/*** * * 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. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #ifndef STUDIO_H #define STUDIO_H /* ============================================================================== STUDIO MODELS Studio models are position independent, so the cache manager can move them. ============================================================================== */ // header #define STUDIO_VERSION 10 #define IDSTUDIOHEADER (('T'<<24)+('S'<<16)+('D'<<8)+'I') // little-endian "IDST" #define IDSEQGRPHEADER (('Q'<<24)+('S'<<16)+('D'<<8)+'I') // little-endian "IDSQ" // studio limits #define MAXSTUDIOTRIANGLES 32768 // max triangles per model #define MAXSTUDIOVERTS 4096 // max vertices per submodel #define MAXSTUDIOSEQUENCES 256 // total animation sequences #define MAXSTUDIOSKINS 256 // total textures #define MAXSTUDIOSRCBONES 512 // bones allowed at source movement #define MAXSTUDIOBONES 128 // total bones actually used #define MAXSTUDIOMODELS 32 // sub-models per model #define MAXSTUDIOBODYPARTS 32 // body parts per submodel #define MAXSTUDIOGROUPS 16 // sequence groups (e.g. barney01.mdl, barney02.mdl, e.t.c) #define MAXSTUDIOANIMATIONS 512 // max frames per sequence #define MAXSTUDIOMESHES 256 // max textures per model #define MAXSTUDIOEVENTS 1024 // events per model #define MAXSTUDIOPIVOTS 256 // pivot points #define MAXSTUDIOBLENDS 16 // max anim blends #define MAXSTUDIOCONTROLLERS 8 // max controllers per model #define MAXSTUDIOATTACHMENTS 4 // max attachments per model // client-side model flags #define STUDIO_ROCKET 0x0001 // leave a trail #define STUDIO_GRENADE 0x0002 // leave a trail #define STUDIO_GIB 0x0004 // leave a trail #define STUDIO_ROTATE 0x0008 // rotate (bonus items) #define STUDIO_TRACER 0x0010 // green split trail #define STUDIO_ZOMGIB 0x0020 // small blood trail #define STUDIO_TRACER2 0x0040 // orange split trail + rotate #define STUDIO_TRACER3 0x0080 // purple trail #define STUDIO_DYNAMIC_LIGHT 0x0100 // dynamically get lighting from floor or ceil (flying monsters) #define STUDIO_TRACE_HITBOX 0x0200 // always use hitbox trace instead of bbox // lighting & rendermode options #define STUDIO_NF_FLATSHADE 0x0001 #define STUDIO_NF_CHROME 0x0002 #define STUDIO_NF_FULLBRIGHT 0x0004 #define STUDIO_NF_COLORMAP 0x0008 // can changed by colormap command #define STUDIO_NF_ALPHA 0x0010 // rendering as transparent texture #define STUDIO_NF_ADDITIVE 0x0020 // rendering with additive mode #define STUDIO_NF_TRANSPARENT 0x0040 // use texture with alpha channel #define STUDIO_NF_NORMALMAP 0x0080 // indexed normalmap #define STUDIO_NF_GLOSSMAP 0x0100 // heightmap that can be used for parallax or normalmap #define STUDIO_NF_GLOSSPOWER 0x0200 // glossmap #define STUDIO_NF_UV_COORDS (1<<31) // using fixed coords instead of ST // motion flags #define STUDIO_X 0x0001 #define STUDIO_Y 0x0002 #define STUDIO_Z 0x0004 #define STUDIO_XR 0x0008 #define STUDIO_YR 0x0010 #define STUDIO_ZR 0x0020 #define STUDIO_LX 0x0040 #define STUDIO_LY 0x0080 #define STUDIO_LZ 0x0100 #define STUDIO_AX 0x0200 #define STUDIO_AY 0x0400 #define STUDIO_AZ 0x0800 #define STUDIO_AXR 0x1000 #define STUDIO_AYR 0x2000 #define STUDIO_AZR 0x4000 #define STUDIO_TYPES 0x7FFF #define STUDIO_RLOOP 0x8000 // controller that wraps shortest distance // bonecontroller types #define STUDIO_MOUTH 4 // hardcoded // sequence flags #define STUDIO_LOOPING 0x0001 #define STUDIO_STATIC 0x8000 // studiomodel is static // bone flags #define STUDIO_HAS_NORMALS 0x0001 #define STUDIO_HAS_VERTICES 0x0002 #define STUDIO_HAS_BBOX 0x0004 #define STUDIO_HAS_CHROME 0x0008 // if any of the textures have chrome on them typedef struct { int ident; int version; char name[64]; int length; vec3_t eyeposition; // ideal eye position vec3_t min; // ideal movement hull size vec3_t max; vec3_t bbmin; // clipping bounding box vec3_t bbmax; int flags; int numbones; // bones int boneindex; int numbonecontrollers; // bone controllers int bonecontrollerindex; int numhitboxes; // complex bounding boxes int hitboxindex; int numseq; // animation sequences int seqindex; int numseqgroups; // demand loaded sequences int seqgroupindex; int