1 #include "player_skeleton.qh"
3 #include "../common/csqcmodel_settings.qh"
5 #include "../warpzonelib/anglestransform.qh"
7 class(Skeleton) .float skeleton_info_modelindex;
8 class(Skeleton) .float skeleton_info_skin;
9 const int BONETYPE_LOWER = 0;
10 const int BONETYPE_UPPER = 1;
11 const int MAX_BONES = 128;
12 class(Skeleton) .float skeleton_bonetype[MAX_BONES];
13 class(Skeleton) .float skeleton_numbones;
15 void skeleton_loadinfo(entity e)
18 if(e.skeleton_info_modelindex == e.modelindex && e.skeleton_info_skin == e.skin)
21 e.bone_weapon = gettagindex(e, "weapon");
23 e.bone_weapon = gettagindex(e, "tag_weapon");
25 e.bone_weapon = gettagindex(e, "bip01 r hand");
26 MUTATOR_CALLHOOK(Skeleton_CheckBones, e);
27 for(i = 0; i < MAX_AIM_BONES; ++i)
30 e.(bone_aimweight[i]) = 0;
33 if(get_model_parameters(e.model, e.skin))
35 if(get_model_parameters_bone_upperbody)
36 e.bone_upperbody = gettagindex(e, get_model_parameters_bone_upperbody);
38 e.fixbone = get_model_parameters_fixbone;
39 if(get_model_parameters_bone_weapon)
40 e.bone_weapon = gettagindex(e, get_model_parameters_bone_weapon);
41 MUTATOR_CALLHOOK(Skeleton_CheckModel, e);
42 for(i = 0; i < MAX_AIM_BONES; ++i)
44 if(get_model_parameters_bone_aim[i])
45 e.(bone_aim[i]) = gettagindex(e, get_model_parameters_bone_aim[i]);
47 e.(bone_aimweight[i]) = get_model_parameters_bone_aimweight[i];
51 dprint("No model parameters for ", e.model, "\n");
52 //dprint(e.model, " uses ", ftos(e.bone_upperbody), " ", ftos(e.fixbone), "\n");
53 get_model_parameters(string_null, 0);
54 e.skeleton_info_modelindex = e.modelindex;
55 e.skeleton_info_skin = e.skin;
58 skel_delete(e.skeletonindex);
63 void skeleton_markbones(entity e)
65 float s = e.skeletonindex;
66 float n = (e.skeleton_numbones = skel_get_numbones(s));
68 for(i = 1; i <= n; ++i)
70 float t = BONETYPE_LOWER;
71 int p = skel_get_boneparent(s, i);
73 t = e.(skeleton_bonetype[p-1]);
74 if(i == e.bone_upperbody)
76 e.(skeleton_bonetype[i-1]) = t;
80 void skel_set_boneabs(float s, float bone, vector absorg)
82 vector absang = fixedvectoangles2(v_forward, v_up);
84 vector parentorg = skel_get_boneabs(s, skel_get_boneparent(s, bone));
85 vector parentang = fixedvectoangles2(v_forward, v_up);
87 vector relang = AnglesTransform_LeftDivide(parentang, absang);
88 vector relorg = AnglesTransform_Apply(AnglesTransform_Invert(parentang), absorg - parentorg);
90 fixedmakevectors(relang);
91 skel_set_bone(s, bone, relorg);
94 vector neworg = skel_get_boneabs(s, bone);
95 printf("ANG: want: %v, got: %v\n", absang, fixedvectoangles2(v_forward, v_up));
96 printf("ORG: want: %v, got: %v\n", absorg, neworg);
100 void free_skeleton_from_frames(entity e)
104 skel_delete(e.skeletonindex);
109 void skeleton_from_frames(entity e, float is_dead)
111 float m = e.modelindex;
114 e.skeletonindex = skel_create(m);
115 skeleton_markbones(e);
117 float s = e.skeletonindex;
120 float n = e.skeleton_numbones;
121 float savelerpfrac = e.lerpfrac;
122 float savelerpfrac3 = e.lerpfrac3;
123 float savelerpfrac4 = e.lerpfrac4;
125 vector fixbone_oldangles = '0 0 0';
128 // make all bones BONETYPE_UPPER
130 e.lerpfrac3 = savelerpfrac3 * 2;
133 skel_build(s, e, m, 0, 1, n);
135 skel_get_boneabs(s, e.bone_upperbody);
136 fixbone_oldangles = fixedvectoangles2(v_forward, v_up);
139 for(bone = 0; bone < n; )
141 float firstbone = bone;
142 float bonetype = e.skeleton_bonetype[bone];
143 for(++bone; (bone < n) && (e.skeleton_bonetype[bone] == bonetype); ++bone)
145 if(bonetype == BONETYPE_UPPER)
147 // only show frames 1+3 (upper body)
149 e.lerpfrac3 = savelerpfrac3 * 2;
154 // only show frames 2+4 (lower body)
155 e.lerpfrac = savelerpfrac * 2;
157 e.lerpfrac4 = savelerpfrac4 * 2;
159 //printf("Run: bone %d to %d, type %d\n", firstbone + 1, bone, bonetype);
160 //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);
161 skel_build(s, e, m, 0, firstbone + 1, bone);
163 e.lerpfrac = savelerpfrac;
164 e.lerpfrac3 = savelerpfrac3;
165 e.lerpfrac4 = savelerpfrac4;
170 vector org = skel_get_boneabs(s, e.bone_upperbody);
171 fixedmakevectors(fixbone_oldangles);
172 skel_set_boneabs(s, e.bone_upperbody, org);
177 if(self == csqcplayer)
178 self.v_angle_x = input_angles_x;
180 for(i = 0; i < MAX_AIM_BONES; ++i)
184 vector aim = '1 0 0' * bound(-90, self.v_angle.x, 90) * e.(bone_aimweight[i]);
185 vector org = skel_get_boneabs(s, e.(bone_aim[i]));
186 vector ang_cur = fixedvectoangles2(v_forward, v_up);
187 vector ang = AnglesTransform_Multiply(aim, ang_cur);
188 fixedmakevectors(ang);
189 skel_set_boneabs(s, e.(bone_aim[i]), org);