Xash3D FWGS engine.

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/***
*
* 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.
*
****/
#pragma once
#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 MAXSTUDIOVERTS 16384 // 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 MAXSTUDIOMESHES 256 // max textures per model
#define MAXSTUDIOCONTROLLERS 32 // max controllers per model
#define MAXSTUDIOATTACHMENTS 64 // max attachments per model
#define MAXSTUDIOBONEWEIGHTS 4 // absolute hardware limit!
#define MAXSTUDIONAME 32 // a part of specs
#define MAXSTUDIOPOSEPARAM 24
#define MAX_STUDIO_LIGHTMAP_SIZE 256 // must match with engine const!!!
// client-side model flags
#define STUDIO_ROCKET (1U<<0) // leave a trail
#define STUDIO_GRENADE (1U<<1) // leave a trail
#define STUDIO_GIB (1U<<2) // leave a trail
#define STUDIO_ROTATE (1U<<3) // rotate (bonus items)
#define STUDIO_TRACER (1U<<4) // green split trail
#define STUDIO_ZOMGIB (1U<<5) // small blood trail
#define STUDIO_TRACER2 (1U<<6) // orange split trail + rotate
#define STUDIO_TRACER3 (1U<<7) // purple trail
#define STUDIO_AMBIENT_LIGHT (1U<<8) // force to use ambient shading
#define STUDIO_TRACE_HITBOX (1U<<9) // always use hitbox trace instead of bbox
#define STUDIO_FORCE_SKYLIGHT (1U<<10) // always grab lightvalues from the sky settings (even if sky is invisible)
#define STUDIO_HAS_BUMP (1U<<16) // loadtime set
#define STUDIO_STATIC_PROP (1U<<29) // hint for engine
#define STUDIO_HAS_BONEINFO (1U<<30) // extra info about bones (pose matrix, procedural index etc)
#define STUDIO_HAS_BONEWEIGHTS (1U<<31) // yes we got support of bone weighting
// lighting & rendermode options
#define STUDIO_NF_FLATSHADE 0x0001
#define STUDIO_NF_CHROME 0x0002
#define STUDIO_NF_FULLBRIGHT 0x0004
#define STUDIO_NF_NOMIPS 0x0008 // ignore mip-maps
#define STUDIO_NF_SMOOTH 0x0010 // smooth tangent space
#define STUDIO_NF_ADDITIVE 0x0020 // rendering with additive mode
#define STUDIO_NF_MASKED 0x0040 // use texture with alpha channel
#define STUDIO_NF_NORMALMAP 0x0080 // indexed normalmap
#define STUDIO_NF_GLOSSMAP 0x0100 // glossmap
#define STUDIO_NF_GLOSSPOWER 0x0200
#define STUDIO_NF_LUMA 0x0400 // self-illuminate parts
#define STUDIO_NF_ALPHASOLID 0x0800 // use with STUDIO_NF_MASKED to have solid alphatest surfaces for env_static
#define STUDIO_NF_TWOSIDE 0x1000 // render mesh as twosided
#define STUDIO_NF_HEIGHTMAP 0x2000
#define STUDIO_NF_NODRAW (1U<<16) // failed to create shader for this mesh
#define STUDIO_NF_NODLIGHT (1U<<17) // failed to create dlight shader for this mesh
#define STUDIO_NF_NOSUNLIGHT (1U<<18) // failed to create sun light shader for this mesh
#define STUDIO_NF_HAS_ALPHA (1U<<20) // external texture has alpha-channel
#define STUDIO_NF_HAS_DETAIL (1U<<21) // studiomodels has detail textures
#define STUDIO_NF_COLORMAP (1U<<30) // internal system flag
#define STUDIO_NF_UV_COORDS (1U<<31) // using half-float 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_LXR 0x0200
#define STUDIO_LYR 0x0400
#define STUDIO_LZR 0x0800
#define STUDIO_LINEAR 0x1000
#define STUDIO_QUADRATIC_MOTION 0x2000
#define STUDIO_RESERVED 0x4000 // g-cont. reserved one bit for me
#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 // ending frame should be the same as the starting frame
