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676 lines
19 KiB
C
676 lines
19 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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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#pragma once
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#ifndef STUDIO_H
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#define STUDIO_H
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/*
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==============================================================================
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STUDIO MODELS
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Studio models are position independent, so the cache manager can move them.
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==============================================================================
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*/
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// header
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#define STUDIO_VERSION 10
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#define IDSTUDIOHEADER (('T'<<24)+('S'<<16)+('D'<<8)+'I') // little-endian "IDST"
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#define IDSEQGRPHEADER (('Q'<<24)+('S'<<16)+('D'<<8)+'I') // little-endian "IDSQ"
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// studio limits
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#define MAXSTUDIOVERTS 16384 // max vertices per submodel
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#define MAXSTUDIOSEQUENCES 256 // total animation sequences
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#define MAXSTUDIOSKINS 256 // total textures
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#define MAXSTUDIOSRCBONES 512 // bones allowed at source movement
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#define MAXSTUDIOBONES 128 // total bones actually used
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#define MAXSTUDIOMODELS 32 // sub-models per model
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#define MAXSTUDIOBODYPARTS 32 // body parts per submodel
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#define MAXSTUDIOGROUPS 16 // sequence groups (e.g. barney01.mdl, barney02.mdl, e.t.c)
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#define MAXSTUDIOMESHES 256 // max textures per model
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#define MAXSTUDIOCONTROLLERS 32 // max controllers per model
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#define MAXSTUDIOATTACHMENTS 64 // max attachments per model
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#define MAXSTUDIOBONEWEIGHTS 4 // absolute hardware limit!
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#define MAXSTUDIONAME 32 // a part of specs
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#define MAXSTUDIOPOSEPARAM 24
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#define MAX_STUDIO_LIGHTMAP_SIZE 256 // must match with engine const!!!
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// client-side model flags
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#define STUDIO_ROCKET (1U<<0) // leave a trail
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#define STUDIO_GRENADE (1U<<1) // leave a trail
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#define STUDIO_GIB (1U<<2) // leave a trail
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#define STUDIO_ROTATE (1U<<3) // rotate (bonus items)
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#define STUDIO_TRACER (1U<<4) // green split trail
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#define STUDIO_ZOMGIB (1U<<5) // small blood trail
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#define STUDIO_TRACER2 (1U<<6) // orange split trail + rotate
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#define STUDIO_TRACER3 (1U<<7) // purple trail
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#define STUDIO_AMBIENT_LIGHT (1U<<8) // force to use ambient shading
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#define STUDIO_TRACE_HITBOX (1U<<9) // always use hitbox trace instead of bbox
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#define STUDIO_FORCE_SKYLIGHT (1U<<10) // always grab lightvalues from the sky settings (even if sky is invisible)
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#define STUDIO_HAS_BUMP (1U<<16) // loadtime set
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#define STUDIO_STATIC_PROP (1U<<29) // hint for engine
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#define STUDIO_HAS_BONEINFO (1U<<30) // extra info about bones (pose matrix, procedural index etc)
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#define STUDIO_HAS_BONEWEIGHTS (1U<<31) // yes we got support of bone weighting
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// lighting & rendermode options
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#define STUDIO_NF_FLATSHADE 0x0001
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#define STUDIO_NF_CHROME 0x0002
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#define STUDIO_NF_FULLBRIGHT 0x0004
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#define STUDIO_NF_NOMIPS 0x0008 // ignore mip-maps
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#define STUDIO_NF_SMOOTH 0x0010 // smooth tangent space
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#define STUDIO_NF_ADDITIVE 0x0020 // rendering with additive mode
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#define STUDIO_NF_MASKED 0x0040 // use texture with alpha channel
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#define STUDIO_NF_NORMALMAP 0x0080 // indexed normalmap
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#define STUDIO_NF_GLOSSMAP 0x0100 // glossmap
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#define STUDIO_NF_GLOSSPOWER 0x0200
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#define STUDIO_NF_LUMA 0x0400 // self-illuminate parts
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#define STUDIO_NF_ALPHASOLID 0x0800 // use with STUDIO_NF_MASKED to have solid alphatest surfaces for env_static
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#define STUDIO_NF_TWOSIDE 0x1000 // render mesh as twosided
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#define STUDIO_NF_HEIGHTMAP 0x2000
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#define STUDIO_NF_NODRAW (1<<16) // failed to create shader for this mesh
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#define STUDIO_NF_NODLIGHT (1<<17) // failed to create dlight shader for this mesh
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#define STUDIO_NF_NOSUNLIGHT (1<<18) // failed to create sun light shader for this mesh
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#define STUDIO_NF_HAS_ALPHA (1<<20) // external texture has alpha-channel
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#define STUDIO_NF_HAS_DETAIL (1<<21) // studiomodels has detail textures
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#define STUDIO_NF_COLORMAP (1<<30) // internal system flag
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#define STUDIO_NF_UV_COORDS (1<<31) // using half-float coords instead of ST
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// motion flags
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#define STUDIO_X 0x0001
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#define STUDIO_Y 0x0002
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#define STUDIO_Z 0x0004
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#define STUDIO_XR 0x0008
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#define STUDIO_YR 0x0010
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#define STUDIO_ZR 0x0020
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#define STUDIO_LX 0x0040