numtextures; // raw textures int textureindex; int texturedataindex; int numskinref; // replaceable textures int numskinfamilies; int skinindex; int numbodyparts; int bodypartindex; int numattachments; // queryable attachable points int attachmentindex; int soundtable; int soundindex; int soundgroups; int soundgroupindex; int numtransitions; // animation node to animation node transition graph int transitionindex; } studiohdr_t; // header for demand loaded sequence group data typedef struct { int id; int version; char name[64]; int length; } studioseqhdr_t; // bones typedef struct { char name[32]; // bone name for symbolic links int parent; // parent bone int flags; // ?? int bonecontroller[6]; // bone controller index, -1 == none float value[6]; // default DoF values float scale[6]; // scale for delta DoF values } mstudiobone_t; // bone controllers typedef struct { int bone; // -1 == 0 int type; // X, Y, Z, XR, YR, ZR, M float start; float end; int rest; // byte index value at rest int index; // 0-3 user set controller, 4 mouth } mstudiobonecontroller_t; // intersection boxes typedef struct { int bone; int group; // intersection group vec3_t bbmin; // bounding box vec3_t bbmax; } mstudiobbox_t; #ifndef CACHE_USER #define CACHE_USER typedef struct cache_user_s { void *data; // extradata } cache_user_t; #endif // demand loaded sequence groups typedef struct { char label[32]; // textual name char name[64]; // file name cache_user_t cache; // cache index pointer #ifndef XASH_64BIT int data; // hack for group 0 #endif } mstudioseqgroup_t; // sequence descriptions typedef struct { char label[32]; // sequence label float fps; // frames per second int flags; // looping/non-looping flags int activity; int actweight; int numevents; int eventindex; int numframes; // number of frames per sequence int numpivots; // number of foot pivots int pivotindex; int motiontype; int motionbone; vec3_t linearmovement; int automoveposindex; int automoveangleindex; vec3_t bbmin; // per sequence bounding box vec3_t bbmax; int numblends; int animindex; // mstudioanim_t pointer relative to start of sequence group data // [blend][bone][X, Y, Z, XR, YR, ZR] int blendtype[2]; // X, Y, Z, XR, YR, ZR float blendstart[2]; // starting value float blendend[2]; // ending value int blendparent; int seqgroup; // sequence group for demand loading int entrynode; // transition node at entry int exitnode; // transition node at exit int nodeflags; // transition rules int nextseq; // auto advancing sequences } mstudioseqdesc_t; // events #include "studio_event.h" // pivots typedef struct { vec3_t org; // pivot point int start; int end; } mstudiopivot_t; // attachment typedef struct { char name[32]; int type; int bone; vec3_t org; // attachment point vec3_t vectors[3]; } mstudioattachment_t; typedef struct { unsigned short offset[6]; } mstudioanim_t; // animation frames typedef union { struct { byte valid; byte total; } num; short value; } mstudioanimvalue_t; // body part index typedef struct { char name[64]; int nummodels; int base; int modelindex; // index into models array } mstudiobodyparts_t; // skin info typedef struct mstudiotex_s { char name[64]; unsigned short flags; unsigned short unused; // lower 16 bit is a user area int width; int height; int index; } mstudiotexture_t; // skin families // short index[skinfamilies][skinref] // studio models typedef struct { char name[64]; int type; float boundingradius; int nummesh; int meshindex; int numverts; // number of unique vertices int vertinfoindex; // vertex bone info int vertindex; // vertex vec3_t int numnorms; // number of unique surface normals int norminfoindex; // normal bone info int normindex; // normal vec3_t int numgroups; // deformation groups int groupindex; } mstudiomodel_t; // vec3_t boundingbox[model][bone][2]; // complex intersection info // meshes typedef struct { int numtris; int triindex; int skinref; int numnorms; // per mesh normals int normindex; // normal vec3_t } mstudiomesh_t; // triangles typedef struct { short vertindex; // index into vertex array short normindex; // index into normal array short s,t; // s,t position on skin } mstudiotrivert_t; #endif//STUDIO_H