//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
# ifndef STUDIO_H
# define STUDIO_H
# ifdef _WIN32
# pragma once
# endif
# include "basetypes.h"
# include "mathlib/vector2d.h"
# include "mathlib/vector.h"
# include "mathlib/vector4d.h"
# include "mathlib/compressed_vector.h"
# include "tier0/dbg.h"
# include "tier0/threadtools.h"
# include "mathlib/mathlib.h"
# include "utlvector.h"
# include "utlhash.h"
# include "datamap.h"
# include "generichash.h"
# include "localflexcontroller.h"
# include "utlsymbol.h"
# define STUDIO_ENABLE_PERF_COUNTERS
# define STUDIO_SEQUENCE_ACTIVITY_LOOKUPS_ARE_SLOW 0
// If this is set to 1, then the activity->sequence mapping inside
// the CStudioHdr will not be initialized until the first call to
// SelectWeightedSequence() or HaveSequenceForActivity(). If set
// to zero, the mapping will be initialized from CStudioHdr::Init()
// (itself called from the constructor).
// As of June 4 2007, this was set to 1 because physics, among other
// systems, extemporaneously declares CStudioHdrs inside local function
// scopes without querying their activity/sequence mapping at all.
# define STUDIO_SEQUENCE_ACTIVITY_LAZY_INITIALIZE 1
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class IMaterial ;
class IMesh ;
class IMorph ;
struct virtualmodel_t ;
struct vertexFileHeader_t ;
struct thinModelVertices_t ;
namespace OptimizedModel
{
struct StripHeader_t ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
STUDIO MODELS
Studio models are position independent , so the cache manager can move them .
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
# define STUDIO_VERSION 48
# ifndef _XBOX
# define MAXSTUDIOTRIANGLES 65536 // TODO: tune this
# define MAXSTUDIOVERTS 65536 // TODO: tune this
# define MAXSTUDIOFLEXVERTS 10000 // max number of verts that can be flexed per mesh. TODO: tune this
# else
# define MAXSTUDIOTRIANGLES 25000
# define MAXSTUDIOVERTS 10000
# define MAXSTUDIOFLEXVERTS 1000
# endif
# define MAXSTUDIOSKINS 32 // total textures
# define MAXSTUDIOBONES 128 // total bones actually used
# define MAXSTUDIOFLEXDESC 1024 // maximum number of low level flexes (actual morph targets)
# define MAXSTUDIOFLEXCTRL 96 // maximum number of flexcontrollers (input sliders)
# define MAXSTUDIOPOSEPARAM 24
# define MAXSTUDIOBONECTRLS 5
# define MAXSTUDIOANIMBLOCKS 256
# define MAXSTUDIOBONEBITS 7 // NOTE: MUST MATCH MAXSTUDIOBONES
// NOTE!!! : Changing this number also changes the vtx file format!!!!!
# define MAX_NUM_BONES_PER_VERT 3
//Adrian - Remove this when we completely phase out the old event system.
# define NEW_EVENT_STYLE ( 1 << 10 )
struct mstudiodata_t
{
int count ;
int offset ;
} ;
# define STUDIO_PROC_AXISINTERP 1
# define STUDIO_PROC_QUATINTERP 2
# define STUDIO_PROC_AIMATBONE 3
# define STUDIO_PROC_AIMATATTACH 4
# define STUDIO_PROC_JIGGLE 5
// If you want to embed a pointer into one of the structures that is serialized, use this class! It will ensure that the pointers consume the
// right amount of space and work correctly across 32 and 64 bit. It also makes sure that there is no surprise about how large the structure
// is when placed in the middle of another structure, and supports Intel's desired behavior on 64-bit that pointers are always 8-byte aligned.
# pragma pack( push, 4 )
template < class T >
struct ALIGN4 serializedstudioptr_t
{
T * m_pData ;
# ifndef PLATFORM_64BITS
int32 padding ;
# endif
serializedstudioptr_t ( )
{
m_pData = nullptr ;
# if _DEBUG && !defined( PLATFORM_64BITS )
padding = 0 ;
# endif
}
inline operator T * ( ) { return m_pData ; }
inline operator const T * ( ) const { return m_pData ; }
inline T * operator - > ( ) { return m_pData ; }
inline const T * operator - > ( ) const { return m_pData ; }
inline T * operator = ( T * ptr ) { return m_pData = ptr ; }
} ALIGN4_POST ;
# pragma pack( pop )
struct mstudioaxisinterpbone_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int control ; // local transformation of this bone used to calc 3 point blend
int axis ; // axis to check
Vector pos [ 6 ] ; // X+, X-, Y+, Y-, Z+, Z-
Quaternion quat [ 6 ] ; // X+, X-, Y+, Y-, Z+, Z-
mstudioaxisinterpbone_t ( ) { }
private :
// No copy constructors allowed
mstudioaxisinterpbone_t ( const mstudioaxisinterpbone_t & vOther ) ;
} ;
struct mstudioquatinterpinfo_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
float inv_tolerance ; // 1 / radian angle of trigger influence
Quaternion trigger ; // angle to match
Vector pos ; // new position
Quaternion quat ; // new angle
mstudioquatinterpinfo_t ( ) { }
private :
// No copy constructors allowed
mstudioquatinterpinfo_t ( const mstudioquatinterpinfo_t & vOther ) ;
} ;
struct mstudioquatinterpbone_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int control ; // local transformation to check
int numtriggers ;
int triggerindex ;
inline mstudioquatinterpinfo_t * pTrigger ( int i ) const { return ( mstudioquatinterpinfo_t * ) ( ( ( byte * ) this ) + triggerindex ) + i ; } ;
mstudioquatinterpbone_t ( ) { }
private :
// No copy constructors allowed
mstudioquatinterpbone_t ( const mstudioquatinterpbone_t & vOther ) ;
} ;
# define JIGGLE_IS_FLEXIBLE 0x01
# define JIGGLE_IS_RIGID 0x02
# define JIGGLE_HAS_YAW_CONSTRAINT 0x04
# define JIGGLE_HAS_PITCH_CONSTRAINT 0x08
# define JIGGLE_HAS_ANGLE_CONSTRAINT 0x10
# define JIGGLE_HAS_LENGTH_CONSTRAINT 0x20
# define JIGGLE_HAS_BASE_SPRING 0x40
# define JIGGLE_IS_BOING 0x80 // simple squash and stretch sinusoid "boing"
struct mstudiojigglebone_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int flags ;
// general params
float length ; // how from from bone base, along bone, is tip
float tipMass ;
// flexible params
float yawStiffness ;
float yawDamping ;
float pitchStiffness ;
float pitchDamping ;
float alongStiffness ;
float alongDamping ;
// angle constraint
float angleLimit ; // maximum deflection of tip in radians
// yaw constraint
float minYaw ; // in radians
float maxYaw ; // in radians
float yawFriction ;
float yawBounce ;
// pitch constraint
float minPitch ; // in radians