#define STUDIO_SNAP 0x0002 // do not interpolate between previous animation and this one
#define STUDIO_DELTA 0x0004 // this sequence "adds" to the base sequences, not slerp blends
#define STUDIO_AUTOPLAY 0x0008 // temporary flag that forces the sequence to always play
#define STUDIO_POST 0x0010 //
#define STUDIO_ALLZEROS 0x0020 // this animation/sequence has no real animation data
#define STUDIO_BLENDPOSE 0x0040 // to differentiate GoldSrc style blending from Source style blending (with pose parameters)
#define STUDIO_CYCLEPOSE 0x0080 // cycle index is taken from a pose parameter index
#define STUDIO_REALTIME 0x0100 // cycle index is taken from a real-time clock, not the animations cycle index
#define STUDIO_LOCAL 0x0200 // sequence has a local context sequence
#define STUDIO_HIDDEN 0x0400 // don't show in default selection views
#define STUDIO_IKRULES 0x0800 // sequence has IK-rules
#define STUDIO_ACTIVITY 0x1000 // Has been updated at runtime to activity index
#define STUDIO_EVENT 0x2000 // Has been updated at runtime to event index
#define STUDIO_WORLD 0x4000 // sequence blends in worldspace
#define STUDIO_LIGHT_FROM_ROOT 0x8000 // get lighting point from root bonepos not from entity origin
// autolayer flags
#define STUDIO_AL_POST 0x0001 //
#define STUDIO_AL_SPLINE 0x0002 // convert layer ramp in/out curve is a spline instead of linear
#define STUDIO_AL_XFADE 0x0004 // pre-bias the ramp curve to compense for a non-1 weight,
// assuming a second layer is also going to accumulate
#define STUDIO_AL_NOBLEND 0x0008 // animation always blends at 1.0 (ignores weight)
#define STUDIO_AL_LOCAL 0x0010 // layer is a local context sequence
#define STUDIO_AL_POSE 0x0020 // layer blends using a pose parameter instead of parent cycle
typedef struct studiohdr_s
{
// the model signature
int32_t ident;
// studio model format version
int32_t version;
// the model name
char name[64];
// the total file size in bytes
int32_t length;
// ideal eye position
vec3_t eyeposition;
// ideal movement hull size
vec3_t min;
vec3_t max;
// clipping bounding box
vec3_t bbmin;
vec3_t bbmax;
// undocumented quake features flags
int32_t flags;
// the number of bones
int32_t numbones;
// offset to the first bone chunk
int32_t boneindex;
// the number of bone controllers
int32_t numbonecontrollers;
// offset to the first bone controller chunk
int32_t bonecontrollerindex;
// the number of hitboxes
int32_t numhitboxes;
// offset to the first hitbox chunk
int32_t hitboxindex;
// the number of sequences
int32_t numseq;
// offset to the first sequence description chunk
int32_t seqindex;
// the number of sequence groups
int32_t numseqgroups;
// offset to the first sequence group chunk
int32_t seqgroupindex;
// the number of textures
int32_t numtextures;
// offset to the first texture chunk
int32_t textureindex;
// offset to the first texture's image data
int32_t texturedataindex;
// the number of replaceable textures
int32_t numskinref;
// the number of skin families
int32_t numskinfamilies;
// offset to the first replaceable texture
int32_t skinindex;
// the number of bodyparts
int32_t numbodyparts;
// offset to the first bodypart
int32_t bodypartindex;
// the number of attachments
int32_t numattachments;
// offset to the first attachment chunk
int32_t attachmentindex;
