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412 lines
9.9 KiB
412 lines
9.9 KiB
/*** |
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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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#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 MAXSTUDIOTRIANGLES 65536 // max triangles per model |
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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 MAXSTUDIOANIMATIONS 512 // max frames per sequence |
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#define MAXSTUDIOMESHES 256 // max textures per model |
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#define MAXSTUDIOEVENTS 1024 // events per model |
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#define MAXSTUDIOPIVOTS 256 // pivot points |
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#define MAXSTUDIOBLENDS 16 // max anim blends |
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#define MAXSTUDIOBONEWEIGHTS 4 // absolute hardware limit! |
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#define MAXSTUDIOCONTROLLERS 8 // max controllers per model |
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#define MAXSTUDIOATTACHMENTS 4 // max attachments per model |
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// client-side model flags |
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#define STUDIO_ROCKET (1<<0) // leave a trail |
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#define STUDIO_GRENADE (1<<1) // leave a trail |
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#define STUDIO_GIB (1<<2) // leave a trail |
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#define STUDIO_ROTATE (1<<3) // rotate (bonus items) |
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#define STUDIO_TRACER (1<<4) // green split trail |
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#define STUDIO_ZOMGIB (1<<5) // small blood trail |
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#define STUDIO_TRACER2 (1<<6) // orange split trail + rotate |
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#define STUDIO_TRACER3 (1<<7) // purple trail |
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#define STUDIO_AMBIENT_LIGHT (1<<8) // force to use ambient shading |
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#define STUDIO_TRACE_HITBOX (1<<9) // always use hitbox trace instead of bbox |
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#define STUDIO_FORCE_SKYLIGHT (1<<10) // always grab lightvalues from the sky settings (even if sky is invisible) |
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#define STUDIO_STATIC_PROP (1<<29) // hint for engine |
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#define STUDIO_HAS_BONEINFO (1<<30) // extra info about bones (pose matrix, procedural index etc) |
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#define STUDIO_HAS_BONEWEIGHTS (1<<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_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_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_AX 0x0200 |
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#define STUDIO_AY 0x0400 |
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#define STUDIO_AZ 0x0800 |
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#define STUDIO_AXR 0x1000 |
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#define STUDIO_AYR 0x2000 |
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#define STUDIO_AZR 0x4000 |
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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 |
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// bone flags |
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#define STUDIO_HAS_NORMALS 0x0001 |
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#define STUDIO_HAS_VERTICES 0x0002 |
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#define STUDIO_HAS_BBOX 0x0004 |
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#define STUDIO_HAS_CHROME 0x0008 // if any of the textures have chrome on them |
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typedef struct studiohdr_s |
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{ |
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int ident; |
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int version; |
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char name[64]; |
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int 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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int flags; |
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int numbones; // bones |
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int boneindex; |
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int numbonecontrollers; // bone controllers |
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int bonecontrollerindex; |
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int numhitboxes; // complex bounding boxes |
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int hitboxindex; |
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int numseq; // animation sequences |
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int seqindex; |
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int numseqgroups; // demand loaded sequences |
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int seqgroupindex; |
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int numtextures; // raw textures |
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int textureindex; |
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int texturedataindex; |
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int numskinref; // replaceable textures |
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int numskinfamilies; |
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int skinindex; |
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int numbodyparts; |
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int bodypartindex; |
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int numattachments; // queryable attachable points |
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int attachmentindex; |
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int studiohdr2index; |
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int soundindex; |
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int soundgroups; |
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int soundgroupindex; |
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int numtransitions; // animation node to animation node transition graph |
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int 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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int numposeparameters; |
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int poseparamindex; |
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int numikautoplaylocks; |
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int ikautoplaylockindex; |
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int numikchains; |
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int ikchainindex; |
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int keyvalueindex; |
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int keyvaluesize; |
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int numhitboxsets; |
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int hitboxsetindex; |
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int 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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int id; |
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int version; |
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char name[64]; |
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int length; |
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} studioseqhdr_t; |
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// bones |
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typedef struct mstudiobone_s |
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{ |
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char name[32]; // bone name for symbolic links |
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int parent; // parent bone |
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int flags; // ?? |
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int 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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// 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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int proctype; |
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int procindex; // procedural rule |
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vec4_t quat; // aligned bone rotation |
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int reserved[10]; // for future expansions |
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} mstudioboneinfo_t; |
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// bone controllers |
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typedef struct |
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{ |
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int bone; // -1 == 0 |
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int type; // X, Y, Z, XR, YR, ZR, M |
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float start; |
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float end; |
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int rest; // byte index value at rest |
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int 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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int bone; |
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int 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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#ifndef CACHE_USER |
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#define CACHE_USER |
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typedef struct cache_user_s |
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{ |
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void *data; // extradata |