float maxPitch ; // in radians
float pitchFriction ;
float pitchBounce ;
// base spring
float baseMass ;
float baseStiffness ;
float baseDamping ;
float baseMinLeft ;
float baseMaxLeft ;
float baseLeftFriction ;
float baseMinUp ;
float baseMaxUp ;
float baseUpFriction ;
float baseMinForward ;
float baseMaxForward ;
float baseForwardFriction ;
// boing
float boingImpactSpeed ;
float boingImpactAngle ;
float boingDampingRate ;
float boingFrequency ;
float boingAmplitude ;
private :
// No copy constructors allowed
//mstudiojigglebone_t(const mstudiojigglebone_t& vOther);
} ;
struct mstudioaimatbone_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int parent ;
int aim ; // Might be bone or attach
Vector aimvector ;
Vector upvector ;
Vector basepos ;
mstudioaimatbone_t ( ) { }
private :
// No copy constructors allowed
mstudioaimatbone_t ( const mstudioaimatbone_t & vOther ) ;
} ;
// bones
struct mstudiobone_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int sznameindex ;
inline char * const pszName ( void ) const { return ( ( char * ) this ) + sznameindex ; }
int parent ; // parent bone
int bonecontroller [ 6 ] ; // bone controller index, -1 == none
// default values
Vector pos ;
Quaternion quat ;
RadianEuler rot ;
// compression scale
Vector posscale ;
Vector rotscale ;
matrix3x4_t poseToBone ;
Quaternion qAlignment ;
int flags ;
int proctype ;
int procindex ; // procedural rule
mutable int physicsbone ; // index into physically simulated bone
inline void * pProcedure ( ) const { if ( procindex = = 0 ) return NULL ; else return ( void * ) ( ( ( byte * ) this ) + procindex ) ; } ;
int surfacepropidx ; // index into string tablefor property name
inline char * const pszSurfaceProp ( void ) const { return ( ( char * ) this ) + surfacepropidx ; }
int contents ; // See BSPFlags.h for the contents flags
int unused [ 8 ] ; // remove as appropriate
mstudiobone_t ( ) { }
private :
// No copy constructors allowed
mstudiobone_t ( const mstudiobone_t & vOther ) ;
} ;
struct mstudiolinearbone_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int numbones ;
int flagsindex ;
inline int flags ( int i ) const { Assert ( i > = 0 & & i < numbones ) ; return * ( ( int * ) ( ( ( byte * ) this ) + flagsindex ) + i ) ; } ;
inline int * pflags ( int i ) { Assert ( i > = 0 & & i < numbones ) ; return ( ( int * ) ( ( ( byte * ) this ) + flagsindex ) + i ) ; } ;
int parentindex ;
inline int parent ( int i ) const { Assert ( i > = 0 & & i < numbones ) ; return * ( ( int * ) ( ( ( byte * ) this ) + parentindex ) + i ) ; } ;
int posindex ;
inline Vector pos ( int i ) const { Assert ( i > = 0 & & i < numbones ) ; return * ( ( Vector * ) ( ( ( byte * ) this ) + posindex ) + i ) ; } ;
int quatindex ;
inline Quaternion quat ( int i ) const { Assert ( i > = 0 & & i < numbones ) ; return * ( ( Quaternion * ) ( ( ( byte * ) this ) + quatindex ) + i ) ; } ;
int rotindex ;
inline RadianEuler rot ( int i ) const { Assert ( i > = 0 & & i < numbones ) ; return * ( ( RadianEuler * ) ( ( ( byte * ) this ) + rotindex ) + i ) ; } ;
int posetoboneindex ;
inline matrix3x4_t poseToBone ( int i ) const { Assert ( i > = 0 & & i < numbones ) ; return * ( ( matrix3x4_t * ) ( ( ( byte * ) this ) + posetoboneindex ) + i ) ; } ;
int posscaleindex ;
inline Vector posscale ( int i ) const { Assert ( i > = 0 & & i < numbones ) ; return * ( ( Vector * ) ( ( ( byte * ) this ) + posscaleindex ) + i ) ; } ;
int rotscaleindex ;
inline Vector rotscale ( int i ) const { Assert ( i > = 0 & & i < numbones ) ; return * ( ( Vector * ) ( ( ( byte * ) this ) + rotscaleindex ) + i ) ; } ;
int qalignmentindex ;
inline Quaternion qalignment ( int i ) const { Assert ( i > = 0 & & i < numbones ) ; return * ( ( Quaternion * ) ( ( ( byte * ) this ) + qalignmentindex ) + i ) ; } ;
int unused [ 6 ] ;
mstudiolinearbone_t ( ) { }
private :
// No copy constructors allowed
mstudiolinearbone_t ( const mstudiolinearbone_t & vOther ) ;
} ;
//-----------------------------------------------------------------------------
// The component of the bone used by mstudioboneflexdriver_t
//-----------------------------------------------------------------------------
enum StudioBoneFlexComponent_t
{
STUDIO_BONE_FLEX_INVALID = - 1 , // Invalid
STUDIO_BONE_FLEX_TX = 0 , // Translate X
STUDIO_BONE_FLEX_TY = 1 , // Translate Y
STUDIO_BONE_FLEX_TZ = 2 // Translate Z
} ;
//-----------------------------------------------------------------------------
// Component is one of Translate X, Y or Z [0,2] (StudioBoneFlexComponent_t)
//-----------------------------------------------------------------------------
struct mstudioboneflexdrivercontrol_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int m_nBoneComponent ; // Bone component that drives flex, StudioBoneFlexComponent_t
int m_nFlexControllerIndex ; // Flex controller to drive
float m_flMin ; // Min value of bone component mapped to 0 on flex controller
float m_flMax ; // Max value of bone component mapped to 1 on flex controller
mstudioboneflexdrivercontrol_t ( ) { }
private :
// No copy constructors allowed
mstudioboneflexdrivercontrol_t ( const mstudioboneflexdrivercontrol_t & vOther ) ;
} ;
//-----------------------------------------------------------------------------
// Drive flex controllers from bone components
//-----------------------------------------------------------------------------
struct mstudioboneflexdriver_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int m_nBoneIndex ; // Bone to drive flex controller
int m_nControlCount ; // Number of flex controllers being driven
int m_nControlIndex ; // Index into data where controllers are (relative to this)
inline mstudioboneflexdrivercontrol_t * pBoneFlexDriverControl ( int i ) const
{
Assert ( i > = 0 & & i < m_nControlCount ) ;
return ( mstudioboneflexdrivercontrol_t * ) ( ( ( byte * ) this ) + m_nControlIndex ) + i ;
}
int unused [ 3 ] ;
mstudioboneflexdriver_t ( ) { }
private :
// No copy constructors allowed
mstudioboneflexdriver_t ( const mstudioboneflexdriver_t & vOther ) ;
} ;
