1 .float skeleton_info_modelindex;
2 .float skeleton_info_skin;
3 #define BONETYPE_LOWER 0
4 #define BONETYPE_UPPER 1
6 .float skeleton_bonetype[MAX_BONES];
7 .float skeleton_numbones;
9 void skeleton_loadinfo(entity e)
11 if(e.skeleton_info_modelindex == e.modelindex && e.skeleton_info_skin == e.skin)
14 e.bone_weapon = gettagindex(e, "weapon");
16 e.bone_weapon = gettagindex(e, "tag_weapon");
18 e.bone_weapon = gettagindex(e, "bip01 r hand");
21 if(get_model_parameters(e.model, e.skin))
23 if(get_model_parameters_bone_upperbody)
24 e.bone_upperbody = gettagindex(e, get_model_parameters_bone_upperbody);
25 if(get_model_parameters_bone_weapon)
26 e.bone_weapon = gettagindex(e, get_model_parameters_bone_weapon);
27 if(get_model_parameters_bone_aim)
28 e.bone_aim = gettagindex(e, get_model_parameters_bone_aim);
30 e.fixbone = get_model_parameters_fixbone;
33 dprint("No model parameters for ", e.model, "\n");
34 dprint(e.model, " uses ", ftos(e.bone_upperbody), " ", ftos(e.fixbone), "\n");
35 get_model_parameters(string_null, 0);
36 e.skeleton_info_modelindex = e.modelindex;
37 e.skeleton_info_skin = e.skin;
40 skel_delete(e.skeletonindex);
45 void skeleton_markbones(entity e)
47 float s = e.skeletonindex;
48 float n = (e.skeleton_numbones = skel_get_numbones(s));
50 for(i = 1; i <= n; ++i)
52 float t = BONETYPE_LOWER;
53 float p = skel_get_boneparent(s, i);
55 t = e.(skeleton_bonetype[p-1]);
56 if(i == e.bone_upperbody)
58 e.(skeleton_bonetype[i-1]) = t;
62 void skeleton_fixbone(entity e, vector ang)
66 float s = e.skeletonindex;
68 skel_get_boneabs(s, e.bone_upperbody);
69 vector ang_cur = fixedvectoangles2(v_forward, v_up);
70 vector fix = AnglesTransform_LeftDivide(ang_cur, ang);
71 fixedmakevectors(fix);
72 skel_mul_bone(s, e.bone_upperbody, '0 0 0');
75 void free_skeleton_from_frames(entity e)
79 skel_delete(e.skeletonindex);
84 void skeleton_from_frames(entity e)
86 float m = e.modelindex;
89 e.skeletonindex = skel_create(m);
90 skeleton_markbones(e);
92 float s = e.skeletonindex;
96 float n = e.skeleton_numbones;
97 float savelerpfrac = e.lerpfrac;
98 float savelerpfrac3 = e.lerpfrac3;
99 float savelerpfrac4 = e.lerpfrac4;
101 vector fixbone_oldangles = '0 0 0';
104 // make all bones BONETYPE_UPPER
106 e.lerpfrac3 = savelerpfrac3 * 2;
109 skel_build(s, e, m, 0, 1, n);
111 skel_get_boneabs(s, e.bone_upperbody);
112 fixbone_oldangles = fixedvectoangles2(v_forward, v_up);
115 for(bone = 0; bone < n; )
117 float firstbone = bone;
118 float bonetype = e.skeleton_bonetype[bone];
119 for(++bone; (bone < n) && (e.skeleton_bonetype[bone] == bonetype); ++bone)
121 if(bonetype == BONETYPE_UPPER)
123 // only show frames 1+3 (upper body)
125 e.lerpfrac3 = savelerpfrac3 * 2;
130 // only show frames 2+4 (lower body)
131 e.lerpfrac = savelerpfrac * 2;
133 e.lerpfrac4 = savelerpfrac4 * 2;
135 //print(sprintf("Run: bone %d to %d, type %d\n", firstbone + 1, bone, bonetype));
136 //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));
137 skel_build(s, e, m, 0, firstbone + 1, bone);
139 e.lerpfrac = savelerpfrac;
140 e.lerpfrac3 = savelerpfrac3;
141 e.lerpfrac4 = savelerpfrac4;
146 skeleton_fixbone(e, fixbone_oldangles);
151 vector aim = '-1 0 0' * self.v_angle_x;
153 skel_get_boneabs(s, e.bone_aim);
154 vector ang_cur = fixedvectoangles2(v_forward, v_up);
155 vector ang = AnglesTransform_Multiply(aim, ang_cur);
156 vector fix = AnglesTransform_LeftDivide(ang_cur, ang);
157 fixedmakevectors(fix);
158 skel_mul_bone(s, e.bone_aim, '0 0 0');