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 e.bone_aim1weight = 0;
22 e.bone_aim2weight = 0;
24 if(get_model_parameters(e.model, e.skin))
26 if(get_model_parameters_bone_upperbody)
27 e.bone_upperbody = gettagindex(e, get_model_parameters_bone_upperbody);
29 e.fixbone = get_model_parameters_fixbone;
30 if(get_model_parameters_bone_weapon)
31 e.bone_weapon = gettagindex(e, get_model_parameters_bone_weapon);
32 if(get_model_parameters_bone_aim1)
33 e.bone_aim1 = gettagindex(e, get_model_parameters_bone_aim1);
35 e.bone_aim1weight = get_model_parameters_bone_aim1weight;
36 if(get_model_parameters_bone_aim2)
37 e.bone_aim2 = gettagindex(e, get_model_parameters_bone_aim2);
39 e.bone_aim2weight = get_model_parameters_bone_aim2weight;
42 dprint("No model parameters for ", e.model, "\n");
43 dprint(e.model, " uses ", ftos(e.bone_upperbody), " ", ftos(e.fixbone), "\n");
44 get_model_parameters(string_null, 0);
45 e.skeleton_info_modelindex = e.modelindex;
46 e.skeleton_info_skin = e.skin;
49 skel_delete(e.skeletonindex);
54 void skeleton_markbones(entity e)
56 float s = e.skeletonindex;
57 float n = (e.skeleton_numbones = skel_get_numbones(s));
59 for(i = 1; i <= n; ++i)
61 float t = BONETYPE_LOWER;
62 float p = skel_get_boneparent(s, i);
64 t = e.(skeleton_bonetype[p-1]);
65 if(i == e.bone_upperbody)
67 e.(skeleton_bonetype[i-1]) = t;
71 void skel_set_boneabs(float s, float bone, vector absorg)
73 vector absang = fixedvectoangles2(v_forward, v_up);
75 vector parentorg = skel_get_boneabs(s, skel_get_boneparent(s, bone));
76 vector parentang = fixedvectoangles2(v_forward, v_up);
78 vector relang = AnglesTransform_LeftDivide(parentang, absang);
79 vector relorg = AnglesTransform_Apply(AnglesTransform_Invert(parentang), absorg - parentorg);
81 fixedmakevectors(relang);
82 skel_set_bone(s, bone, relorg);
85 vector neworg = skel_get_boneabs(s, bone);
86 print(sprintf("ANG: want: %v, got: %v\n", absang, fixedvectoangles2(v_forward, v_up)));
87 print(sprintf("ORG: want: %v, got: %v\n", absorg, neworg));
91 void free_skeleton_from_frames(entity e)
95 skel_delete(e.skeletonindex);
100 void skeleton_from_frames(entity e)
102 float m = e.modelindex;
105 e.skeletonindex = skel_create(m);
106 skeleton_markbones(e);
108 float s = e.skeletonindex;
112 float n = e.skeleton_numbones;
113 float savelerpfrac = e.lerpfrac;
114 float savelerpfrac3 = e.lerpfrac3;
115 float savelerpfrac4 = e.lerpfrac4;
117 vector fixbone_oldangles = '0 0 0';
120 // make all bones BONETYPE_UPPER
122 e.lerpfrac3 = savelerpfrac3 * 2;
125 skel_build(s, e, m, 0, 1, n);
127 skel_get_boneabs(s, e.bone_upperbody);
128 fixbone_oldangles = fixedvectoangles2(v_forward, v_up);
131 for(bone = 0; bone < n; )
133 float firstbone = bone;
134 float bonetype = e.skeleton_bonetype[bone];
135 for(++bone; (bone < n) && (e.skeleton_bonetype[bone] == bonetype); ++bone)
137 if(bonetype == BONETYPE_UPPER)
139 // only show frames 1+3 (upper body)
141 e.lerpfrac3 = savelerpfrac3 * 2;
146 // only show frames 2+4 (lower body)
147 e.lerpfrac = savelerpfrac * 2;
149 e.lerpfrac4 = savelerpfrac4 * 2;
151 //print(sprintf("Run: bone %d to %d, type %d\n", firstbone + 1, bone, bonetype));
152 //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));
153 skel_build(s, e, m, 0, firstbone + 1, bone);
155 e.lerpfrac = savelerpfrac;
156 e.lerpfrac3 = savelerpfrac3;
157 e.lerpfrac4 = savelerpfrac4;
162 vector org = skel_get_boneabs(s, e.bone_upperbody);
163 fixedmakevectors(fixbone_oldangles);
164 skel_set_boneabs(s, e.bone_upperbody, org);
169 vector aim = '1 0 0' * bound(-90, self.v_angle_x, 90) * e.bone_aim1weight;
170 vector org = skel_get_boneabs(s, e.bone_aim1);
171 vector ang_cur = fixedvectoangles2(v_forward, v_up);
172 vector ang = AnglesTransform_Multiply(aim, ang_cur);
173 fixedmakevectors(ang);
174 skel_set_boneabs(s, e.bone_aim1, org);
179 vector aim = '1 0 0' * bound(-90, self.v_angle_x, 90) * e.bone_aim2weight;
180 vector org = skel_get_boneabs(s, e.bone_aim2);
181 vector ang_cur = fixedvectoangles2(v_forward, v_up);
182 vector ang = AnglesTransform_Multiply(aim, ang_cur);
183 fixedmakevectors(ang);
184 skel_set_boneabs(s, e.bone_aim2, org);