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1003 lines
23 KiB
1003 lines
23 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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#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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// the model signature |
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int32_t ident; |
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// studio model format version |
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int32_t version; |
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// the model name |
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char name[64]; |
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// the total file size in bytes |
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int32_t length; |
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// ideal eye position |
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vec3_t eyeposition; |
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// ideal movement hull size |
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vec3_t min; |
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vec3_t max; |
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// clipping bounding box |
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vec3_t bbmin; |
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vec3_t bbmax; |
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// undocumented quake features flags |
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int32_t flags; |
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// the number of bones |
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int32_t numbones; |
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// offset to the first bone chunk |
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int32_t boneindex; |
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// the number of bone controllers |
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int32_t numbonecontrollers; |
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// offset to the first bone controller chunk |
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int32_t bonecontrollerindex; |
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// the number of hitboxes |
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int32_t numhitboxes; |
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// offset to the first hitbox chunk |
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int32_t hitboxindex; |
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// the number of sequences |
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int32_t numseq; |
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// offset to the first sequence description chunk |
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int32_t seqindex; |
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// the number of sequence groups |
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int32_t numseqgroups; |
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// offset to the first sequence group chunk |
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int32_t seqgroupindex; |
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// the number of textures |
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int32_t numtextures; |
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// offset to the first texture chunk |
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int32_t textureindex; |
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// offset to the first texture's image data |
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int32_t texturedataindex; |
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// the number of replaceable textures |
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int32_t numskinref; |
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// the number of skin families |
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int32_t numskinfamilies; |
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// offset to the first replaceable texture |
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int32_t skinindex; |
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// the number of bodyparts |
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int32_t numbodyparts; |
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// offset to the first bodypart |
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int32_t bodypartindex; |
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// the number of attachments |
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int32_t numattachments; |
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// offset to the first attachment chunk |
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int32_t attachmentindex; |
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// offset to the second studio model header |
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int32_t studiohdr2index; |
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// was "soundindex" |
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int32_t unused; |
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// was "soundgroups" |
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int32_t unused2; |
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// was "soundgroupindex" |
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int32_t unused3; |
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// the number of nodes in the sequence transition graph |
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int32_t numtransitions; |
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// offset to the first sequence transition |
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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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// number of pose parameters |
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int32_t numposeparameters; |
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// offset to the first pose parameter |
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int32_t poseparamindex; |
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// number of IK-autoplaying locks |
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int32_t numikautoplaylocks; |
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// offset to the first IK-autoplaying lock |
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int32_t ikautoplaylockindex; |
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// number of IK-chains |
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int32_t numikchains; |
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// offset to the first IK-chain |
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int32_t ikchainindex; |
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// offset to the first key-value |
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int32_t keyvalueindex; |
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// size of key-values |
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int32_t keyvaluesize; |
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// number of hitbox sets |
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int32_t numhitboxsets; |
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// offset to the first hitbox set |
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int32_t hitboxsetindex; |
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// for future expansions |
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int32_t unused[6]; |
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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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// the model signature |
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int32_t id; |
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// studio model format version |
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int32_t version; |
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// the sequence group file name |
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char name[64]; |
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// the total file size in bytes |
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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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// the bone name |
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char name[MAXSTUDIONAME]; |
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// the parent bone index. (-1) If it has no parent |
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int32_t parent; |
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// was "flags" |
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int32_t unused; |
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// 1vailable bone controller per motion type. |
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// (-1) if no controller is available. |
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int32_t bonecontroller[6]; |
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/* default position and rotation values where |
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* scale[0] = position.X |
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* scale[1] = position.Y |
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* scale[2] = position.Z |
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* scale[3] = rotation.X |
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* scale[4] = rotation.Y |
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* scale[5] = rotation.Z |
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*/ |
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vec_t value[6]; |
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/* compressed scale values where |
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* scale[0] = position.X scale |
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* scale[1] = position.Y scale |
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* scale[2] = position.Z scale |