// offset to the second studio model header
int32_t studiohdr2index;
// was "soundindex"
int32_t unused;
// was "soundgroups"
int32_t unused2;
// was "soundgroupindex"
int32_t unused3;
// the number of nodes in the sequence transition graph
int32_t numtransitions;
// offset to the first sequence transition
int32_t transitionindex;
} studiohdr_t;
// extra header to hold more offsets
typedef struct
{
// number of pose parameters
int32_t numposeparameters;
// offset to the first pose parameter
int32_t poseparamindex;
// number of IK-autoplaying locks
int32_t numikautoplaylocks;
// offset to the first IK-autoplaying lock
int32_t ikautoplaylockindex;
// number of IK-chains
int32_t numikchains;
// offset to the first IK-chain
int32_t ikchainindex;
// offset to the first key-value
int32_t keyvalueindex;
// size of key-values
int32_t keyvaluesize;
// number of hitbox sets
int32_t numhitboxsets;
// offset to the first hitbox set
int32_t hitboxsetindex;
// for future expansions
int32_t unused[6];
} studiohdr2_t;
// header for demand loaded sequence group data
typedef struct
{
// the model signature
int32_t id;
// studio model format version
int32_t version;
// the sequence group file name
char name[64];
// the total file size in bytes
int32_t length;
} studioseqhdr_t;
// bone flags
#define BONE_ALWAYS_PROCEDURAL 0x0001 // bone is always procedurally animated
#define BONE_SCREEN_ALIGN_SPHERE 0x0002 // bone aligns to the screen, not constrained in motion.
#define BONE_SCREEN_ALIGN_CYLINDER 0x0004 // bone aligns to the screen, constrained by it's own axis.
#define BONE_JIGGLE_PROCEDURAL 0x0008
#define BONE_FIXED_ALIGNMENT 0x0010 // bone can't spin 360 degrees, all interpolation is normalized around a fixed orientation
#define BONE_USED_MASK (BONE_USED_BY_HITBOX|BONE_USED_BY_ATTACHMENT|BONE_USED_BY_VERTEX|BONE_USED_BY_BONE_MERGE)
#define BONE_USED_BY_ANYTHING BONE_USED_MASK
#define BONE_USED_BY_HITBOX 0x00000100 // bone (or child) is used by a hit box
#define BONE_USED_BY_ATTACHMENT 0x00000200 // bone (or child) is used by an attachment point
#define BONE_USED_BY_VERTEX 0x00000400 // bone (or child) is used by the toplevel model via skinned vertex
#define BONE_USED_BY_BONE_MERGE 0x00000800
// bones
typedef struct mstudiobone_s
{
// the bone name
char name[MAXSTUDIONAME];
// the parent bone index. (-1) If it has no parent
int32_t parent;
// was "flags"
int32_t unused;
// 1vailable bone controller per motion type.
// (-1) if no controller is available.
int32_t bonecontroller[6];
/* default position and rotation values where
* scale[0] = position.X
* scale[1] = position.Y
* scale[2] = position.Z
* scale[3] = rotation.X
* scale[4] = rotation.Y
* scale[5] = rotation.Z
*/
vec_t value[6];
/* compressed scale values where
* scale[0] = position.X scale
* scale[1] = position.Y scale
* scale[2] = position.Z scale
* scale[3] = rotation.X scale
* scale[4] = rotation.Y scale
* scale[5] = rotation.Z scale
*/
vec_t scale[6];
} mstudiobone_t;
#define STUDIO_PROC_AXISINTERP 1
#define STUDIO_PROC_QUATINTERP 2
#define STUDIO_PROC_AIMATBONE 3
#define STUDIO_PROC_AIMATATTACH 4
#define STUDIO_PROC_JIGGLE 5
typedef struct
{
// local transformation of this bone used to calc 3 point blend
int32_t control;
// axis to check
int32_t axis;
// X+, X-, Y+, Y-, Z+, Z-
vec3_t pos[6];