# define BONE_CALCULATE_MASK 0x1F
# define BONE_PHYSICALLY_SIMULATED 0x01 // bone is physically simulated when physics are active
# define BONE_PHYSICS_PROCEDURAL 0x02 // procedural when physics is active
# define BONE_ALWAYS_PROCEDURAL 0x04 // bone is always procedurally animated
# define BONE_SCREEN_ALIGN_SPHERE 0x08 // bone aligns to the screen, not constrained in motion.
# define BONE_SCREEN_ALIGN_CYLINDER 0x10 // bone aligns to the screen, constrained by it's own axis.
# define BONE_USED_MASK 0x0007FF00
# define BONE_USED_BY_ANYTHING 0x0007FF00
# define BONE_USED_BY_HITBOX 0x00000100 // bone (or child) is used by a hit box
# define BONE_USED_BY_ATTACHMENT 0x00000200 // bone (or child) is used by an attachment point
# define BONE_USED_BY_VERTEX_MASK 0x0003FC00
# define BONE_USED_BY_VERTEX_LOD0 0x00000400 // bone (or child) is used by the toplevel model via skinned vertex
# define BONE_USED_BY_VERTEX_LOD1 0x00000800
# define BONE_USED_BY_VERTEX_LOD2 0x00001000
# define BONE_USED_BY_VERTEX_LOD3 0x00002000
# define BONE_USED_BY_VERTEX_LOD4 0x00004000
# define BONE_USED_BY_VERTEX_LOD5 0x00008000
# define BONE_USED_BY_VERTEX_LOD6 0x00010000
# define BONE_USED_BY_VERTEX_LOD7 0x00020000
# define BONE_USED_BY_BONE_MERGE 0x00040000 // bone is available for bone merge to occur against it
# define BONE_USED_BY_VERTEX_AT_LOD(lod) ( BONE_USED_BY_VERTEX_LOD0 << (lod) )
# define BONE_USED_BY_ANYTHING_AT_LOD(lod) ( ( BONE_USED_BY_ANYTHING & ~BONE_USED_BY_VERTEX_MASK ) | BONE_USED_BY_VERTEX_AT_LOD(lod) )
# define MAX_NUM_LODS 8
# define BONE_TYPE_MASK 0x00F00000
# define BONE_FIXED_ALIGNMENT 0x00100000 // bone can't spin 360 degrees, all interpolation is normalized around a fixed orientation
# define BONE_HAS_SAVEFRAME_POS 0x00200000 // Vector48
# define BONE_HAS_SAVEFRAME_ROT 0x00400000 // Quaternion64
// bone controllers
struct mstudiobonecontroller_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int bone ; // -1 == 0
int type ; // X, Y, Z, XR, YR, ZR, M
float start ;
float end ;
int rest ; // byte index value at rest
int inputfield ; // 0-3 user set controller, 4 mouth
int unused [ 8 ] ;
} ;
// intersection boxes
struct mstudiobbox_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int bone ;
int group ; // intersection group
Vector bbmin ; // bounding box
Vector bbmax ;
int szhitboxnameindex ; // offset to the name of the hitbox.
int unused [ 8 ] ;
const char * pszHitboxName ( )
{
if ( szhitboxnameindex = = 0 )
return " " ;
return ( ( const char * ) this ) + szhitboxnameindex ;
}
mstudiobbox_t ( ) { }
private :
// No copy constructors allowed
mstudiobbox_t ( const mstudiobbox_t & vOther ) ;
} ;
// demand loaded sequence groups
struct mstudiomodelgroup_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int szlabelindex ; // textual name
inline char * const pszLabel ( void ) const { return ( ( char * ) this ) + szlabelindex ; }
int sznameindex ; // file name
inline char * const pszName ( void ) const { return ( ( char * ) this ) + sznameindex ; }
} ;
struct mstudiomodelgrouplookup_t
{
int modelgroup ;
int indexwithingroup ;
} ;
// events
struct mstudioevent_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
float cycle ;
int event ;
int type ;
inline const char * pszOptions ( void ) const { return options ; }
char options [ 64 ] ;
int szeventindex ;
inline char * const pszEventName ( void ) const { return ( ( char * ) this ) + szeventindex ; }
} ;
# define ATTACHMENT_FLAG_WORLD_ALIGN 0x10000
// attachment
struct mstudioattachment_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int sznameindex ;
inline char * const pszName ( void ) const { return ( ( char * ) this ) + sznameindex ; }
unsigned int flags ;
int localbone ;
matrix3x4_t local ; // attachment point
int unused [ 8 ] ;
} ;
# define IK_SELF 1
# define IK_WORLD 2
# define IK_GROUND 3
# define IK_RELEASE 4
# define IK_ATTACHMENT 5
# define IK_UNLATCH 6
struct mstudioikerror_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
Vector pos ;
Quaternion q ;
mstudioikerror_t ( ) { }
private :
// No copy constructors allowed
mstudioikerror_t ( const mstudioikerror_t & vOther ) ;
} ;
union mstudioanimvalue_t ;
struct mstudiocompressedikerror_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
float scale [ 6 ] ;
short offset [ 6 ] ;
inline mstudioanimvalue_t * pAnimvalue ( int i ) const { if ( offset [ i ] > 0 ) return ( mstudioanimvalue_t * ) ( ( ( byte * ) this ) + offset [ i ] ) ; else return NULL ; } ;
mstudiocompressedikerror_t ( ) { }
private :
// No copy constructors allowed
mstudiocompressedikerror_t ( const mstudiocompressedikerror_t & vOther ) ;
} ;
struct mstudioikrule_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int index ;
int type ;
int chain ;
int bone ;
int slot ; // iktarget slot. Usually same as chain.
float height ;
float radius ;
float floor ;
Vector pos ;
Quaternion q ;
int compressedikerrorindex ;
inline mstudiocompressedikerror_t * pCompressedError ( ) const { return ( mstudiocompressedikerror_t * ) ( ( ( byte * ) this ) + compressedikerrorindex ) ; } ;
int unused2 ;
int iStart ;
int ikerrorindex ;
inline mstudioikerror_t * pError ( int i ) const { return ( ikerrorindex ) ? ( mstudioikerror_t * ) ( ( ( byte * ) this ) + ikerrorindex ) + ( i - iStart ) : NULL ; } ;
float start ; // beginning of influence
float peak ; // start of full influence
float tail ; // end of full influence
float end ; // end of all influence
float unused3 ; //
float contact ; // frame footstep makes ground concact
float drop ; // how far down the foot should drop when reaching for IK
float top ; // top of the foot box
int unused6 ;
int unused7 ;
int unused8 ;
int szattachmentindex ; // name of world attachment
inline char * const pszAttachment ( void ) const { return ( ( char * ) this ) + szattachmentindex ; }
int unused [ 7 ] ;
mstudioikrule_t ( ) { }
private :
// No copy constructors allowed
mstudioikrule_t ( const mstudioikrule_t & vOther ) ;
} ;
struct mstudioiklock_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int chain ;
float flPosWeight ;
float flLocalQWeight ;
int flags ;
int unused [ 4 ] ;
} ;
struct mstudiolocalhierarchy_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int iBone ; // bone being adjusted
int iNewParent ; // the bones new parent
float start ; // beginning of influence
float peak ; // start of full influence
float tail ; // end of full influence
float end ; // end of all influence
int iStart ; // first frame
int localanimindex ;
inline mstudiocompressedikerror_t * pLocalAnim ( ) const { return ( mstudiocompressedikerror_t * ) ( ( ( byte * ) this ) + localanimindex ) ; } ;
int unused [ 4 ] ;
} ;
// animation frames
union mstudioanimvalue_t
{
struct
{
byte valid ;
byte total ;
} num ;
short value ;
} ;
struct mstudioanim_valueptr_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
short offset [ 3 ] ;
inline mstudioanimvalue_t * pAnimvalue ( int i ) const { if ( offset [ i ] > 0 ) return ( mstudioanimvalue_t * ) ( ( ( byte * ) this ) + offset [ i ] ) ; else return NULL ; } ;
} ;
# define STUDIO_ANIM_RAWPOS 0x01 // Vector48
# define STUDIO_ANIM_RAWROT 0x02 // Quaternion48
# define STUDIO_ANIM_ANIMPOS 0x04 // mstudioanim_valueptr_t
# define STUDIO_ANIM_ANIMROT 0x08 // mstudioanim_valueptr_t
# define STUDIO_ANIM_DELTA 0x10
# define STUDIO_ANIM_RAWROT2 0x20 // Quaternion64
// per bone per animation DOF and weight pointers
struct mstudioanim_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
byte bone ;
byte flags ; // weighing options
// valid for animating data only
inline byte * pData ( void ) const { return ( ( ( byte * ) this ) + sizeof ( struct mstudioanim_t ) ) ; } ;
inline mstudioanim_valueptr_t * pRotV ( void ) const { return ( mstudioanim_valueptr_t * ) ( pData ( ) ) ; } ;
inline mstudioanim_valueptr_t * pPosV ( void ) const { return ( mstudioanim_valueptr_t * ) ( pData ( ) ) + ( ( flags & STUDIO_ANIM_ANIMROT ) ! = 0 ) ; } ;
// valid if animation unvaring over timeline
inline Quaternion48 * pQuat48 ( void ) const { return ( Quaternion48 * ) ( pData ( ) ) ; } ;
inline Quaternion64 * pQuat64 ( void ) const { return ( Quaternion64 * ) ( pData ( ) ) ; } ;
inline Vector48 * pPos ( void ) const { return ( Vector48 * ) ( pData ( ) + ( ( flags & STUDIO_ANIM_RAWROT ) ! = 0 ) * sizeof ( * pQuat48 ( ) ) + ( ( flags & STUDIO_ANIM_RAWROT2 ) ! = 0 ) * sizeof ( * pQuat64 ( ) ) ) ; } ;
short nextoffset ;
inline mstudioanim_t * pNext ( void ) const { if ( nextoffset ! = 0 ) return ( mstudioanim_t * ) ( ( ( byte * ) this ) + nextoffset ) ; else return NULL ; } ;
} ALIGN16 ;
struct mstudiomovement_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int endframe ;
int motionflags ;
float v0 ; // velocity at start of block
float v1 ; // velocity at end of block
float angle ; // YAW rotation at end of this blocks movement
Vector vector ; // movement vector relative to this blocks initial angle
Vector position ; // relative to start of animation???
