1 #include "player_skeleton.qh"
3 #include "mutators/events.qh"
4 #include "../lib/csqcmodel/cl_player.qh"
5 #include "../lib/warpzone/anglestransform.qh"
10 class(Skeleton) .float skeleton_info_modelindex;
11 class(Skeleton) .float skeleton_info_skin;
12 const int BONETYPE_LOWER = 0;
13 const int BONETYPE_UPPER = 1;
14 const int MAX_BONES = 128;
15 class(Skeleton) .float skeleton_bonetype[MAX_BONES];
16 class(Skeleton) .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 MUTATOR_CALLHOOK(Skeleton_CheckBones, e);
30 for(i = 0; i < MAX_AIM_BONES; ++i)
33 e.(bone_aimweight[i]) = 0;
36 if(get_model_parameters(e.model, e.skin))
38 if(get_model_parameters_bone_upperbody)
39 e.bone_upperbody = gettagindex(e, get_model_parameters_bone_upperbody);
41 e.fixbone = get_model_parameters_fixbone;
42 if(get_model_parameters_bone_weapon)
43 e.bone_weapon = gettagindex(e, get_model_parameters_bone_weapon);
44 MUTATOR_CALLHOOK(Skeleton_CheckModel, e);
45 for(i = 0; i < MAX_AIM_BONES; ++i)
47 if(get_model_parameters_bone_aim[i])
48 e.(bone_aim[i]) = gettagindex(e, get_model_parameters_bone_aim[i]);
50 e.(bone_aimweight[i]) = get_model_parameters_bone_aimweight[i];
54 LOG_TRACE("No model parameters for ", e.model);
55 //dprint(e.model, " uses ", ftos(e.bone_upperbody), " ", ftos(e.fixbone), "\n");
56 get_model_parameters(string_null, 0);
57 e.skeleton_info_modelindex = e.modelindex;
58 e.skeleton_info_skin = e.skin;
61 skel_delete(e.skeletonindex);
66 void skeleton_markbones(entity e)
68 float s = e.skeletonindex;
69 float n = (e.skeleton_numbones = skel_get_numbones(s));
71 for(i = 1; i <= n; ++i)
73 float t = BONETYPE_LOWER;
74 int p = skel_get_boneparent(s, i);
76 t = e.(skeleton_bonetype[p-1]);
77 if(i == e.bone_upperbody)
79 e.(skeleton_bonetype[i-1]) = t;
83 void skel_set_boneabs(float s, int bone, vector absorg)
86 vector absang = fixedvectoangles2(v_forward, v_up);
88 vector parentorg = skel_get_boneabs(s, skel_get_boneparent(s, bone));
89 vector parentang = fixedvectoangles2(v_forward, v_up);
91 vector relang = AnglesTransform_LeftDivide(parentang, absang);
92 vector relorg = AnglesTransform_Apply(AnglesTransform_Invert(parentang), absorg - parentorg);
94 fixedmakevectors(relang);
95 skel_set_bone(s, bone, relorg);
98 vector neworg = skel_get_boneabs(s, bone);
99 printf("ANG: want: %v, got: %v\n", absang, fixedvectoangles2(v_forward, v_up));
100 printf("ORG: want: %v, got: %v\n", absorg, neworg);
104 void free_skeleton_from_frames(entity e)
108 skel_delete(e.skeletonindex);
113 void skeleton_from_frames(entity e, bool is_dead)
116 float m = e.modelindex;
119 e.skeletonindex = skel_create(m);
120 skeleton_markbones(e);
122 float s = e.skeletonindex;
125 float n = e.skeleton_numbones;
126 float savelerpfrac = e.lerpfrac;
127 float savelerpfrac3 = e.lerpfrac3;
128 float savelerpfrac4 = e.lerpfrac4;
130 vector fixbone_oldangles = '0 0 0';
133 // make all bones BONETYPE_UPPER
135 e.lerpfrac3 = savelerpfrac3 * 2;
138 skel_build(s, e, m, 0, 1, n);
140 skel_get_boneabs(s, e.bone_upperbody);
141 fixbone_oldangles = fixedvectoangles2(v_forward, v_up);
144 for(bone = 0; bone < n; )
146 float firstbone = bone;
147 float bonetype = e.skeleton_bonetype[bone];
148 for(++bone; (bone < n) && (e.skeleton_bonetype[bone] == bonetype); ++bone)
150 if(bonetype == BONETYPE_UPPER)
152 // only show frames 1+3 (upper body)
154 e.lerpfrac3 = savelerpfrac3 * 2;
159 // only show frames 2+4 (lower body)
160 e.lerpfrac = savelerpfrac * 2;
162 e.lerpfrac4 = savelerpfrac4 * 2;
164 //printf("Run: bone %d to %d, type %d\n", firstbone + 1, bone, bonetype);
165 //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);
166 skel_build(s, e, m, 0, firstbone + 1, bone);
168 e.lerpfrac = savelerpfrac;
169 e.lerpfrac3 = savelerpfrac3;
170 e.lerpfrac4 = savelerpfrac4;
175 vector org = skel_get_boneabs(s, e.bone_upperbody);
176 fixedmakevectors(fixbone_oldangles);
177 skel_set_boneabs(s, e.bone_upperbody, org);
184 if(e.move_movetype == MOVETYPE_NONE)
186 if(!e.v_angle_save_x)
187 e.v_angle_save_x = input_angles.x;
188 e.v_angle_x = e.v_angle_save_x;
191 e.v_angle_x = input_angles.x;
194 for(i = 0; i < MAX_AIM_BONES; ++i)
198 vector aim = '1 0 0' * bound(-90, e.v_angle_x, 90) * e.(bone_aimweight[i]);
199 vector org = skel_get_boneabs(s, e.(bone_aim[i]));
200 vector ang_cur = fixedvectoangles2(v_forward, v_up);
201 vector ang = AnglesTransform_Multiply(aim, ang_cur);
202 fixedmakevectors(ang);
203 skel_set_boneabs(s, e.(bone_aim[i]), org);