halflife-photomode/utils/mdlviewer/mdlviewer.h

77 lines
2.3 KiB
C++

/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
****/
typedef unsigned char byte;
class StudioModel
{
public:
void Init(char* modelname);
void DrawModel(void);
void AdvanceFrame(float dt);
void ExtractBbox(float* mins, float* maxs);
int SetSequence(int iSequence);
int GetSequence(void);
void GetSequenceInfo(float* pflFrameRate, float* pflGroundSpeed);
float SetController(int iController, float flValue);
float SetMouth(float flValue);
float SetBlending(int iBlender, float flValue);
int SetBodygroup(int iGroup, int iValue);
int SetSkin(int iValue);
private:
// entity settings
vec3_t m_origin;
vec3_t m_angles;
int m_sequence; // sequence index
float m_frame; // frame
int m_bodynum; // bodypart selection
int m_skinnum; // skin group selection
byte m_controller[4]; // bone controllers
byte m_blending[2]; // animation blending
byte m_mouth; // mouth position
// internal data
studiohdr_t* m_pstudiohdr;
mstudiomodel_t* m_pmodel;
studiohdr_t* m_ptexturehdr;
studioseqhdr_t* m_panimhdr[32];
vec4_t m_adj; // FIX: non persistant, make static
studiohdr_t* LoadModel(char* modelname);
studioseqhdr_t* LoadDemandSequences(char* modelname);
void CalcBoneAdj(void);
void CalcBoneQuaternion(int frame, float s, mstudiobone_t* pbone, mstudioanim_t* panim, float* q);
void CalcBonePosition(int frame, float s, mstudiobone_t* pbone, mstudioanim_t* panim, float* pos);
void CalcRotations(vec3_t* pos, vec4_t* q, mstudioseqdesc_t* pseqdesc, mstudioanim_t* panim, float f);
mstudioanim_t* GetAnim(mstudioseqdesc_t* pseqdesc);
void SlerpBones(vec4_t q1[], vec3_t pos1[], vec4_t q2[], vec3_t pos2[], float s);
void SetUpBones(void);
void DrawPoints(void);
void Lighting(float* lv, int bone, int flags, vec3_t normal);
void Chrome(int* chrome, int bone, vec3_t normal);
void SetupLighting(void);
void SetupModel(int bodypart);
void UploadTexture(mstudiotexture_t* ptexture, byte* data, byte* pal);
};
extern vec3_t g_vright; // needs to be set to viewer's right in order for chrome to work
extern float g_lambert; // modifier for pseudo-hemispherical lighting