mstudiomovement_t ( ) { }
private :
// No copy constructors allowed
mstudiomovement_t ( const mstudiomovement_t & vOther ) ;
} ;
struct studiohdr_t ;
// used for piecewise loading of animation data
struct mstudioanimblock_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int datastart ;
int dataend ;
} ;
struct mstudioanimsections_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int animblock ;
int animindex ;
} ;
struct mstudioanimdesc_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int baseptr ;
inline studiohdr_t * pStudiohdr ( void ) const { return ( studiohdr_t * ) ( ( ( byte * ) this ) + baseptr ) ; }
int sznameindex ;
inline char * const pszName ( void ) const { return ( ( char * ) this ) + sznameindex ; }
float fps ; // frames per second
int flags ; // looping/non-looping flags
int numframes ;
// piecewise movement
int nummovements ;
int movementindex ;
inline mstudiomovement_t * const pMovement ( int i ) const { return ( mstudiomovement_t * ) ( ( ( byte * ) this ) + movementindex ) + i ; } ;
int unused1 [ 6 ] ; // remove as appropriate (and zero if loading older versions)
int animblock ;
int animindex ; // non-zero when anim data isn't in sections
mstudioanim_t * pAnimBlock ( int block , int index ) const ; // returns pointer to a specific anim block (local or external)
mstudioanim_t * pAnim ( int * piFrame , float & flStall ) const ; // returns pointer to data and new frame index
mstudioanim_t * pAnim ( int * piFrame ) const ; // returns pointer to data and new frame index
int numikrules ;
int ikruleindex ; // non-zero when IK data is stored in the mdl
int animblockikruleindex ; // non-zero when IK data is stored in animblock file
mstudioikrule_t * pIKRule ( int i ) const ;
int numlocalhierarchy ;
int localhierarchyindex ;
mstudiolocalhierarchy_t * pHierarchy ( int i ) const ;
int sectionindex ;
int sectionframes ; // number of frames used in each fast lookup section, zero if not used
inline mstudioanimsections_t * const pSection ( int i ) const { return ( mstudioanimsections_t * ) ( ( ( byte * ) this ) + sectionindex ) + i ; }
short zeroframespan ; // frames per span
short zeroframecount ; // number of spans
int zeroframeindex ;
byte * pZeroFrameData ( ) const { if ( zeroframeindex ) return ( ( ( byte * ) this ) + zeroframeindex ) ; else return NULL ; } ;
mutable float zeroframestalltime ; // saved during read stalls
mstudioanimdesc_t ( ) { }
private :
// No copy constructors allowed
mstudioanimdesc_t ( const mstudioanimdesc_t & vOther ) ;
} ;
struct mstudioikrule_t ;
struct mstudioautolayer_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
//private:
short iSequence ;
short iPose ;
//public:
int flags ;
float start ; // beginning of influence
float peak ; // start of full influence
float tail ; // end of full influence
float end ; // end of all influence
} ;
struct mstudioactivitymodifier_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int sznameindex ;
inline char * pszName ( ) { return ( sznameindex ) ? ( char * ) ( ( ( byte * ) this ) + sznameindex ) : NULL ; }
} ;
// sequence descriptions
struct mstudioseqdesc_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int baseptr ;
inline studiohdr_t * pStudiohdr ( void ) const { return ( studiohdr_t * ) ( ( ( byte * ) this ) + baseptr ) ; }
int szlabelindex ;
inline char * const pszLabel ( void ) const { return ( ( char * ) this ) + szlabelindex ; }
int szactivitynameindex ;
inline char * const pszActivityName ( void ) const { return ( ( char * ) this ) + szactivitynameindex ; }
int flags ; // looping/non-looping flags
int activity ; // initialized at loadtime to game DLL values
int actweight ;
int numevents ;
int eventindex ;
inline mstudioevent_t * pEvent ( int i ) const { Assert ( i > = 0 & & i < numevents ) ; return ( mstudioevent_t * ) ( ( ( byte * ) this ) + eventindex ) + i ; } ;
Vector bbmin ; // per sequence bounding box
Vector bbmax ;
int numblends ;
// Index into array of shorts which is groupsize[0] x groupsize[1] in length
int animindexindex ;
inline int anim ( int x , int y ) const
{
if ( x > = groupsize [ 0 ] )
{
x = groupsize [ 0 ] - 1 ;
}
if ( y > = groupsize [ 1 ] )
{
y = groupsize [ 1 ] - 1 ;
}
int offset = y * groupsize [ 0 ] + x ;
short * blends = ( short * ) ( ( ( byte * ) this ) + animindexindex ) ;
int value = ( int ) blends [ offset ] ;
return value ;
}
int movementindex ; // [blend] float array for blended movement
int groupsize [ 2 ] ;
int paramindex [ 2 ] ; // X, Y, Z, XR, YR, ZR
float paramstart [ 2 ] ; // local (0..1) starting value
float paramend [ 2 ] ; // local (0..1) ending value
int paramparent ;
float fadeintime ; // ideal cross fate in time (0.2 default)
float fadeouttime ; // ideal cross fade out time (0.2 default)
int localentrynode ; // transition node at entry
int localexitnode ; // transition node at exit
int nodeflags ; // transition rules
float entryphase ; // used to match entry gait
float exitphase ; // used to match exit gait
float lastframe ; // frame that should generation EndOfSequence
int nextseq ; // auto advancing sequences
int pose ; // index of delta animation between end and nextseq
int numikrules ;
int numautolayers ; //
int autolayerindex ;
inline mstudioautolayer_t * pAutolayer ( int i ) const { Assert ( i > = 0 & & i < numautolayers ) ; return ( mstudioautolayer_t * ) ( ( ( byte * ) this ) + autolayerindex ) + i ; } ;
int weightlistindex ;
inline float * pBoneweight ( int i ) const { return ( ( float * ) ( ( ( byte * ) this ) + weightlistindex ) + i ) ; } ;
inline float weight ( int i ) const { return * ( pBoneweight ( i ) ) ; } ;
// FIXME: make this 2D instead of 2x1D arrays
int posekeyindex ;
float * pPoseKey ( int iParam , int iAnim ) const { return ( float * ) ( ( ( byte * ) this ) + posekeyindex ) + iParam * groupsize [ 0 ] + iAnim ; }
float poseKey ( int iParam , int iAnim ) const { return * ( pPoseKey ( iParam , iAnim ) ) ; }
int numiklocks ;
int iklockindex ;
inline mstudioiklock_t * pIKLock ( int i ) const { Assert ( i > = 0 & & i < numiklocks ) ; return ( mstudioiklock_t * ) ( ( ( byte * ) this ) + iklockindex ) + i ; } ;
// Key values
int keyvalueindex ;
int keyvaluesize ;
inline const char * KeyValueText ( void ) const { return keyvaluesize ! = 0 ? ( ( char * ) this ) + keyvalueindex : NULL ; }
int cycleposeindex ; // index of pose parameter to use as cycle index
int activitymodifierindex ;
int numactivitymodifiers ;
inline mstudioactivitymodifier_t * pActivityModifier ( int i ) const { Assert ( i > = 0 & & i < numactivitymodifiers ) ; return activitymodifierindex ! = 0 ? ( mstudioactivitymodifier_t * ) ( ( ( byte * ) this ) + activitymodifierindex ) + i : NULL ; } ;
int unused [ 5 ] ; // remove/add as appropriate (grow back to 8 ints on version change!)
