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- The first-person arms' upper arms and forearms are turned (two-bone IK) to run from the player's shoulders, below the head, to the wrists, instead of floating with the weapon. - The left wrist follows the left controller, its fingers with it, unless the grip closes at the weapon's foregrip (vr.two_hand_reach): then the hand holds the weapon, which aims along both hands. - Left controller: grip holds the weapon, Y switches weapons, X is the flashlight, and held switches grenades. - The first-person skeleton's nodes are logged once per weapon. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
44 lines
1.1 KiB
C
44 lines
1.1 KiB
C
/*
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MODEL_ANIMATIONS.H
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*/
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#ifndef __MODEL_ANIMATIONS_H
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#define __MODEL_ANIMATIONS_H
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#pragma once
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/* ---------- headers */
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#include "models/model_animation_definitions.h"
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/* ---------- prototypes/MODEL_ANIMATIONS.C */
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void overlay_animation_apply_continuous_scaled(
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struct animation const *animation,
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real real_frame_index,
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real animation_scale,
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struct real_orientation *node_orientations);
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void animation_graph_node_matrices_from_orientations(
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long animation_graph_index,
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struct real_matrix4x3 *node_matrices,
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struct real_orientation const *node_orientations,
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real_point3d const *origin,
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real_vector3d const *forward,
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real_vector3d const *up);
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#ifdef HALO_ANDROID
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/* an animation graph's nodes by name, and their parents (the VR arms,
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interface/first_person_weapons.c) */
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short animation_graph_node_count(
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long animation_graph_index);
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char const *animation_graph_node_name(
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long animation_graph_index,
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short node_index);
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short animation_graph_node_parent(
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long animation_graph_index,
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short node_index);
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short animation_graph_find_node(
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long animation_graph_index,
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char const *name);
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#endif
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#endif // __MODEL_ANIMATIONS_H
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