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#define STUDIO_LY 0x0080
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#define STUDIO_LZ 0x0100
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#define STUDIO_LXR 0x0200
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#define STUDIO_LYR 0x0400
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#define STUDIO_LZR 0x0800
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#define STUDIO_LINEAR 0x1000
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#define STUDIO_QUADRATIC_MOTION 0x2000
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#define STUDIO_RESERVED 0x4000 // g-cont. reserved one bit for me
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#define STUDIO_TYPES 0x7FFF
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#define STUDIO_RLOOP 0x8000 // controller that wraps shortest distance
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// bonecontroller types
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#define STUDIO_MOUTH 4 // hardcoded
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// sequence flags
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#define STUDIO_LOOPING 0x0001 // ending frame should be the same as the starting frame
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#define STUDIO_SNAP 0x0002 // do not interpolate between previous animation and this one
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#define STUDIO_DELTA 0x0004 // this sequence "adds" to the base sequences, not slerp blends
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#define STUDIO_AUTOPLAY 0x0008 // temporary flag that forces the sequence to always play
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#define STUDIO_POST 0x0010 //
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#define STUDIO_ALLZEROS 0x0020 // this animation/sequence has no real animation data
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#define STUDIO_BLENDPOSE 0x0040 // to differentiate GoldSrc style blending from Source style blending (with pose parameters)
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#define STUDIO_CYCLEPOSE 0x0080 // cycle index is taken from a pose parameter index
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#define STUDIO_REALTIME 0x0100 // cycle index is taken from a real-time clock, not the animations cycle index
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#define STUDIO_LOCAL 0x0200 // sequence has a local context sequence
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#define STUDIO_HIDDEN 0x0400 // don't show in default selection views
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#define STUDIO_IKRULES 0x0800 // sequence has IK-rules
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#define STUDIO_ACTIVITY 0x1000 // Has been updated at runtime to activity index
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#define STUDIO_EVENT 0x2000 // Has been updated at runtime to event index
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#define STUDIO_WORLD 0x4000 // sequence blends in worldspace
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#define STUDIO_LIGHT_FROM_ROOT 0x8000 // get lighting point from root bonepos not from entity origin
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// autolayer flags
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#define STUDIO_AL_POST 0x0001 //
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#define STUDIO_AL_SPLINE 0x0002 // convert layer ramp in/out curve is a spline instead of linear
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#define STUDIO_AL_XFADE 0x0004 // pre-bias the ramp curve to compense for a non-1 weight,
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// assuming a second layer is also going to accumulate
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#define STUDIO_AL_NOBLEND 0x0008 // animation always blends at 1.0 (ignores weight)
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#define STUDIO_AL_LOCAL 0x0010 // layer is a local context sequence
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#define STUDIO_AL_POSE 0x0020 // layer blends using a pose parameter instead of parent cycle
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typedef struct studiohdr_s
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{
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int32_t ident;
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int32_t version;
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char name[64];
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int32_t length;
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vec3_t eyeposition; // ideal eye position
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vec3_t min; // ideal movement hull size
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vec3_t max;
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vec3_t bbmin; // clipping bounding box
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vec3_t bbmax;
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int32_t flags;
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int32_t numbones; // bones
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int32_t boneindex;
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int32_t numbonecontrollers; // bone controllers
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int32_t bonecontrollerindex;
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int32_t numhitboxes; // complex bounding boxes
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int32_t hitboxindex;
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int32_t numseq; // animation sequences
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int32_t seqindex;
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int32_t numseqgroups; // demand loaded sequences
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int32_t seqgroupindex;
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int32_t numtextures; // raw textures
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int32_t textureindex;
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int32_t texturedataindex;
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int32_t numskinref; // replaceable textures
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int32_t numskinfamilies;
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int32_t skinindex;
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int32_t numbodyparts;
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int32_t bodypartindex;
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int32_t numattachments; // queryable attachable points
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int32_t attachmentindex;
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int32_t studiohdr2index;
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int32_t soundindex; // UNUSED
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int32_t soundgroups; // UNUSED
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int32_t soundgroupindex; // UNUSED
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int32_t numtransitions; // animation node to animation node transition graph
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int32_t transitionindex;
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} studiohdr_t;
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// extra header to hold more offsets
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typedef struct
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{
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int32_t numposeparameters;
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int32_t poseparamindex;
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int32_t numikautoplaylocks;
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int32_t ikautoplaylockindex;