mstudioseqdesc_t ( ) { }
private :
// No copy constructors allowed
mstudioseqdesc_t ( const mstudioseqdesc_t & vOther ) ;
} ;
struct mstudioposeparamdesc_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int sznameindex ;
inline char * const pszName ( void ) const { return ( ( char * ) this ) + sznameindex ; }
int flags ; // ????
float start ; // starting value
float end ; // ending value
float loop ; // looping range, 0 for no looping, 360 for rotations, etc.
} ;
struct mstudioflexdesc_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int szFACSindex ;
inline char * const pszFACS ( void ) const { return ( ( char * ) this ) + szFACSindex ; }
} ;
struct mstudioflexcontroller_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int sztypeindex ;
inline char * const pszType ( void ) const { return ( ( char * ) this ) + sztypeindex ; }
int sznameindex ;
inline char * const pszName ( void ) const { return ( ( char * ) this ) + sznameindex ; }
mutable int localToGlobal ; // remapped at load time to master list
float min ;
float max ;
} ;
enum FlexControllerRemapType_t
{
FLEXCONTROLLER_REMAP_PASSTHRU = 0 ,
FLEXCONTROLLER_REMAP_2WAY , // Control 0 -> ramps from 1-0 from 0->0.5. Control 1 -> ramps from 0-1 from 0.5->1
FLEXCONTROLLER_REMAP_NWAY , // StepSize = 1 / (control count-1) Control n -> ramps from 0-1-0 from (n-1)*StepSize to n*StepSize to (n+1)*StepSize. A second control is needed to specify amount to use
FLEXCONTROLLER_REMAP_EYELID
} ;
class CStudioHdr ;
struct mstudioflexcontrollerui_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int sznameindex ;
inline char * const pszName ( void ) const { return ( ( char * ) this ) + sznameindex ; }
// These are used like a union to save space
// Here are the possible configurations for a UI controller
//
// SIMPLE NON-STEREO: 0: control 1: unused 2: unused
// STEREO: 0: left 1: right 2: unused
// NWAY NON-STEREO: 0: control 1: unused 2: value
// NWAY STEREO: 0: left 1: right 2: value
int szindex0 ;
int szindex1 ;
int szindex2 ;
inline const mstudioflexcontroller_t * pController ( void ) const
{
return ! stereo ? ( mstudioflexcontroller_t * ) ( ( char * ) this + szindex0 ) : NULL ;
}
inline char * const pszControllerName ( void ) const { return ! stereo ? pController ( ) - > pszName ( ) : NULL ; }
inline int controllerIndex ( const CStudioHdr & cStudioHdr ) const ;
inline const mstudioflexcontroller_t * pLeftController ( void ) const
{
return stereo ? ( mstudioflexcontroller_t * ) ( ( char * ) this + szindex0 ) : NULL ;
}
inline char * const pszLeftName ( void ) const { return stereo ? pLeftController ( ) - > pszName ( ) : NULL ; }
inline int leftIndex ( const CStudioHdr & cStudioHdr ) const ;
inline const mstudioflexcontroller_t * pRightController ( void ) const
{
return stereo ? ( mstudioflexcontroller_t * ) ( ( char * ) this + szindex1 ) : NULL ;
}
inline char * const pszRightName ( void ) const { return stereo ? pRightController ( ) - > pszName ( ) : NULL ; }
inline int rightIndex ( const CStudioHdr & cStudioHdr ) const ;
inline const mstudioflexcontroller_t * pNWayValueController ( void ) const
{
return remaptype = = FLEXCONTROLLER_REMAP_NWAY ? ( mstudioflexcontroller_t * ) ( ( char * ) this + szindex2 ) : NULL ;
}
inline char * const pszNWayValueName ( void ) const { return remaptype = = FLEXCONTROLLER_REMAP_NWAY ? pNWayValueController ( ) - > pszName ( ) : NULL ; }
inline int nWayValueIndex ( const CStudioHdr & cStudioHdr ) const ;
// Number of controllers this ui description contains, 1, 2 or 3
inline int Count ( ) const { return ( stereo ? 2 : 1 ) + ( remaptype = = FLEXCONTROLLER_REMAP_NWAY ? 1 : 0 ) ; }
inline const mstudioflexcontroller_t * pController ( int index ) const ;
unsigned char remaptype ; // See the FlexControllerRemapType_t enum
bool stereo ; // Is this a stereo control?
byte unused [ 2 ] ;
} ;
// this is the memory image of vertex anims (16-bit fixed point)
struct mstudiovertanim_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
unsigned short index ;
byte speed ; // 255/max_length_in_flex
byte side ; // 255/left_right
protected :
// JasonM changing this type a lot, to prefer fixed point 16 bit...
