Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
player_skeleton.qc File Reference
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Functions

 classfield (Skeleton) .float skeleton_info_modelindex
void free_skeleton_from_frames (entity e)
void skel_set_boneabs (float s, int bone, vector absorg)
void skeleton_from_frames (entity e, bool is_dead)
void skeleton_loadinfo (entity e)
void skeleton_markbones (entity e)

Variables

const int BONETYPE_LOWER = 0
const int BONETYPE_UPPER = 1
const int MAX_BONES = 128
float v_angle_save_x

Function Documentation

◆ classfield()

classfield ( Skeleton )

◆ free_skeleton_from_frames()

void free_skeleton_from_frames ( entity e)

Definition at line 105 of file player_skeleton.qc.

106{
107 if(e.skeletonindex)
108 {
109 skel_delete(e.skeletonindex);
110 e.skeletonindex = 0;
111 }
112}

References entity().

Referenced by CSQCModel_Hook_PreDraw().

◆ skel_set_boneabs()

void skel_set_boneabs ( float s,
int bone,
vector absorg )

Definition at line 84 of file player_skeleton.qc.

85{
86 TC(int, bone);
88
89 vector parentorg = skel_get_boneabs(s, skel_get_boneparent(s, bone));
91
92 vector relang = AnglesTransform_LeftDivide(parentang, absang);
93 vector relorg = AnglesTransform_Apply(AnglesTransform_Invert(parentang), absorg - parentorg);
94
95 fixedmakevectors(relang);
96 skel_set_bone(s, bone, relorg);
97
98 /*
99 vector neworg = skel_get_boneabs(s, bone);
100 printf("ANG: want: %v, got: %v\n", absang, fixedvectoangles2(v_forward, v_up));
101 printf("ORG: want: %v, got: %v\n", absorg, neworg);
102 */
103}
vector AnglesTransform_LeftDivide(vector from_transform, vector to_transform)
vector AnglesTransform_Apply(vector transform, vector v)
vector AnglesTransform_Invert(vector transform)
#define fixedvectoangles2
void fixedmakevectors(vector a)
vector v_up
vector v_forward
#define skel_get_boneparent
#define TC(T, sym)
Definition _all.inc:82
#define skel_get_boneabs
Definition post.qh:25
#define skel_set_bone
Definition post.qh:26
vector
Definition self.qh:92

References AnglesTransform_Apply(), AnglesTransform_Invert(), AnglesTransform_LeftDivide(), fixedmakevectors(), fixedvectoangles2, skel_get_boneabs, skel_get_boneparent, skel_set_bone, TC, v_forward, v_up, and vector.

Referenced by skeleton_from_frames().

◆ skeleton_from_frames()

void skeleton_from_frames ( entity e,
bool is_dead )

Definition at line 114 of file player_skeleton.qc.

115{
116 TC(bool, is_dead);
117 float m = e.modelindex;
118 if(!e.skeletonindex)
119 {
120 e.skeletonindex = skel_create(m);
122 }
123 float s = e.skeletonindex;
124 if(!s)
125 return;
126 float n = e.skeleton_numbones;
127 float savelerpfrac = e.lerpfrac;
128 float savelerpfrac3 = e.lerpfrac3;
129 float savelerpfrac4 = e.lerpfrac4;
130
131 vector fixbone_oldangles = '0 0 0';
132 if(e.fixbone)
133 {
134 // make all bones BONETYPE_UPPER
135 e.lerpfrac = 0;
136 e.lerpfrac3 = savelerpfrac3 * 2;
137 e.lerpfrac4 = 0;
138 // build skeleton
139 skel_build(s, e, m, 0, 1, n);
140 // get hip bone
141 skel_get_boneabs(s, e.bone_upperbody);
142 fixbone_oldangles = fixedvectoangles2(v_forward, v_up);
143 }
144 int bone;
145 for(bone = 0; bone < n; )
146 {
147 float firstbone = bone;
148 float bonetype = e.skeleton_bonetype[bone];
149 for(++bone; (bone < n) && (e.skeleton_bonetype[bone] == bonetype); ++bone)
150 ;
151 if(bonetype == BONETYPE_UPPER)
152 {
153 // only show frames 1+3 (upper body)
154 e.lerpfrac = 0;
155 e.lerpfrac3 = savelerpfrac3 * 2;
156 e.lerpfrac4 = 0;
157 }
158 else
159 {
160 // only show frames 2+4 (lower body)
161 e.lerpfrac = savelerpfrac * 2;
162 e.lerpfrac3 = 0;
163 e.lerpfrac4 = savelerpfrac4 * 2;
164 }
165 //printf("Run: bone %d to %d, type %d\n", firstbone + 1, bone, bonetype);
166 //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);
167 skel_build(s, e, m, 0, firstbone + 1, bone);
168 }
169 e.lerpfrac = savelerpfrac;
170 e.lerpfrac3 = savelerpfrac3;
171 e.lerpfrac4 = savelerpfrac4;
172
173 if(e.fixbone)
174 {
175 // FIX IT
176 vector org = skel_get_boneabs(s, e.bone_upperbody);
177 fixedmakevectors(fixbone_oldangles);
178 skel_set_boneabs(s, e.bone_upperbody, org);
179 }
180
181 if(!is_dead)
182 {
183 if(e == csqcplayer)
184 {
185 if(e.move_movetype == MOVETYPE_NONE)
186 {
187 if(!e.v_angle_save_x)
188 e.v_angle_save_x = input_angles.x;
189 e.v_angle_x = e.v_angle_save_x;
190 }
191 else
192 e.v_angle_x = input_angles.x;
193 }
194 int i;
195 for(i = 0; i < MAX_AIM_BONES; ++i)
196 {
197 if(e.(bone_aim[i]))
198 {
199 vector aim = '1 0 0' * bound(-90, e.v_angle_x, 90) * e.(bone_aimweight[i]);
200 vector org = skel_get_boneabs(s, e.(bone_aim[i]));
204 skel_set_boneabs(s, e.(bone_aim[i]), org);
205 }
206 }
207 }
208}
vector AnglesTransform_Multiply(vector t1, vector t2)
entity csqcplayer
Definition cl_player.qh:26
const int MAX_AIM_BONES
Definition util.qh:188
vector input_angles
float bound(float min, float value, float max)
const int MOVETYPE_NONE
Definition movetypes.qh:129
void skeleton_markbones(entity e)
const int BONETYPE_UPPER
void skel_set_boneabs(float s, int bone, vector absorg)
#define aim
Definition post.qh:22
vector org
Definition self.qh:92
vector vector ang
Definition self.qh:92