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int32_t numikchains;
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int32_t ikchainindex;
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int32_t keyvalueindex;
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int32_t keyvaluesize;
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int32_t numhitboxsets;
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int32_t hitboxsetindex;
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int32_t unused[6]; // for future expansions
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} studiohdr2_t;
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// header for demand loaded sequence group data
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typedef struct
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{
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int32_t id;
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int32_t version;
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char name[64];
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int32_t length;
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} studioseqhdr_t;
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// bone flags
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#define BONE_ALWAYS_PROCEDURAL 0x0001 // bone is always procedurally animated
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#define BONE_SCREEN_ALIGN_SPHERE 0x0002 // bone aligns to the screen, not constrained in motion.
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#define BONE_SCREEN_ALIGN_CYLINDER 0x0004 // bone aligns to the screen, constrained by it's own axis.
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#define BONE_JIGGLE_PROCEDURAL 0x0008
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#define BONE_FIXED_ALIGNMENT 0x0010 // bone can't spin 360 degrees, all interpolation is normalized around a fixed orientation
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#define BONE_USED_MASK (BONE_USED_BY_HITBOX|BONE_USED_BY_ATTACHMENT|BONE_USED_BY_VERTEX|BONE_USED_BY_BONE_MERGE)
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#define BONE_USED_BY_ANYTHING BONE_USED_MASK
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#define BONE_USED_BY_HITBOX 0x00000100// bone (or child) is used by a hit box
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#define BONE_USED_BY_ATTACHMENT 0x00000200// bone (or child) is used by an attachment point
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#define BONE_USED_BY_VERTEX 0x00000400// bone (or child) is used by the toplevel model via skinned vertex
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#define BONE_USED_BY_BONE_MERGE 0x00000800
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// bones
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typedef struct mstudiobone_s
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{
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char name[MAXSTUDIONAME]; // bone name for symbolic links
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int32_t parent; // parent bone
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int32_t flags; // bone flags
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int32_t bonecontroller[6]; // bone controller index, -1 == none
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float value[6]; // default DoF values
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float scale[6]; // scale for delta DoF values
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} mstudiobone_t;
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#define STUDIO_PROC_AXISINTERP 1
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#define STUDIO_PROC_QUATINTERP 2
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#define STUDIO_PROC_AIMATBONE 3
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#define STUDIO_PROC_AIMATATTACH 4
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#define STUDIO_PROC_JIGGLE 5
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typedef struct
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{
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int32_t control; // local transformation of this bone used to calc 3 point blend
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int32_t axis; // axis to check
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vec3_t pos[6]; // X+, X-, Y+, Y-, Z+, Z-
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vec4_t quat[6]; // X+, X-, Y+, Y-, Z+, Z-
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} mstudioaxisinterpbone_t;
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typedef struct
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{
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float inv_tolerance; // 1.0f / radian angle of trigger influence
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vec4_t trigger; // angle to match
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vec3_t pos; // new position
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vec4_t quat; // new angle
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} mstudioquatinterpinfo_t;
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typedef struct
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{
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int32_t control; // local transformation to check
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int32_t numtriggers;
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int32_t triggerindex;
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} mstudioquatinterpbone_t;
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// extra info for bones
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typedef struct
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{
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float poseToBone[3][4]; // boneweighting reqiures
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vec4_t qAlignment;
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int32_t proctype;
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int32_t procindex; // procedural rule
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vec4_t quat; // aligned bone rotation
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int32_t reserved[10]; // for future expansions
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} mstudioboneinfo_t;
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// JIGGLEBONES
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#define JIGGLE_IS_FLEXIBLE 0x01
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#define JIGGLE_IS_RIGID 0x02
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#define JIGGLE_HAS_YAW_CONSTRAINT 0x04
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#define JIGGLE_HAS_PITCH_CONSTRAINT 0x08
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#define JIGGLE_HAS_ANGLE_CONSTRAINT 0x10
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#define JIGGLE_HAS_LENGTH_CONSTRAINT 0x20
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#define JIGGLE_HAS_BASE_SPRING 0x40
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#define JIGGLE_IS_BOING 0x80 // simple squash and stretch sinusoid "boing"
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typedef struct
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{
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int32_t flags;
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// general params
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float length; // how from from bone base, along bone, is tip
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float tipMass;
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// flexible params
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float yawStiffness;
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float yawDamping;
