From 49ff61cc6cace67b429496c0bec3fd108800e10c Mon Sep 17 00:00:00 2001 From: Rudolf Polzer Date: Tue, 12 Feb 2013 09:29:51 +0100 Subject: [PATCH] fixbone: simplify, and keep only one method --- qcsrc/client/player_skeleton.qc | 92 +++------------------------------ 1 file changed, 7 insertions(+), 85 deletions(-) diff --git a/qcsrc/client/player_skeleton.qc b/qcsrc/client/player_skeleton.qc index daf4835c4..2834343d0 100644 --- a/qcsrc/client/player_skeleton.qc +++ b/qcsrc/client/player_skeleton.qc @@ -4,7 +4,6 @@ #define MAX_BONES 128 .float skeleton_bonetype[MAX_BONES]; .float skeleton_fixrotatebone; -.float skeleton_fixtargetbone; .float skeleton_bone; .float skeleton_aimbone; .float skeleton_numbones; @@ -15,7 +14,6 @@ void skeleton_identifybones(entity e) float n = (e.skeleton_numbones = skel_get_numbones(s)); e.skeleton_aimbone = 0; e.skeleton_fixrotatebone = 0; - e.skeleton_fixtargetbone = 0; float i; for(i = 1; i <= n; ++i) { @@ -29,80 +27,23 @@ void skeleton_identifybones(entity e) e.skeleton_fixrotatebone = i; t = BONETYPE_UPPER; } - if(nm == "weapon" || nm == "tag_weapon" || nm == "bip01 r hand") - if(t == BONETYPE_UPPER) - e.skeleton_fixtargetbone = i; if(nm == "upperarm_R") e.skeleton_aimbone = i; e.(skeleton_bonetype[i-1]) = t; } } -void skel_set_bone_lerp(float skel, float bone, vector org, float strength) -{ - if(strength >= 1) - return skel_set_bone(skel, bone, org); - - vector fo = v_forward; - vector ri = v_right; - vector up = v_up; - vector oldorg = skel_get_bonerel(skel, bone); - - org = org * strength + oldorg * (1 - strength); - v_forward = fo * strength + v_forward * (1 - strength); - v_right = ri * strength + v_right * (1 - strength); - v_up = up * strength + v_up * (1 - strength); - return skel_set_bone(skel, bone, org); -} - -void skeleton_fixbone(entity e, float strength, float yawonly) +void skeleton_fixbone(entity e, vector ang) { if(!e.skeleton_fixrotatebone) return; - if(strength <= 0) - return; - // model: - // T = M_before_fixrotate * M_fixrotate * M_after_fixrotate - // T' = M_before_fixrotate^-1 * M_fixrotate' * M_after_fixrotate - // M_fixrotate' = M_before_fixrotate^-1 * T' * M_after_fixrotate^-1 float s = e.skeletonindex; - skel_get_boneabs(s, skel_get_boneparent(s, e.skeleton_fixrotatebone)); - vector M_before_fixrotate = fixedvectoangles2(v_forward, v_up); skel_get_boneabs(s, e.skeleton_fixrotatebone); - vector M_including_fixrotate = fixedvectoangles2(v_forward, v_up); - skel_get_boneabs(s, e.skeleton_fixtargetbone); - vector T = fixedvectoangles2(v_forward, v_up); - vector M_after_fixrotate = AnglesTransform_LeftDivide(M_including_fixrotate, T); - vector T_ = T; - if(yawonly) - T__y = 0; // undo yaw - else - T_ = '0 0 0'; // undo all - vector M_fixrotate_ = AnglesTransform_LeftDivide(M_before_fixrotate, AnglesTransform_RightDivide(T_, M_after_fixrotate)); - vector org = skel_get_bonerel(s, e.skeleton_fixrotatebone); - fixedmakevectors(M_fixrotate_); - skel_set_bone_lerp(s, e.skeleton_fixrotatebone, org, strength); -} - -void skeleton_fixbone2(entity e, float strength, vector ang) -{ - if(!e.skeleton_fixrotatebone) - return; - if(strength <= 0) - return; - // model: - // T = M_before_fixrotate * M_fixrotate - // T' = M_before_fixrotate^-1 * M_fixrotate' - // M_fixrotate' = M_before_fixrotate^-1 * T' - float s = e.skeletonindex; - - skel_get_boneabs(s, skel_get_boneparent(s, e.skeleton_fixrotatebone)); - vector M_before_fixrotate = fixedvectoangles2(v_forward, v_up); - vector M_fixrotate_ = AnglesTransform_LeftDivide(M_before_fixrotate, ang); - vector org = skel_get_bonerel(s, e.skeleton_fixrotatebone); - fixedmakevectors(M_fixrotate_); - skel_set_bone_lerp(s, e.skeleton_fixrotatebone, org, strength); + vector ang_cur = fixedvectoangles2(v_forward, v_up); + vector fix = AnglesTransform_LeftDivide(ang_cur, ang); + fixedmakevectors(fix); + skel_mul_bone(s, e.skeleton_fixrotatebone, '0 0 0'); } void free_skeleton_from_frames(entity e) @@ -141,7 +82,7 @@ void skeleton_from_frames(entity e) float savelerpfrac4 = e.lerpfrac4; vector fixbone_oldangles = '0 0 0'; - if(autocvar__animblend_fixbone == 3) + if(autocvar__animblend_fixbone) { // make all bones BONETYPE_UPPER e.lerpfrac = 0; @@ -184,26 +125,7 @@ void skeleton_from_frames(entity e) if(autocvar__animblend_fixbone) { - float l4 = e.lerpfrac4; - float l3 = e.lerpfrac3; - float l2 = e.lerpfrac; - float l1 = 1 - l2 - l3 - l4; - - // how much of upper body animates same way as lower body? - float equalamount = - (e.frame == e.frame2) * (l1 * l2) + - (e.frame == e.frame4) * (l1 * l4) + - (e.frame3 == e.frame2) * (l3 * l2) + - (e.frame3 == e.frame4) * (l3 * l4); - float maxequalamount = (l1 + l3) * (l2 + l4); - - // now how strong is the lerp? - float lerpstrength = 1 - equalamount / maxequalamount; - // FIX IT - if(autocvar__animblend_fixbone == 3) - skeleton_fixbone2(e, lerpstrength, fixbone_oldangles); - else - skeleton_fixbone(e, lerpstrength, autocvar__animblend_fixbone >= 2); + skeleton_fixbone(e, fixbone_oldangles); } } -- 2.39.2