_delete(e.skeletonindex);
112 void skeleton_from_frames(entity e, bool is_dead)
115 float m = e.modelindex;
118 e.skeletonindex = skel_create(m);
119 skeleton_markbones(e);
121 float s = e.skeletonindex;
124 float n = e.skeleton_numbones;
125 float savelerpfrac = e.lerpfrac;
126 float savelerpfrac3 = e.lerpfrac3;
127 float savelerpfrac4 = e.lerpfrac4;
129 vector fixbone_oldangles = '0 0 0';
132 // make all bones BONETYPE_UPPER
134 e.lerpfrac3 = savelerpfrac3 * 2;
137 skel_build(s, e, m, 0, 1, n);
139 skel_get_boneabs(s, e.bone_upperbody);
140 fixbone_oldangles = fixedvectoangles2(v_forward, v_up);
143 for(bone = 0; bone < n; )
145 float firstbone = bone;
146 float bonetype = e.skeleton_bonetype[bone];
147 for(++bone; (bone < n) && (e.skeleton_bonetype[bone] == bonetype); ++bone)
149 if(bonetype == BONETYPE_UPPER)
151 // only show frames 1+3 (upper body)
153 e.lerpfrac3 = savelerpfrac3 * 2;
158 // only show frames 2+4 (lower body)
159 e.lerpfrac = savelerpfrac * 2;
161 e.lerpfrac4 = savelerpfrac4 * 2;
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);
167 e.lerpfrac = savelerpfrac;
168 e.lerpfrac3 = savelerpfrac3;
169 e.lerpfrac4 = savelerpfrac4;
174 vector org = skel_get_boneabs(s, e.bone_upperbody);
175 fixedmakevectors(fixbone_oldangles);
176 skel_set_boneabs(s, e.bone_upperbody, org);
181 if(e == csqcplayer && !intermission)
182 e.v_angle_x = input_angles_x;
184 for(i = 0; i < MAX_AIM_BONES; ++i)
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);