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float pitchStiffness;
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float pitchDamping;
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float alongStiffness;
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float alongDamping;
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// angle constraint
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float angleLimit; // maximum deflection of tip in radians
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// yaw constraint
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float minYaw; // in radians
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float maxYaw; // in radians
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float yawFriction;
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float yawBounce;
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// pitch constraint
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float minPitch; // in radians
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float maxPitch; // in radians
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float pitchFriction;
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float pitchBounce;
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// base spring
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float baseMass;
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float baseStiffness;
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float baseDamping;
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float baseMinLeft;
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float baseMaxLeft;
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float baseLeftFriction;
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float baseMinUp;
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float baseMaxUp;
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float baseUpFriction;
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float baseMinForward;
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float baseMaxForward;
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float baseForwardFriction;
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// boing
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float boingImpactSpeed;
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float boingImpactAngle;
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float boingDampingRate;
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float boingFrequency;
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float boingAmplitude;
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} mstudiojigglebone_t;
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typedef struct
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{
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int32_t parent;
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int32_t aim; // might be bone or attach
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vec3_t aimvector;
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vec3_t upvector;
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vec3_t basepos;
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} mstudioaimatbone_t;
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// bone controllers
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typedef struct
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{
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int32_t bone; // -1 == 0
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int32_t type; // X, Y, Z, XR, YR, ZR, M
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float start;
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float end;
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int32_t rest; // byte index value at rest
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int32_t index; // 0-3 user set controller, 4 mouth
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} mstudiobonecontroller_t;
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// intersection boxes
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typedef struct
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{
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int32_t bone;
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int32_t group; // intersection group
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vec3_t bbmin; // bounding box
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vec3_t bbmax;
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} mstudiobbox_t;
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typedef struct
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{
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char name[MAXSTUDIONAME];
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int32_t numhitboxes;
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int32_t hitboxindex;
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} mstudiohitboxset_t;
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// demand loaded sequence groups
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typedef struct
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{
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char label[MAXSTUDIONAME]; // textual name
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char name[64]; // file name
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int32_t cache; // cache index pointer
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int32_t data; // hack for group 0
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} mstudioseqgroup_t;
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// events
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#include "studio_event.h"
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#define STUDIO_ATTACHMENT_LOCAL (1<<0) // vectors are filled
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// attachment
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typedef struct
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{
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char name[MAXSTUDIONAME];
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int32_t flags;
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int32_t bone;
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vec3_t org; // attachment position
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vec3_t vectors[3]; // attachment vectors
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} mstudioattachment_t;
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#define IK_SELF 1
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#define IK_WORLD 2
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#define IK_GROUND 3
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#define IK_RELEASE 4
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#define IK_ATTACHMENT 5
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#define IK_UNLATCH 6
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typedef struct
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{
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float scale[6];
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uint16_t offset[6];
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} mstudioikerror_t;
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typedef struct
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{
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int32_t index;
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int32_t type;
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int32_t chain;
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int32_t bone;
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int32_t attachment; // attachment index
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int32_t slot; // iktarget slot. Usually same as chain.