References aim, ang, AnglesTransform_Multiply(), BONETYPE_UPPER, bound(), csqcplayer, entity(), fixedmakevectors(), fixedvectoangles2, input_angles, MAX_AIM_BONES, MOVETYPE_NONE, org, skel_get_boneabs, skel_set_boneabs(), skeleton_markbones(), TC, v_forward, v_up, and vector.

Referenced by CSQCModel_Hook_PreDraw().

◆ skeleton_loadinfo()

void skeleton_loadinfo ( entity e)

Definition at line 19 of file player_skeleton.qc.

20{
21 int i;
22 if(e.skeleton_info_modelindex == e.modelindex && e.skeleton_info_skin == e.skin)
23 return;
24 e.bone_upperbody = 0;
25 e.bone_weapon = gettagindex(e, "weapon");
26 if(!e.bone_weapon)
27 e.bone_weapon = gettagindex(e, "tag_weapon");
28 if(!e.bone_weapon)
29 e.bone_weapon = gettagindex(e, "bip01 r hand");
30 MUTATOR_CALLHOOK(Skeleton_CheckBones, e);
31 for(i = 0; i < MAX_AIM_BONES; ++i)
32 {
33 e.(bone_aim[i]) = 0;
34 e.(bone_aimweight[i]) = 0;
35 }
36 e.fixbone = 0;
37 if(get_model_parameters(e.model, e.skin))
38 {
41 if(e.bone_upperbody)
45 MUTATOR_CALLHOOK(Skeleton_CheckModel, e);
46 for(i = 0; i < MAX_AIM_BONES; ++i)
47 {
49 e.(bone_aim[i]) = gettagindex(e, get_model_parameters_bone_aim[i]);
50 if(e.bone_aim[i])
51 e.(bone_aimweight[i]) = get_model_parameters_bone_aimweight[i];
52 }
53 }
54 else
55 LOG_TRACE("No model parameters for ", e.model);
56 //dprint(e.model, " uses ", ftos(e.bone_upperbody), " ", ftos(e.fixbone), "\n");
58 e.skeleton_info_modelindex = e.modelindex;
59 e.skeleton_info_skin = e.skin;
60 if(e.skeletonindex)
61 {
62 skel_delete(e.skeletonindex);
63 e.skeletonindex = 0;
64 }
65}
#define MUTATOR_CALLHOOK(id,...)
Definition base.qh:143
float get_model_parameters(string m, float sk)
Definition util.qc:1394
float get_model_parameters_fixbone
Definition util.qh:191
float get_model_parameters_bone_aimweight[MAX_AIM_BONES]
Definition util.qh:190
string get_model_parameters_bone_weapon
Definition util.qh:187
string get_model_parameters_bone_upperbody
Definition util.qh:186
string get_model_parameters_bone_aim[MAX_AIM_BONES]
Definition util.qh:189
#define gettagindex
#define LOG_TRACE(...)
Definition log.qh:76
string string_null
Definition nil.qh:9

References entity(), get_model_parameters(), get_model_parameters_bone_aim, get_model_parameters_bone_aimweight, get_model_parameters_bone_upperbody, get_model_parameters_bone_weapon, get_model_parameters_fixbone, gettagindex, LOG_TRACE, MAX_AIM_BONES, MUTATOR_CALLHOOK, and string_null.

Referenced by CSQCModel_AutoTagIndex_Apply(), and CSQCModel_Hook_PreDraw().

◆ skeleton_markbones()

void skeleton_markbones ( entity e)

Definition at line 67 of file player_skeleton.qc.

68{
69 float s = e.skeletonindex;
70 float n = (e.skeleton_numbones = skel_get_numbones(s));
71 int i;
72 for(i = 1; i <= n; ++i)
73 {
74 float t = BONETYPE_LOWER;
75 int p = skel_get_boneparent(s, i);
76 if(p > 0)
77 t = e.(skeleton_bonetype[p-1]);
78 if(i == e.bone_upperbody)
80 e.(skeleton_bonetype[i-1]) = t;
81 }
82}
const int BONETYPE_LOWER

References BONETYPE_LOWER, BONETYPE_UPPER, entity(), and skel_get_boneparent.

Referenced by skeleton_from_frames().

Variable Documentation

◆ BONETYPE_LOWER

const int BONETYPE_LOWER = 0

Definition at line 13 of file player_skeleton.qc.

Referenced by skeleton_markbones().

◆ BONETYPE_UPPER

const int BONETYPE_UPPER = 1

Definition at line 14 of file player_skeleton.qc.

Referenced by skeleton_from_frames(), and skeleton_markbones().

◆ MAX_BONES

const int MAX_BONES = 128

Definition at line 15 of file player_skeleton.qc.

◆ v_angle_save_x

float v_angle_save_x

Definition at line 9 of file player_skeleton.qc.