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