// X+, X-, Y+, Y-, Z+, Z-
vec4_t quat[6];
} mstudioaxisinterpbone_t;
typedef struct
{
// 1.0f / radian angle of trigger influence
vec_t inv_tolerance;
// angle to match
vec4_t trigger;
// new position
vec3_t pos;
// new angle
vec4_t quat;
} mstudioquatinterpinfo_t;
typedef struct
{
// local transformation to check
int32_t control;
int32_t numtriggers;
int32_t triggerindex;
} mstudioquatinterpbone_t;
// extra info for bones
typedef struct
{
// boneweighting reqiures
vec_t poseToBone[3][4];
vec4_t qAlignment;
int32_t proctype;
// procedural rule
int32_t procindex;
// aligned bone rotation
vec4_t quat;
// for future expansions
int32_t reserved[10];
} mstudioboneinfo_t;
// JIGGLEBONES
#define JIGGLE_IS_FLEXIBLE 0x01
#define JIGGLE_IS_RIGID 0x02
#define JIGGLE_HAS_YAW_CONSTRAINT 0x04
#define JIGGLE_HAS_PITCH_CONSTRAINT 0x08
#define JIGGLE_HAS_ANGLE_CONSTRAINT 0x10
#define JIGGLE_HAS_LENGTH_CONSTRAINT 0x20
#define JIGGLE_HAS_BASE_SPRING 0x40
#define JIGGLE_IS_BOING 0x80 // simple squash and stretch sinusoid "boing"
typedef struct
{
int32_t flags;
// general params
vec_t length; // how from from bone base, along bone, is tip
vec_t tipMass;
// flexible params
vec_t yawStiffness;
vec_t yawDamping;
vec_t pitchStiffness;
vec_t pitchDamping;
vec_t alongStiffness;
vec_t alongDamping;
// angle constraint
vec_t angleLimit; // maximum deflection of tip in radians
// yaw constraint
vec_t minYaw; // in radians
vec_t maxYaw; // in radians
vec_t yawFriction;
vec_t yawBounce;
// pitch constraint
vec_t minPitch; // in radians
vec_t maxPitch; // in radians
vec_t pitchFriction;
vec_t pitchBounce;
// base spring
vec_t baseMass;
vec_t baseStiffness;
vec_t baseDamping;
vec_t baseMinLeft;
vec_t baseMaxLeft;
vec_t baseLeftFriction;
vec_t baseMinUp;
vec_t baseMaxUp;
vec_t baseUpFriction;
vec_t baseMinForward;
vec_t baseMaxForward;
vec_t baseForwardFriction;
// boing
vec_t boingImpactSpeed;
vec_t boingImpactAngle;
vec_t boingDampingRate;
vec_t boingFrequency;
vec_t boingAmplitude;
} mstudiojigglebone_t;
typedef struct
{
int32_t parent;
// might be bone or attach
int32_t aim;
vec3_t aimvector;
vec3_t upvector;
vec3_t basepos;
} mstudioaimatbone_t;
// bone controllers
typedef struct
{
// bone affected by this controller
int32_t bone;
// the motion type
int32_t type;
// the minimum and maximum values
vec_t start;
vec_t end;
// was "rest"
int32_t unused;
// the bone controller channel
int32_t index;
} mstudiobonecontroller_t;
// intersection boxes
typedef struct
{
// the bone this hitbox follows
int32_t bone;
// the hit group
int32_t group;
// the hitbox minimum and maximum extents
vec3_t bbmin;
vec3_t bbmax;
} mstudiobbox_t;
typedef struct
{
char name[MAXSTUDIONAME];
int32_t numhitboxes;
int32_t hitboxindex;
} mstudiohitboxset_t;
// demand loaded sequence groups
typedef struct
{
// a textual name for this sequence group
char label[MAXSTUDIONAME];
// the file name
char name[64];
// was "cache"
int32_t unused;
// was "data"
int32_t unused2;
} mstudioseqgroup_t;
// events
#include "studio_event.h"
#define STUDIO_ATTACHMENT_LOCAL (1<<0) // vectors are filled
// attachment
typedef struct
{
// was "name"
char unused[MAXSTUDIONAME];
int32_t flags;
// the bone this attachment follows
int32_t bone;
// the attachment origin
vec3_t org;
// the attachment vectors
vec3_t vectors[3];