union
{
short delta [ 3 ] ;
float16 flDelta [ 3 ] ;
} ;
union
{
short ndelta [ 3 ] ;
float16 flNDelta [ 3 ] ;
} ;
public :
inline void ConvertToFixed ( float flVertAnimFixedPointScale )
{
delta [ 0 ] = flDelta [ 0 ] . GetFloat ( ) / flVertAnimFixedPointScale ;
delta [ 1 ] = flDelta [ 1 ] . GetFloat ( ) / flVertAnimFixedPointScale ;
delta [ 2 ] = flDelta [ 2 ] . GetFloat ( ) / flVertAnimFixedPointScale ;
ndelta [ 0 ] = flNDelta [ 0 ] . GetFloat ( ) / flVertAnimFixedPointScale ;
ndelta [ 1 ] = flNDelta [ 1 ] . GetFloat ( ) / flVertAnimFixedPointScale ;
ndelta [ 2 ] = flNDelta [ 2 ] . GetFloat ( ) / flVertAnimFixedPointScale ;
}
inline Vector GetDeltaFixed ( float flVertAnimFixedPointScale )
{
return Vector ( delta [ 0 ] * flVertAnimFixedPointScale , delta [ 1 ] * flVertAnimFixedPointScale , delta [ 2 ] * flVertAnimFixedPointScale ) ;
}
inline Vector GetNDeltaFixed ( float flVertAnimFixedPointScale )
{
return Vector ( ndelta [ 0 ] * flVertAnimFixedPointScale , ndelta [ 1 ] * flVertAnimFixedPointScale , ndelta [ 2 ] * flVertAnimFixedPointScale ) ;
}
inline void GetDeltaFixed4DAligned ( Vector4DAligned * vFillIn , float flVertAnimFixedPointScale )
{
vFillIn - > Set ( delta [ 0 ] * flVertAnimFixedPointScale , delta [ 1 ] * flVertAnimFixedPointScale , delta [ 2 ] * flVertAnimFixedPointScale , 0.0f ) ;
}
inline void GetNDeltaFixed4DAligned ( Vector4DAligned * vFillIn , float flVertAnimFixedPointScale )
{
vFillIn - > Set ( ndelta [ 0 ] * flVertAnimFixedPointScale , ndelta [ 1 ] * flVertAnimFixedPointScale , ndelta [ 2 ] * flVertAnimFixedPointScale , 0.0f ) ;
}
inline Vector GetDeltaFloat ( )
{
return Vector ( flDelta [ 0 ] . GetFloat ( ) , flDelta [ 1 ] . GetFloat ( ) , flDelta [ 2 ] . GetFloat ( ) ) ;
}
inline Vector GetNDeltaFloat ( )
{
return Vector ( flNDelta [ 0 ] . GetFloat ( ) , flNDelta [ 1 ] . GetFloat ( ) , flNDelta [ 2 ] . GetFloat ( ) ) ;
}
inline void SetDeltaFixed ( const Vector & vInput , float flVertAnimFixedPointScale )
{
delta [ 0 ] = vInput . x / flVertAnimFixedPointScale ;
delta [ 1 ] = vInput . y / flVertAnimFixedPointScale ;
delta [ 2 ] = vInput . z / flVertAnimFixedPointScale ;
}
inline void SetNDeltaFixed ( const Vector & vInputNormal , float flVertAnimFixedPointScale )
{
ndelta [ 0 ] = vInputNormal . x / flVertAnimFixedPointScale ;
ndelta [ 1 ] = vInputNormal . y / flVertAnimFixedPointScale ;
ndelta [ 2 ] = vInputNormal . z / flVertAnimFixedPointScale ;
}
// Ick...can also force fp16 data into this structure for writing to file in legacy format...
inline void SetDeltaFloat ( const Vector & vInput )
{
flDelta [ 0 ] . SetFloat ( vInput . x ) ;
flDelta [ 1 ] . SetFloat ( vInput . y ) ;
flDelta [ 2 ] . SetFloat ( vInput . z ) ;
}
inline void SetNDeltaFloat ( const Vector & vInputNormal )
{
flNDelta [ 0 ] . SetFloat ( vInputNormal . x ) ;
flNDelta [ 1 ] . SetFloat ( vInputNormal . y ) ;
flNDelta [ 2 ] . SetFloat ( vInputNormal . z ) ;
}
class CSortByIndex
{
public :
bool operator ( ) ( const mstudiovertanim_t & left , const mstudiovertanim_t & right ) const
{
return left . index < right . index ;
}
} ;
friend class CSortByIndex ;
mstudiovertanim_t ( ) { }
//private:
// No copy constructors allowed, but it's needed for std::sort()
// mstudiovertanim_t(const mstudiovertanim_t& vOther);
} ;
// this is the memory image of vertex anims (16-bit fixed point)
struct mstudiovertanim_wrinkle_t : public mstudiovertanim_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
short wrinkledelta ;
inline void SetWrinkleFixed ( float flWrinkle , float flVertAnimFixedPointScale )
{
int nWrinkleDeltaInt = flWrinkle / flVertAnimFixedPointScale ;
wrinkledelta = clamp ( nWrinkleDeltaInt , - 32767 , 32767 ) ;
}
inline Vector4D GetDeltaFixed ( float flVertAnimFixedPointScale )
{
return Vector4D ( delta [ 0 ] * flVertAnimFixedPointScale , delta [ 1 ] * flVertAnimFixedPointScale , delta [ 2 ] * flVertAnimFixedPointScale , wrinkledelta * flVertAnimFixedPointScale ) ;
}
inline void GetDeltaFixed4DAligned ( Vector4DAligned * vFillIn , float flVertAnimFixedPointScale )
{
vFillIn - > Set ( delta [ 0 ] * flVertAnimFixedPointScale , delta [ 1 ] * flVertAnimFixedPointScale , delta [ 2 ] * flVertAnimFixedPointScale , wrinkledelta * flVertAnimFixedPointScale ) ;
}
inline float GetWrinkleDeltaFixed ( float flVertAnimFixedPointScale )
{
return wrinkledelta * flVertAnimFixedPointScale ;
}
} ;
enum StudioVertAnimType_t
{
STUDIO_VERT_ANIM_NORMAL = 0 ,
STUDIO_VERT_ANIM_WRINKLE ,
} ;
struct mstudioflex_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int flexdesc ; // input value
float target0 ; // zero
float target1 ; // one
float target2 ; // one
float target3 ; // zero
int numverts ;
int vertindex ;
inline mstudiovertanim_t * pVertanim ( int i ) const { Assert ( vertanimtype = = STUDIO_VERT_ANIM_NORMAL ) ; return ( mstudiovertanim_t * ) ( ( ( byte * ) this ) + vertindex ) + i ; } ;
inline mstudiovertanim_wrinkle_t * pVertanimWrinkle ( int i ) const { Assert ( vertanimtype = = STUDIO_VERT_ANIM_WRINKLE ) ; return ( mstudiovertanim_wrinkle_t * ) ( ( ( byte * ) this ) + vertindex ) + i ; } ;
inline byte * pBaseVertanim ( ) const { return ( ( byte * ) this ) + vertindex ; } ;
inline int VertAnimSizeBytes ( ) const { return ( vertanimtype = = STUDIO_VERT_ANIM_NORMAL ) ? sizeof ( mstudiovertanim_t ) : sizeof ( mstudiovertanim_wrinkle_t ) ; }
int flexpair ; // second flex desc
unsigned char vertanimtype ; // See StudioVertAnimType_t
unsigned char unusedchar [ 3 ] ;
int unused [ 6 ] ;
} ;
struct mstudioflexop_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int op ;
union
{
int index ;
float value ;
} d ;
} ;
struct mstudioflexrule_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int flex ;
int numops ;
int opindex ;
inline mstudioflexop_t * iFlexOp ( int i ) const { return ( mstudioflexop_t * ) ( ( ( byte * ) this ) + opindex ) + i ; } ;
} ;
// 16 bytes
struct mstudioboneweight_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
float weight [ MAX_NUM_BONES_PER_VERT ] ;
char bone [ MAX_NUM_BONES_PER_VERT ] ;
byte numbones ;
