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