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float height;
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float radius;
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float floor;
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vec3_t pos;
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vec4_t quat;
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int32_t ikerrorindex; // compressed IK error
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int32_t iStart;
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float start; // beginning of influence
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float peak; // start of full influence
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float tail; // end of full influence
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float end; // end of all influence
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float contact; // frame footstep makes ground concact
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float drop; // how far down the foot should drop when reaching for IK
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float top; // top of the foot box
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int32_t unused[4]; // for future expansions
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} mstudioikrule_t;
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typedef struct
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{
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int32_t chain;
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float flPosWeight;
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float flLocalQWeight;
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int32_t flags;
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int32_t unused[4]; // for future expansions
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} mstudioiklock_t;
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typedef struct
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{
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int32_t endframe;
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int32_t motionflags;
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float v0; // velocity at start of block
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float v1; // velocity at end of block
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float angle; // YAW rotation at end of this blocks movement
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vec3_t vector; // movement vector relative to this blocks initial angle
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vec3_t position; // relative to start of animation???
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} mstudiomovement_t;
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|
|
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// additional info for each animation in sequence blend group or single sequence
|
|
typedef struct
|
|
{
|
|
char label[MAXSTUDIONAME]; // animation label (may be matched with sequence label)
|
|
float fps; // frames per second (match with sequence fps or be different)
|
|
int32_t flags; // looping/non-looping flags
|
|
int32_t numframes; // frames per animation
|
|
|
|
// piecewise movement
|
|
int32_t nummovements; // piecewise movement
|
|
int32_t movementindex;
|
|
|
|
int32_t numikrules;
|
|
int32_t ikruleindex; // non-zero when IK data is stored in the mdl
|
|
|
|
int32_t unused[8]; // for future expansions
|
|
} mstudioanimdesc_t;
|
|
|
|
// autoplaying sequences
|
|
typedef struct
|
|
{
|
|
int16_t iSequence;
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|
int16_t iPose;
|
|
int32_t flags;
|
|
float start; // beginning of influence
|
|
float peak; // start of full influence
|
|
float tail; // end of full influence
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|
float end; // end of all influence