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* scale[3] = rotation.X scale |
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* scale[4] = rotation.Y scale |
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* scale[5] = rotation.Z scale |
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*/ |
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vec_t scale[6]; |
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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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// local transformation of this bone used to calc 3 point blend |
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int32_t control; |
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// axis to check |
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int32_t axis; |
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// X+, X-, Y+, Y-, Z+, Z- |
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vec3_t pos[6]; |
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// X+, X-, Y+, Y-, Z+, Z- |
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vec4_t quat[6]; |
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} mstudioaxisinterpbone_t; |
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typedef struct |
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{ |
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// 1.0f / radian angle of trigger influence |
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vec_t inv_tolerance; |
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// angle to match |
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vec4_t trigger; |
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// new position |
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vec3_t pos; |
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// new angle |
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vec4_t quat; |
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} mstudioquatinterpinfo_t; |
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typedef struct |
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{ |
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// local transformation to check |
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int32_t control; |
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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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// boneweighting reqiures |
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vec_t poseToBone[3][4]; |
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vec4_t qAlignment; |
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int32_t proctype; |
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// procedural rule |
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int32_t procindex; |
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// aligned bone rotation |
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vec4_t quat; |
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// for future expansions |
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int32_t reserved[10]; |
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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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vec_t length; // how from from bone base, along bone, is tip |
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vec_t tipMass; |
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// flexible params |
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vec_t yawStiffness; |
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vec_t yawDamping; |
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vec_t pitchStiffness; |
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vec_t pitchDamping; |
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vec_t alongStiffness; |
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vec_t alongDamping; |
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// angle constraint |
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vec_t angleLimit; // maximum deflection of tip in radians |
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// yaw constraint |
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vec_t minYaw; // in radians |
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vec_t maxYaw; // in radians |
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vec_t yawFriction; |
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vec_t yawBounce; |
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// pitch constraint |
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vec_t minPitch; // in radians |
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vec_t maxPitch; // in radians |
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vec_t pitchFriction; |
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vec_t pitchBounce; |
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// base spring |
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vec_t baseMass; |
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vec_t baseStiffness; |
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vec_t baseDamping; |
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vec_t baseMinLeft; |
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vec_t baseMaxLeft; |
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vec_t baseLeftFriction; |
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vec_t baseMinUp; |
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vec_t baseMaxUp; |
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vec_t baseUpFriction; |
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vec_t baseMinForward; |
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vec_t baseMaxForward; |
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vec_t baseForwardFriction; |
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// boing |
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vec_t boingImpactSpeed; |
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vec_t boingImpactAngle; |
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vec_t boingDampingRate; |
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vec_t boingFrequency; |
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vec_t 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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// might be bone or attach |
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int32_t aim; |
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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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// bone affected by this controller |
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int32_t bone; |
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// the motion type |
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int32_t type; |
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// the minimum and maximum values |
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vec_t start; |
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vec_t end; |
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// was "rest" |
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int32_t unused; |
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// the bone controller channel |
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int32_t index; |
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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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// the bone this hitbox follows |
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int32_t bone; |
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// the hit group |
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int32_t group; |
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// the hitbox minimum and maximum extents |
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vec3_t bbmin; |
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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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// a textual name for this sequence group |
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char label[MAXSTUDIONAME]; |
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// the file name |
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char name[64]; |
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// was "cache" |
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int32_t unused; |
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// was "data" |
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int32_t unused2; |
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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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// was "name" |
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char unused[MAXSTUDIONAME]; |
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int32_t flags; |
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// the bone this attachment follows |
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int32_t bone; |
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// the attachment origin |
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vec3_t org; |
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// the attachment vectors |
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vec3_t vectors[3]; |
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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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vec_t 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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// offset to the attachment |
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int32_t attachment; |
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// iktarget slot |
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// usually same as chain |
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int32_t slot; |
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vec_t height; |
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vec_t radius; |