// byte material;
// short firstref;
// short lastref;
} ;
// NOTE: This is exactly 48 bytes
struct mstudiovertex_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
mstudioboneweight_t m_BoneWeights ;
Vector m_vecPosition ;
Vector m_vecNormal ;
Vector2D m_vecTexCoord ;
mstudiovertex_t ( ) { }
private :
// No copy constructors allowed
mstudiovertex_t ( const mstudiovertex_t & vOther ) ;
} ;
// skin info
struct mstudiotexture_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int sznameindex ;
inline char * const pszName ( void ) const { return ( ( char * ) this ) + sznameindex ; }
int flags ;
int used ;
int unused1 ;
# if PLATFORM_64BITS
mutable IMaterial * material ;
mutable void * clientmaterial ;
int unused [ 8 ] ;
# else
mutable IMaterial * material ; // fixme: this needs to go away . .isn't used by the engine, but is used by studiomdl
mutable void * clientmaterial ; // gary, replace with client material pointer if used
int unused [ 10 ] ;
# endif
} ;
// eyeball
struct mstudioeyeball_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int sznameindex ;
inline char * const pszName ( void ) const { return ( ( char * ) this ) + sznameindex ; }
int bone ;
Vector org ;
float zoffset ;
float radius ;
Vector up ;
Vector forward ;
int texture ;
int unused1 ;
float iris_scale ;
int unused2 ;
int upperflexdesc [ 3 ] ; // index of raiser, neutral, and lowerer flexdesc that is set by flex controllers
int lowerflexdesc [ 3 ] ;
float uppertarget [ 3 ] ; // angle (radians) of raised, neutral, and lowered lid positions
float lowertarget [ 3 ] ;
int upperlidflexdesc ; // index of flex desc that actual lid flexes look to
int lowerlidflexdesc ;
int unused [ 4 ] ; // These were used before, so not guaranteed to be 0
bool m_bNonFACS ; // Never used before version 44
char unused3 [ 3 ] ;
int unused4 [ 7 ] ;
mstudioeyeball_t ( ) { }
private :
// No copy constructors allowed
mstudioeyeball_t ( const mstudioeyeball_t & vOther ) ;
} ;
// ikinfo
struct mstudioiklink_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int bone ;
Vector kneeDir ; // ideal bending direction (per link, if applicable)
Vector unused0 ; // unused
mstudioiklink_t ( ) { }
private :
// No copy constructors allowed
mstudioiklink_t ( const mstudioiklink_t & vOther ) ;
} ;
struct mstudioikchain_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int sznameindex ;
inline char * const pszName ( void ) const { return ( ( char * ) this ) + sznameindex ; }
int linktype ;
int numlinks ;
int linkindex ;
inline mstudioiklink_t * pLink ( int i ) const { return ( mstudioiklink_t * ) ( ( ( byte * ) this ) + linkindex ) + i ; } ;
// FIXME: add unused entries
} ;
struct mstudioiface_t
{
unsigned short a , b , c ; // Indices to vertices
} ;
struct mstudiomodel_t ;
struct mstudio_modelvertexdata_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
Vector * Position ( int i ) const ;
Vector * Normal ( int i ) const ;
Vector4D * TangentS ( int i ) const ;
Vector2D * Texcoord ( int i ) const ;
mstudioboneweight_t * BoneWeights ( int i ) const ;
mstudiovertex_t * Vertex ( int i ) const ;
bool HasTangentData ( void ) const ;
int GetGlobalVertexIndex ( int i ) const ;
int GetGlobalTangentIndex ( int i ) const ;
// base of external vertex data stores
serializedstudioptr_t < const void > pVertexData ;
serializedstudioptr_t < const void > pTangentData ;
const void * GetVertexData ( ) const {
return pVertexData ;
}
const void * GetTangentData ( ) const {
return pTangentData ;
}
} ;
# ifdef PLATFORM_64BITS
// 64b - match 32-bit packing
# pragma pack( push, 4 )
# endif
struct mstudio_meshvertexdata_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
Vector * Position ( int i ) const ;
Vector * Normal ( int i ) const ;
Vector4D * TangentS ( int i ) const ;
Vector2D * Texcoord ( int i ) const ;
mstudioboneweight_t * BoneWeights ( int i ) const ;
mstudiovertex_t * Vertex ( int i ) const ;
bool HasTangentData ( void ) const ;
int GetModelVertexIndex ( int i ) const ;
int GetGlobalVertexIndex ( int i ) const ;
# ifdef PLATFORM_64BITS
// MoeMod : fix 64bit ptr size
int index_ptr_modelvertexdata ;
# else
// indirection to this mesh's model's vertex data
const mstudio_modelvertexdata_t * modelvertexdata ;
# endif
// used for fixup calcs when culling top level lods
// expected number of mesh verts at desired lod
int numLODVertexes [ MAX_NUM_LODS ] ;
const mstudio_modelvertexdata_t * pModelVertexData ( ) const {
# ifdef PLATFORM_64BITS
return * ( const mstudio_modelvertexdata_t * * ) ( ( byte * ) this + index_ptr_modelvertexdata ) ;
# else
return modelvertexdata ;
# endif
}
} ;
struct mstudiomesh_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int material ;
int modelindex ;
mstudiomodel_t * pModel ( ) const ;
int numvertices ; // number of unique vertices/normals/texcoords
int vertexoffset ; // vertex mstudiovertex_t
// Access thin/fat mesh vertex data (only one will return a non-NULL result)
const mstudio_meshvertexdata_t * GetVertexData ( void * pModelData = NULL ) ;
const thinModelVertices_t * GetThinVertexData ( void * pModelData = NULL ) ;
int numflexes ; // vertex animation
int flexindex ;
inline mstudioflex_t * pFlex ( int i ) const { return ( mstudioflex_t * ) ( ( ( byte * ) this ) + flexindex ) + i ; } ;
// special codes for material operations
int materialtype ;
int materialparam ;
// a unique ordinal for this mesh
int meshid ;
Vector center ;
mstudio_meshvertexdata_t vertexdata ;
# ifdef PLATFORM_64BITS
int unused [ 6 ] ; // remove as appropriate
const mstudio_modelvertexdata_t * real_modelvertexdata ;
# else
int unused [ 8 ] ; // remove as appropriate
# endif
mstudiomesh_t ( ) { }
private :
// No copy constructors allowed
mstudiomesh_t ( const mstudiomesh_t & vOther ) ;
} ;
// studio models
struct mstudiomodel_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
inline const char * pszName ( void ) const { return name ; }
char name [ 64 ] ;
int type ;
float boundingradius ;
int nummeshes ;
int meshindex ;
inline mstudiomesh_t * pMesh ( int i ) const { return ( mstudiomesh_t * ) ( ( ( byte * ) this ) + meshindex ) + i ; } ;