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} mstudioautolayer_t;
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|
|
|
// sequence descriptions
|
|
typedef struct mstudioseqdesc_s
|
|
{
|
|
char label[MAXSTUDIONAME]; // sequence label
|
|
|
|
float fps; // frames per second
|
|
int32_t flags; // looping/non-looping flags
|
|
|
|
int32_t activity;
|
|
int32_t actweight;
|
|
|
|
int32_t numevents;
|
|
int32_t eventindex;
|
|
|
|
int32_t numframes; // number of frames per sequence
|
|
|
|
int32_t weightlistindex; // weightlists
|
|
int32_t iklockindex; // IK locks
|
|
|
|
int32_t motiontype;
|
|
int32_t motionbone; // index of pose parameter
|
|
vec3_t linearmovement;
|
|
int32_t autolayerindex; // autolayer descriptions
|
|
int32_t keyvalueindex; // local key-values
|
|
|
|
vec3_t bbmin; // per sequence bounding box
|
|
vec3_t bbmax;
|
|
|
|
int32_t numblends;
|
|
int32_t animindex; // mstudioanim_t pointer relative to start of sequence group data
|
|
// [blend][bone][X, Y, Z, XR, YR, ZR]
|
|
|
|
int32_t blendtype[2]; // X, Y, Z, XR, YR, ZR (same as paramindex)
|
|
float blendstart[2]; // starting value (same as paramstart)
|
|
float blendend[2]; // ending value (same as paramend)
|
|
uint8_t groupsize[2]; // 255 x 255 blends should be enough
|
|
uint8_t numautolayers; // count of autoplaying layers
|
|
uint8_t numiklocks; // IK-locks per sequence
|
|
|
|
int32_t seqgroup; // sequence group for demand loading
|
|
|
|
int32_t entrynode; // transition node at entry
|
|
int32_t exitnode; // transition node at exit
|
|
uint8_t nodeflags; // transition rules (really this is bool)
|
|
uint8_t cycleposeindex; // index of pose parameter to use as cycle index
|
|
uint8_t fadeintime; // ideal cross fade in time (0.2 secs default) time = (fadeintime / 100)
|
|
uint8_t fadeouttime; // ideal cross fade out time (0.2 msecs default) time = (fadeouttime / 100)
|
|
|
|
int32_t animdescindex; // mstudioanimdesc_t [blend]
|
|
} mstudioseqdesc_t;
|
|
|
|
typedef struct
|
|
{
|
|
char name[MAXSTUDIONAME];
|
|
int32_t flags; // ????
|
|
float start; // starting value
|
|
float end; // ending value
|
|
float loop; // looping range, 0 for no looping, 360 for rotations, etc.
|
|
} mstudioposeparamdesc_t;
|
|
|
|
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
|
|
{
|
|
char name[64];
|
|
int32_t nummodels;
|
|
int32_t base;
|
|
int32_t modelindex; // index into models array
|
|
} mstudiobodyparts_t;
|
|
|
|
// skin info
|
|
typedef struct mstudiotex_s
|
|
{
|
|
char name[64];
|
|
uint32_t flags;
|
|
int32_t width;
|
|
int32_t height;
|
|
int32_t index;
|
|
} mstudiotexture_t;
|
|
|
|
// ikinfo
|
|
typedef struct
|
|
{
|
|
int32_t bone;
|
|
vec3_t kneeDir; // ideal bending direction (per link, if applicable)
|
|
vec3_t unused0; // unused
|
|
} 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
|
|
{
|
|
char name[64];
|
|
|
|
int32_t type; // UNUSED
|
|
float boundingradius; // UNUSED
|
|
|
|
int32_t nummesh;
|
|
int32_t meshindex;
|
|
|
|
int32_t numverts; // number of unique vertices
|
|
int32_t vertinfoindex; // vertex bone info
|
|
int32_t vertindex; // vertex vec3_t
|
|
int32_t numnorms; // number of unique surface normals
|
|
int32_t norminfoindex; // normal bone info
|
|
int32_t normindex; // normal vec3_t
|
|
|
|
int32_t blendvertinfoindex; // boneweighted vertex info
|
|
int32_t blendnorminfoindex; // boneweighted normal info
|
|
} mstudiomodel_t;
|
|
|
|
// vec3_t boundingbox[model][bone][2]; // complex intersection info
|
|
|
|
// meshes
|
|
typedef struct
|
|
{
|
|
int32_t numtris;
|
|
int32_t triindex;
|
|
int32_t skinref;
|
|
int32_t numnorms; // per mesh normals
|
|
int32_t normindex; // UNUSED!
|
|
} mstudiomesh_t;
|
|
|
|
// triangles
|
|
typedef struct
|
|
{
|
|
int16_t vertindex; // index into vertex array
|
|
int16_t normindex; // index into normal array
|
|
int16_t s,t; // s,t position on skin
|
|
} mstudiotrivert_t;
|
|
|
|
#endif//STUDIO_H
|