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vec_t floor; |
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vec3_t pos; |
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vec4_t quat; |
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// offset to the compressed IK error |
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int32_t ikerrorindex; |
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int32_t iStart; |
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// beginning of influence |
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vec_t start; |
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// start of full influence |
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vec_t peak; |
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// end of full influence |
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vec_t tail; |
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// end of all influence |
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vec_t end; |
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// frame footstep makes ground concact |
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vec_t contact; |
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// how far down the foot should drop when reaching for IK |
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vec_t drop; |
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// top of the foot box |
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vec_t top; |
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// for future expansions |
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int32_t unused[4]; |
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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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vec_t flPosWeight; |
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vec_t flLocalQWeight; |
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int32_t flags; |
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// for future expansions |
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int32_t unused[4]; |
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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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// velocity at start of block |
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vec_t v0; |
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// velocity at end of block |
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vec_t v1; |
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// YAW rotation at end of this blocks movement |
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vec_t angle; |
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// movement vector relative to this blocks initial angle |
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vec3_t vector; |
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// relative to start of animation??? |
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vec3_t position; |
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} mstudiomovement_t; |
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// additional info for each animation in sequence blend group or single sequence |
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typedef struct |
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{ |
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// animation label (may be matched with sequence label) |
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char label[MAXSTUDIONAME]; |
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// frames per second (match with sequence fps or be different) |
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vec_t fps; |
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// looping/non-looping flags |
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int32_t flags; |
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// number of frames per animation |
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int32_t numframes; |
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// number of piecewise movements |
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int32_t nummovements; |
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// offset to the first piecewise movement |
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int32_t movementindex; |
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// number of IK-rules |
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int32_t numikrules; |
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// offset to the first IK-rule |
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int32_t ikruleindex; |
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// for future expansions |
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int32_t unused[8]; |
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} mstudioanimdesc_t; |
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// autoplaying sequences |
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typedef struct |
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{ |
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int16_t iSequence; |
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int16_t iPose; |
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int32_t flags; |
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// beginning of influence |
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vec_t start; |
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// start of full influence |
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vec_t peak; |
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// end of full influence |
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vec_t tail; |
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// end of all influence |
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vec_t end; |
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} mstudioautolayer_t; |
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// sequence descriptions |
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typedef struct mstudioseqdesc_s |
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{ |
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// the sequence name |
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char label[MAXSTUDIONAME]; |
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// frames per second |
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vec_t fps; |
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// looping/non-looping flags |
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int32_t flags; |
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// the sequence activity |
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int32_t activity; |
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// the sequence activity weight |
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int32_t actweight; |
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// the number of animation events |
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int32_t numevents; |
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// offset to the first animation event chunk |
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int32_t eventindex; |
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// the number of frames in the sequence |
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int32_t numframes; |
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// offset to the first weight list |
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int32_t weightlistindex; |
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// offset to the first IK lock |
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int32_t iklockindex; |
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// linear motion type |
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int32_t motiontype; |
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// offset to the first pose parameter |
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int32_t motionbone; |
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// linear motion |
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vec3_t linearmovement; |
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// offset to the first autolayer description |
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int32_t autolayerindex; |
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// offset to the first local key-value |
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int32_t keyvalueindex; |
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// the sequence minimum and maximum extents |
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vec3_t bbmin; |
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vec3_t bbmax; |
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// The number of blend animations |
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int32_t numblends; |
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// offset to thefirst mstudioanim_t chunk. |
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// this offset is relative to the studioseqhdr_t of the file |
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// that contains the animation data. |
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int32_t animindex; |
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// the motion type of each blend controller |
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int32_t blendtype[2]; |
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// the starting value of each blend controller |
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vec_t blendstart[2]; |
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// the ending value of each blend controller |
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vec_t blendend[2]; |
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// 255 x 255 blends should be enough |
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uint8_t groupsize[2]; |
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// number of autoplaying layers |