} mstudioattachment_t;
#define IK_SELF 1
#define IK_WORLD 2
#define IK_GROUND 3
#define IK_RELEASE 4
#define IK_ATTACHMENT 5
#define IK_UNLATCH 6
typedef struct
{
vec_t scale[6];
uint16_t offset[6];
} mstudioikerror_t;
typedef struct
{
int32_t index;
int32_t type;
int32_t chain;
int32_t bone;
// offset to the attachment
int32_t attachment;
// iktarget slot
// usually same as chain
int32_t slot;
vec_t height;
vec_t radius;
vec_t floor;
vec3_t pos;
vec4_t quat;
// offset to the compressed IK error
int32_t ikerrorindex;
int32_t iStart;
// beginning of influence
vec_t start;
// start of full influence
vec_t peak;
// end of full influence
vec_t tail;
// end of all influence
vec_t end;
// frame footstep makes ground concact
vec_t contact;
// how far down the foot should drop when reaching for IK
vec_t drop;
// top of the foot box
vec_t top;
// for future expansions
int32_t unused[4];
} mstudioikrule_t;
typedef struct
{
int32_t chain;
vec_t flPosWeight;
vec_t flLocalQWeight;
int32_t flags;
// for future expansions
int32_t unused[4];
} mstudioiklock_t;
typedef struct
{
int32_t endframe;
int32_t motionflags;
// velocity at start of block
vec_t v0;
// velocity at end of block
vec_t v1;
// YAW rotation at end of this blocks movement
vec_t angle;
// movement vector relative to this blocks initial angle
vec3_t vector;
// relative to start of animation???
vec3_t position;
} mstudiomovement_t;
// additional info for each animation in sequence blend group or single sequence
typedef struct
{
// animation label (may be matched with sequence label)
char label[MAXSTUDIONAME];
// frames per second (match with sequence fps or be different)
vec_t fps;
// looping/non-looping flags
int32_t flags;
// number of frames per animation
int32_t numframes;
// number of piecewise movements
int32_t nummovements;
// offset to the first piecewise movement
int32_t movementindex;
// number of IK-rules
int32_t numikrules;
// offset to the first IK-rule
int32_t ikruleindex;
// for future expansions
int32_t unused[8];
} mstudioanimdesc_t;
// autoplaying sequences
typedef struct
{
int16_t iSequence;
int16_t iPose;
int32_t flags;
// beginning of influence
vec_t start;
// start of full influence
vec_t peak;
// end of full influence
vec_t tail;
// end of all influence
vec_t end;
} mstudioautolayer_t;
// sequence descriptions
typedef struct mstudioseqdesc_s
{
// the sequence name
char label[MAXSTUDIONAME];
// frames per second
vec_t fps;
// looping/non-looping flags
int32_t flags;
// the sequence activity
int32_t activity;
// the sequence activity weight
int32_t actweight;
// the number of animation events
int32_t numevents;
// offset to the first animation event chunk
int32_t eventindex;
// the number of frames in the sequence
int32_t numframes;
// offset to the first weight list
int32_t weightlistindex;
// offset to the first IK lock
int32_t iklockindex;
// linear motion type
int32_t motiontype;
// offset to the first pose parameter
int32_t motionbone;
// linear motion
vec3_t linearmovement;
// offset to the first autolayer description
int32_t autolayerindex;
// offset to the first local key-value
int32_t keyvalueindex;
// the sequence minimum and maximum extents
vec3_t bbmin;
vec3_t bbmax;
// The number of blend animations
int32_t numblends;
// offset to thefirst mstudioanim_t chunk.