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} cache_user_t; |
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#endif |
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// demand loaded sequence groups |
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typedef struct |
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{ |
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char label[32]; // textual name |
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char name[64]; // file name |
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cache_user_t cache; // cache index pointer |
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int data; // hack for group 0 |
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} mstudioseqgroup_t; |
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// sequence descriptions |
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typedef struct mstudioseqdesc_s |
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{ |
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char label[32]; // sequence label |
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float fps; // frames per second |
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int flags; // looping/non-looping flags |
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int activity; |
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int actweight; |
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int numevents; |
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int eventindex; |
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int numframes; // number of frames per sequence |
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int numpivots; // number of foot pivots |
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int pivotindex; |
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int motiontype; |
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int motionbone; |
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vec3_t linearmovement; |
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int automoveposindex; |
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int automoveangleindex; |
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vec3_t bbmin; // per sequence bounding box |
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vec3_t bbmax; |
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int numblends; |
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int animindex; // mstudioanim_t pointer relative to start of sequence group data |
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// [blend][bone][X, Y, Z, XR, YR, ZR] |
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int blendtype[2]; // X, Y, Z, XR, YR, ZR |
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float blendstart[2]; // starting value |
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float blendend[2]; // ending value |
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int blendparent; |
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int seqgroup; // sequence group for demand loading |
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int entrynode; // transition node at entry |
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int exitnode; // transition node at exit |
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int nodeflags; // transition rules |
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int nextseq; // auto advancing sequences |
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} mstudioseqdesc_t; |
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// events |
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#include "studio_event.h" |
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// pivots |
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typedef struct |
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{ |
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vec3_t org; // pivot point |
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int start; |
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int end; |
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} mstudiopivot_t; |
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// attachment |
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typedef struct |
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{ |
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char name[32]; |
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int type; |
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int bone; |
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vec3_t org; // attachment point |
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vec3_t vectors[3]; |
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} mstudioattachment_t; |
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typedef struct mstudioanim_s |
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{ |
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unsigned short offset[6]; |
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} mstudioanim_t; |
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// animation frames |
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typedef union |
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{ |
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struct |
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{ |
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byte valid; |
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byte total; |
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} num; |
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short value; |
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} mstudioanimvalue_t; |
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// body part index |
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typedef struct |
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{ |
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char name[64]; |
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int nummodels; |
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int base; |
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int modelindex; // index into models array |
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} mstudiobodyparts_t; |
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// skin info |
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typedef struct mstudiotex_s |
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{ |
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char name[64]; |
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unsigned int flags; |
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int width; |
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int height; |
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int index; |
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} mstudiotexture_t; |
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typedef struct |
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{ |
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byte weight[4]; |
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char bone[4]; |
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} mstudioboneweight_t; |
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// skin families |
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// short index[skinfamilies][skinref] |
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// studio models |
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typedef struct |
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{ |
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char name[64]; |
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int type; |
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float boundingradius; |
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int nummesh; |
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int meshindex; |
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int numverts; // number of unique vertices |
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int vertinfoindex; // vertex bone info |
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int vertindex; // vertex vec3_t |
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int numnorms; // number of unique surface normals |
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int norminfoindex; // normal bone info |
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int normindex; // normal vec3_t |
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int blendvertinfoindex; // boneweighted vertex info |
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int blendnorminfoindex; // boneweighted normal info |
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} mstudiomodel_t; |
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// vec3_t boundingbox[model][bone][2]; // complex intersection info |
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// meshes |
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typedef struct |
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{ |
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int numtris; |
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int triindex; |
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int skinref; |
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int numnorms; // per mesh normals |
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int normindex; // normal vec3_t |
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} mstudiomesh_t; |
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// triangles |
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typedef struct |
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{ |
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short vertindex; // index into vertex array |
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short normindex; // index into normal array |
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short s,t; // s,t position on skin |
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} mstudiotrivert_t; |
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#endif//STUDIO_H
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