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uint8_t numautolayers; |
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// number of IK-locks per sequence |
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uint8_t numiklocks; |
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// the sequence group |
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int32_t seqgroup; |
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// the node at entry in the sequence transition graph |
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int32_t entrynode; |
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// the node at exit in the sequence transition graph |
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int32_t exitnode; |
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// transition rules |
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uint8_t nodeflags; |
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// index of pose parameter to use as cycle index |
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uint8_t cycleposeindex; |
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// ideal cross fade in time (0.2 secs default) time = (fadeintime / 100) |
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uint8_t fadeintime; |
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// ideal cross fade out time (0.2 msecs default) time = (fadeouttime / 100) |
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uint8_t fadeouttime; |
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// mstudioanimdesc_t [blend] |
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int32_t animdescindex; |
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} mstudioseqdesc_t; |
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typedef struct |
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{ |
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// pose parameter name |
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char name[MAXSTUDIONAME]; |
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// ???? |
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int32_t flags; |
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// starting value |
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vec_t start; |
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// ending value |
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vec_t end; |
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// looping range, 0 for no looping, 360 for rotations, etc |
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vec_t loop; |
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} mstudioposeparamdesc_t; |
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// offsets to the animation frames |
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typedef struct mstudioanim_s |
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{ |
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uint16_t 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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uint8_t valid; |
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uint8_t total; |
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} num; |
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int16_t 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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// the bodypart name |
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char name[64]; |
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// the number of available models for this bodypart |
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int32_t nummodels; |
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// used to convert from a global model index |
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// to a local bodypart model index |
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int32_t base; |
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// the offset to the first model chunk |
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int32_t 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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// texture file name |
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char name[64]; |
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// texture flags |
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uint32_t flags; |
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// texture width in pixels |
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int32_t width; |
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// texture height in pixels |
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int32_t height; |
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// offset to the image data |
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// this offset is relative to the texture file header |
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int32_t index; |
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} mstudiotexture_t; |
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// ikinfo |
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typedef struct |
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{ |
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int32_t bone; |
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// ideal bending direction (per link, if applicable) |
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vec3_t kneeDir; |
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// unused |
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vec3_t unused0; |
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} mstudioiklink_t; |
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typedef struct |
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{ |
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char name[MAXSTUDIONAME]; |
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int32_t linktype; |
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int32_t numlinks; |
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int32_t linkindex; |
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} mstudioikchain_t; |
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typedef struct |
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{ |
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uint8_t weight[4]; |
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int8_t 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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// model name |
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char name[64]; |
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// was "type" |
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int32_t unused; |
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// was "boundingradius" |
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vec_t unused2; |
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// the number of meshes in the model |
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int32_t nummesh; |
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// offset to the first mesh chunk |
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int32_t meshindex; |
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// the number of unique vertices |
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int32_t numverts; |
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// offset to the vertex bone array |
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int32_t vertinfoindex; |
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// offset to the vertex array |
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int32_t vertindex; |
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// the number of unique normals |
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int32_t numnorms; |
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// offset to the normal bone array |
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int32_t norminfoindex; |
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// offset to the normal array |
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int32_t normindex; |
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// offset to the boneweighted vertex info |
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int32_t blendvertinfoindex; |
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// offset to the boneweighted normal info |
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int32_t blendnorminfoindex; |
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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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// can be interpreted as the number of triangles in the mesh |
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int32_t numtris; |
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// offset to the start of the tris sequence |
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int32_t triindex; |
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// the skin index |
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int32_t skinref; |
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// the number of normals in the mesh |
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int32_t numnorms; |
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// was "normindex" |
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int32_t unused; |
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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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// index into vertex array |
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int16_t vertindex; |
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// index into normal array |
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int16_t normindex; |
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// texture coordinates in absolute space (unnormalized) |
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int16_t s,t; |
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} mstudiotrivert_t; |
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#endif//STUDIO_H
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