2 #include "../dpdefs/csprogsdefs.qh"
3 #include "../common/util.qh"
4 #include "../csqcmodellib/interpolate.qh"
5 #include "player_skeleton.qh"
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;
18 void skeleton_loadinfo(entity e)
21 if(e.skeleton_info_modelindex == e.modelindex && e.skeleton_info_skin == e.skin)
24 e.bone_weapon = gettagindex(e, "weapon");
26 e.bone_weapon = gettagindex(e, "tag_weapon");
28 e.bone_weapon = gettagindex(e, "bip01 r hand");
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 for(i = 0; i < MAX_AIM_BONES; ++i)
45 if(get_model_parameters_bone_aim[i])
46 e.(bone_aim[i]) = gettagindex(e, get_model_parameters_bone_aim[i]);
48 e.(bone_aimweight[i]) = get_model_parameters_bone_aimweight[i];
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;
59 skel_delete(e.skeletonindex);
64 void skeleton_markbones(entity e)
66 float s = e.skeletonindex;
67 float n = (e.skeleton_numbones = skel_get_numbones(s));
69 for(i = 1; i <= n; ++i)
71 float t = BONETYPE_LOWER;
72 int p = skel_get_boneparent(s, i);
74 t = e.(skeleton_bonetype[p-1]);
75 if(i == e.bone_upperbody)
77 e.(skeleton_bonetype[i-1]) = t;
81 void skel_set_boneabs(float s, float bone, vector absorg)
83 vector absang = fixedvectoangles2(v_forward, v_up);
85 vector parentorg = skel_get_boneabs(s, skel_get_boneparent(s, bone));
86 vector parentang = fixedvectoangles2(v_forward, v_up);
88 vector relang = AnglesTransform_LeftDivide(parentang, absang);
89 vector relorg = AnglesTransform_Apply(AnglesTransform_Invert(parentang), absorg - parentorg);
91 fixedmakevectors(relang);
92 skel_set_bone(s, bone, relorg);
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);
101 void free_skeleton_from_frames(entity e)
105 skel_delete(e.skeletonindex);
110 void skeleton_from_frames(entity e, float is_dead)
112 float m = e.modelindex;
115 e.skeletonindex = skel_create(m);
116 skeleton_markbones(e);
118 float s = e.skeletonindex;
121 float n = e.skeleton_numbones;
122 float savelerpfrac = e.lerpfrac;
123 float savelerpfrac3 = e.lerpfrac3;
124 float savelerpfrac4 = e.lerpfrac4;
126 vector fixbone_oldangles = '0 0 0';
129 // make all bones BONETYPE_UPPER
131 e.lerpfrac3 = savelerpfrac3 * 2;
134 skel_build(s, e, m, 0, 1, n);
136 skel_get_boneabs(s, e.bone_upperbody);
137 fixbone_oldangles = fixedvectoangles2(v_forward, v_up);
140 for(bone = 0; bone < n; )
142 float firstbone = bone;
143 float bonetype = e.skeleton_bonetype[bone];
144 for(++bone; (bone < n) && (e.skeleton_bonetype[bone] == bonetype); ++bone)
146 if(bonetype == BONETYPE_UPPER)
148 // only show frames 1+3 (upper body)
150 e.lerpfrac3 = savelerpfrac3 * 2;
155 // only show frames 2+4 (lower body)
156 e.lerpfrac = savelerpfrac * 2;
158 e.lerpfrac4 = savelerpfrac4 * 2;
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);
164 e.lerpfrac = savelerpfrac;
165 e.lerpfrac3 = savelerpfrac3;
166 e.lerpfrac4 = savelerpfrac4;
171 vector org = skel_get_boneabs(s, e.bone_upperbody);
172 fixedmakevectors(fixbone_oldangles);
173 skel_set_boneabs(s, e.bone_upperbody, org);
179 for(i = 0; i < MAX_AIM_BONES; ++i)
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);