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December 12, 2025 16:07
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D3 AdjustBodyAngles from view instead of Up/Down anim blend
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| void idPlayer::AdjustBodyAngles( void ) { | |
| idMat3 lookAxis; | |
| idMat3 legsAxis; | |
| bool blend; | |
| float diff; | |
| float frac; | |
| float upBlend; | |
| float forwardBlend; | |
| float downBlend; | |
| if ( health < 0 ) { | |
| return; | |
| } | |
| blend = true; | |
| if ( !physicsObj.HasGroundContacts() ) { | |
| idealLegsYaw = 0.0f; | |
| legsForward = true; | |
| } else if ( usercmd.forwardmove < 0 ) { | |
| idealLegsYaw = idMath::AngleNormalize180( idVec3( -usercmd.forwardmove, usercmd.rightmove, 0.0f ).ToYaw() ); | |
| legsForward = false; | |
| } else if ( usercmd.forwardmove > 0 ) { | |
| idealLegsYaw = idMath::AngleNormalize180( idVec3( usercmd.forwardmove, -usercmd.rightmove, 0.0f ).ToYaw() ); | |
| legsForward = true; | |
| } else if ( ( usercmd.rightmove != 0 ) && physicsObj.IsCrouching() ) { | |
| if ( !legsForward ) { | |
| idealLegsYaw = idMath::AngleNormalize180( idVec3( idMath::Abs( usercmd.rightmove ), usercmd.rightmove, 0.0f ).ToYaw() ); | |
| } else { | |
| idealLegsYaw = idMath::AngleNormalize180( idVec3( idMath::Abs( usercmd.rightmove ), -usercmd.rightmove, 0.0f ).ToYaw() ); | |
| } | |
| } else if ( usercmd.rightmove != 0 ) { | |
| idealLegsYaw = 0.0f; | |
| legsForward = true; | |
| } else { | |
| legsForward = true; | |
| diff = idMath::Fabs( idealLegsYaw - legsYaw ); | |
| idealLegsYaw = idealLegsYaw - idMath::AngleNormalize180( viewAngles.yaw - oldViewYaw ); | |
| if ( diff < 0.1f ) { | |
| legsYaw = idealLegsYaw; | |
| blend = false; | |
| } | |
| } | |
| if ( !physicsObj.IsCrouching() ) { | |
| legsForward = true; | |
| } | |
| oldViewYaw = viewAngles.yaw; | |
| AI_TURN_LEFT = false; | |
| AI_TURN_RIGHT = false; | |
| if ( idealLegsYaw < -45.0f ) { | |
| idealLegsYaw = 0; | |
| AI_TURN_RIGHT = true; | |
| blend = true; | |
| } else if ( idealLegsYaw > 45.0f ) { | |
| idealLegsYaw = 0; | |
| AI_TURN_LEFT = true; | |
| blend = true; | |
| } | |
| if ( blend ) { | |
| legsYaw = legsYaw * 0.9f + idealLegsYaw * 0.1f; | |
| } | |
| legsAxis = idAngles( 0.0f, -legsYaw, 0.0f ).ToMat3(); | |
| animator.SetJointAxis( hipJoint, JOINTMOD_WORLD, legsAxis ); | |
| // Pitch the torso up and down based on the view pitch with a clamp | |
| const float maxTorsoPitch = 60.0f; | |
| const float torsoPitch = idMath::ClampFloat( -maxTorsoPitch, maxTorsoPitch, viewAngles.pitch ); | |
| // Apply the pitch on the chest joint so it layers on top of the base anim | |
| lookAxis = idAngles( torsoPitch, 0.0f, 0.0f ).ToMat3(); | |
| animator.SetJointAxis( chestJoint, JOINTMOD_LOCAL, lookAxis ); | |
| } |
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