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)
12 if(e.skeleton_info_modelindex == e.modelindex && e.skeleton_info_skin == e.skin)
15 e.bone_weapon = gettagindex(e, "weapon");
17 e.bone_weapon = gettagindex(e, "tag_weapon");
19 e.bone_weapon = gettagindex(e, "bip01 r hand");
20 for(i = 0; i < MAX_AIM_BONES; ++i)
23 e.(bone_aimweight[i]) = 0;
26 if(get_model_parameters(e.model, e.skin))
28 if(get_model_parameters_bone_upperbody)
29 e.bone_upperbody = gettagindex(e, get_model_parameters_bone_upperbody);
31 e.fixbone = get_model_parameters_fixbone;
32 if(get_model_parameters_bone_weapon)
33 e.bone_weapon = gettagindex(e, get_model_parameters_bone_weapon);
34 for(i = 0; i < MAX_AIM_BONES; ++i)
36 if(get_model_parameters_bone_aim[i])
37 e.(bone_aim[i]) = gettagindex(e, get_model_parameters_bone_aim[i]);
39 e.(bone_aimweight[i]) = get_model_parameters_bone_aimweight[i];
43 dprint("No model parameters for ", e.model, "\n");
44 dprint(e.model, " uses ", ftos(e.bone_upperbody), " ", ftos(e.fixbone), "\n");
45 get_model_parameters(string_null, 0);
46 e.skeleton_info_modelindex = e.modelindex;
47 e.skeleton_info_skin = e.skin;
50 skel_delete(e.skeletonindex);
55 void skeleton_markbones(entity e)
57 float s = e.skeletonindex;
58 float n = (e.skeleton_numbones = skel_get_numbones(s));
60 for(i = 1; i <= n; ++i)
62 float t = BONETYPE_LOWER;
63 float p = skel_get_boneparent(s, i);
65 t = e.(skeleton_bonetype[p-1]);
66 if(i == e.bone_upperbody)
68 e.(skeleton_bonetype[i-1]) = t;
72 void skel_set_boneabs(float s, float bone, vector absorg)
74 vector absang = fixedvectoangles2(v_forward, v_up);
76 vector parentorg = skel_get_boneabs(s, skel_get_boneparent(s, bone));
77 vector parentang = fixedvectoangles2(v_forward, v_up);
79 vector relang = AnglesTransform_LeftDivide(parentang, absang);
80 vector relorg = AnglesTransform_Apply(AnglesTransform_Invert(parentang), absorg - parentorg);
82 fixedmakevectors(relang);
83 skel_set_bone(s, bone, relorg);
86 vector neworg = skel_get_boneabs(s, bone);
87 print(sprintf("ANG: want: %v, got: %v\n", absang, fixedvectoangles2(v_forward, v_up)));
88 print(sprintf("ORG: want: %v, got: %v\n", absorg, neworg));
92 void free_skeleton_from_frames(entity e)
96 skel_delete(e.skeletonindex);
101 void skeleton_from_frames(entity e, float is_dead)
104 float m = e.modelindex;
107 e.skeletonindex = skel_create(m);
108 skeleton_markbones(e);
110 float s = e.skeletonindex;
114 float n = e.skeleton_numbones;
115 float savelerpfrac = e.lerpfrac;
116 float savelerpfrac3 = e.lerpfrac3;
117 float savelerpfrac4 = e.lerpfrac4;
119 vector fixbone_oldangles = '0 0 0';
122 // make all bones BONETYPE_UPPER
124 e.lerpfrac3 = savelerpfrac3 * 2;
127 skel_build(s, e, m, 0, 1, n);
129 skel_get_boneabs(s, e.bone_upperbody);
130 fixbone_oldangles = fixedvectoangles2(v_forward, v_up);
133 for(bone = 0; bone < n; )
135 float firstbone = bone;
136 float bonetype = e.skeleton_bonetype[bone];
137 for(++bone; (bone < n) && (e.skeleton_bonetype[bone] == bonetype); ++bone)
139 if(bonetype == BONETYPE_UPPER)
141 // only show frames 1+3 (upper body)
143 e.lerpfrac3 = savelerpfrac3 * 2;
148 // only show frames 2+4 (lower body)
149 e.lerpfrac = savelerpfrac * 2;
151 e.lerpfrac4 = savelerpfrac4 * 2;
153 //print(sprintf("Run: bone %d to %d, type %d\n", firstbone + 1, bone, bonetype));
154 //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));
155 skel_build(s, e, m, 0, firstbone + 1, bone);
157 e.lerpfrac = savelerpfrac;
158 e.lerpfrac3 = savelerpfrac3;
159 e.lerpfrac4 = savelerpfrac4;
164 vector org = skel_get_boneabs(s, e.bone_upperbody);
165 fixedmakevectors(fixbone_oldangles);
166 skel_set_boneabs(s, e.bone_upperbody, org);
171 for(i = 0; i < MAX_AIM_BONES; ++i)
175 vector aim = '1 0 0' * bound(-90, self.v_angle_x, 90) * e.(bone_aimweight[i]);
176 vector org = skel_get_boneabs(s, e.(bone_aim[i]));
177 vector ang_cur = fixedvectoangles2(v_forward, v_up);
178 vector ang = AnglesTransform_Multiply(aim, ang_cur);
179 fixedmakevectors(ang);
180 skel_set_boneabs(s, e.(bone_aim[i]), org);