// this offset is relative to the studioseqhdr_t of the file
// that contains the animation data.
int32_t animindex;
// the motion type of each blend controller
int32_t blendtype[2];
// the starting value of each blend controller
vec_t blendstart[2];
// the ending value of each blend controller
vec_t blendend[2];
// 255 x 255 blends should be enough
uint8_t groupsize[2];
// number of autoplaying layers
uint8_t numautolayers;
// number of IK-locks per sequence
uint8_t numiklocks;
// the sequence group
int32_t seqgroup;
// the node at entry in the sequence transition graph
int32_t entrynode;
// the node at exit in the sequence transition graph
int32_t exitnode;
// transition rules
uint8_t nodeflags;
// index of pose parameter to use as cycle index
uint8_t cycleposeindex;
// ideal cross fade in time (0.2 secs default) time = (fadeintime / 100)
uint8_t fadeintime;
// ideal cross fade out time (0.2 msecs default) time = (fadeouttime / 100)
uint8_t fadeouttime;
// mstudioanimdesc_t [blend]
int32_t animdescindex;
} mstudioseqdesc_t;
typedef struct
{
// pose parameter name
char name[MAXSTUDIONAME];
// ????
int32_t flags;
// starting value
vec_t start;
// ending value
vec_t end;
// looping range, 0 for no looping, 360 for rotations, etc
vec_t loop;
} mstudioposeparamdesc_t;
// offsets to the animation frames
typedef struct mstudioanim_s
{
uint16_t offset[6];
} mstudioanim_t;
// animation frames
typedef union
{
struct
{
uint8_t valid;
uint8_t total;
} num;
int16_t value;
} mstudioanimvalue_t;
// body part index
typedef struct
{
// the bodypart name
char name[64];
// the number of available models for this bodypart
int32_t nummodels;
// used to convert from a global model index
// to a local bodypart model index
int32_t base;
// the offset to the first model chunk
int32_t modelindex; // index into models array
} mstudiobodyparts_t;
// skin info
typedef struct mstudiotex_s
{
// texture file name
char name[64];
// texture flags
uint32_t flags;
// texture width in pixels
int32_t width;
// texture height in pixels
int32_t height;
// offset to the image data
// this offset is relative to the texture file header
int32_t index;
} mstudiotexture_t;
// ikinfo
typedef struct
{
int32_t bone;
// ideal bending direction (per link, if applicable)
vec3_t kneeDir;
// unused
vec3_t unused0;
} mstudioiklink_t;
typedef struct
{
char name[MAXSTUDIONAME];
int32_t linktype;
int32_t numlinks;
int32_t linkindex;
} mstudioikchain_t;
typedef struct
{
uint8_t weight[4];
int8_t bone[4];
} mstudioboneweight_t;
// skin families
// short index[skinfamilies][skinref]
// studio models
typedef struct
{
// model name
char name[64];
// was "type"
int32_t unused;
// was "boundingradius"
vec_t unused2;
// the number of meshes in the model
int32_t nummesh;
// offset to the first mesh chunk
int32_t meshindex;
// the number of unique vertices
int32_t numverts;
// offset to the vertex bone array
int32_t vertinfoindex;
// offset to the vertex array
int32_t vertindex;
// the number of unique normals
int32_t numnorms;
// offset to the normal bone array
int32_t norminfoindex;
// offset to the normal array
int32_t normindex;
// offset to the boneweighted vertex info
int32_t blendvertinfoindex;
// offset to the boneweighted normal info
int32_t blendnorminfoindex;
} mstudiomodel_t;
// vec3_t boundingbox[model][bone][2]; // complex intersection info
// meshes
typedef struct
{
// can be interpreted as the number of triangles in the mesh
int32_t numtris;
// offset to the start of the tris sequence
int32_t triindex;
// the skin index
int32_t skinref;
// the number of normals in the mesh
int32_t numnorms;
// was "normindex"
int32_t unused;
} mstudiomesh_t;
// triangles
typedef struct
{
// index into vertex array
int16_t vertindex;
// index into normal array
int16_t normindex;
// texture coordinates in absolute space (unnormalized)
int16_t s,t;
} mstudiotrivert_t;
#endif//STUDIO_H