// cache purposes
int numvertices ; // number of unique vertices/normals/texcoords
int vertexindex ; // vertex Vector
int tangentsindex ; // tangents Vector
// These functions are defined in application-specific code:
const vertexFileHeader_t * CacheVertexData ( void * pModelData ) ;
// Access thin/fat mesh vertex data (only one will return a non-NULL result)
const mstudio_modelvertexdata_t * GetVertexData ( void * pModelData = NULL ) ;
const thinModelVertices_t * GetThinVertexData ( void * pModelData = NULL ) ;
int numattachments ;
int attachmentindex ;
int numeyeballs ;
int eyeballindex ;
inline mstudioeyeball_t * pEyeball ( int i ) { return ( mstudioeyeball_t * ) ( ( ( byte * ) this ) + eyeballindex ) + i ; } ;
mstudio_modelvertexdata_t vertexdata ; // sizeof(mstudio_modelvertexdata_t) == 16
int unused [ 6 ] ; // remove as appropriate
} ;
# ifdef PLATFORM_64BITS
# pragma pack( pop )
# endif
inline bool mstudio_modelvertexdata_t : : HasTangentData ( void ) const
{
return ( GetTangentData ( ) ! = NULL ) ;
}
inline int mstudio_modelvertexdata_t : : GetGlobalVertexIndex ( int i ) const
{
mstudiomodel_t * modelptr = ( mstudiomodel_t * ) ( ( byte * ) this - offsetof ( mstudiomodel_t , vertexdata ) ) ;
Assert ( & modelptr - > vertexdata = = this ) ;
Assert ( ( modelptr - > vertexindex % sizeof ( mstudiovertex_t ) ) = = 0 ) ;
return ( i + ( modelptr - > vertexindex / sizeof ( mstudiovertex_t ) ) ) ;
}
inline int mstudio_modelvertexdata_t : : GetGlobalTangentIndex ( int i ) const
{
mstudiomodel_t * modelptr = ( mstudiomodel_t * ) ( ( byte * ) this - offsetof ( mstudiomodel_t , vertexdata ) ) ;
Assert ( & modelptr - > vertexdata = = this ) ;
Assert ( ( modelptr - > tangentsindex % sizeof ( Vector4D ) ) = = 0 ) ;
return ( i + ( modelptr - > tangentsindex / sizeof ( Vector4D ) ) ) ;
}
inline mstudiovertex_t * mstudio_modelvertexdata_t : : Vertex ( int i ) const
{
return ( mstudiovertex_t * ) GetVertexData ( ) + GetGlobalVertexIndex ( i ) ;
}
inline Vector * mstudio_modelvertexdata_t : : Position ( int i ) const
{
return & Vertex ( i ) - > m_vecPosition ;
}
inline Vector * mstudio_modelvertexdata_t : : Normal ( int i ) const
{
return & Vertex ( i ) - > m_vecNormal ;
}
inline Vector4D * mstudio_modelvertexdata_t : : TangentS ( int i ) const
{
// NOTE: The tangents vector is 16-bytes in a separate array
// because it only exists on the high end, and if I leave it out
// of the mstudiovertex_t, the vertex is 64-bytes (good for low end)
return ( Vector4D * ) GetTangentData ( ) + GetGlobalTangentIndex ( i ) ;
}
inline Vector2D * mstudio_modelvertexdata_t : : Texcoord ( int i ) const
{
return & Vertex ( i ) - > m_vecTexCoord ;
}
inline mstudioboneweight_t * mstudio_modelvertexdata_t : : BoneWeights ( int i ) const
{
return & Vertex ( i ) - > m_BoneWeights ;
}
inline mstudiomodel_t * mstudiomesh_t : : pModel ( ) const
{
return ( mstudiomodel_t * ) ( ( ( byte * ) this ) + modelindex ) ;
}
inline bool mstudio_meshvertexdata_t : : HasTangentData ( void ) const
{
return pModelVertexData ( ) - > HasTangentData ( ) ;
}
inline const mstudio_meshvertexdata_t * mstudiomesh_t : : GetVertexData ( void * pModelData )
{
// get this mesh's model's vertex data (allow for mstudiomodel_t::GetVertexData
// returning NULL if the data has been converted to 'thin' vertices)
this - > pModel ( ) - > GetVertexData ( pModelData ) ;
# ifdef PLATFORM_64BITS
real_modelvertexdata = & ( this - > pModel ( ) - > vertexdata ) ;
vertexdata . index_ptr_modelvertexdata = ( byte * ) & real_modelvertexdata - ( byte * ) & vertexdata ;
# else
vertexdata . modelvertexdata = & ( this - > pModel ( ) - > vertexdata ) ;
# endif
if ( ! vertexdata . pModelVertexData ( ) - > GetVertexData ( ) )
return NULL ;
return & vertexdata ;
}
inline const thinModelVertices_t * mstudiomesh_t : : GetThinVertexData ( void * pModelData )
{
// get this mesh's model's thin vertex data
return this - > pModel ( ) - > GetThinVertexData ( pModelData ) ;
}
inline int mstudio_meshvertexdata_t : : GetModelVertexIndex ( int i ) const
{
mstudiomesh_t * meshptr = ( mstudiomesh_t * ) ( ( byte * ) this - offsetof ( mstudiomesh_t , vertexdata ) ) ;
Assert ( & meshptr - > vertexdata = = this ) ;
return meshptr - > vertexoffset + i ;
}
inline int mstudio_meshvertexdata_t : : GetGlobalVertexIndex ( int i ) const
{
return pModelVertexData ( ) - > GetGlobalVertexIndex ( GetModelVertexIndex ( i ) ) ;
}
inline Vector * mstudio_meshvertexdata_t : : Position ( int i ) const
{
return pModelVertexData ( ) - > Position ( GetModelVertexIndex ( i ) ) ;
} ;
inline Vector * mstudio_meshvertexdata_t : : Normal ( int i ) const
{
return pModelVertexData ( ) - > Normal ( GetModelVertexIndex ( i ) ) ;
} ;
inline Vector4D * mstudio_meshvertexdata_t : : TangentS ( int i ) const
{
return pModelVertexData ( ) - > TangentS ( GetModelVertexIndex ( i ) ) ;
}
inline Vector2D * mstudio_meshvertexdata_t : : Texcoord ( int i ) const
{
return pModelVertexData ( ) - > Texcoord ( GetModelVertexIndex ( i ) ) ;
} ;
inline mstudioboneweight_t * mstudio_meshvertexdata_t : : BoneWeights ( int i ) const
{
return pModelVertexData ( ) - > BoneWeights ( GetModelVertexIndex ( i ) ) ;
} ;
inline mstudiovertex_t * mstudio_meshvertexdata_t : : Vertex ( int i ) const
{
return pModelVertexData ( ) - > Vertex ( GetModelVertexIndex ( i ) ) ;
}
// a group of studio model data
enum studiomeshgroupflags_t
{
MESHGROUP_IS_FLEXED = 0x1 ,
MESHGROUP_IS_HWSKINNED = 0x2 ,
MESHGROUP_IS_DELTA_FLEXED = 0x4
} ;
// ----------------------------------------------------------
// runtime stuff
// ----------------------------------------------------------
struct studiomeshgroup_t
{
IMesh * m_pMesh ;
int m_NumStrips ;
int m_Flags ; // see studiomeshgroupflags_t
OptimizedModel : : StripHeader_t * m_pStripData ;
unsigned short * m_pGroupIndexToMeshIndex ;
int m_NumVertices ;
int * m_pUniqueTris ; // for performance measurements
unsigned short * m_pIndices ;
bool m_MeshNeedsRestore ;
short m_ColorMeshID ;
IMorph * m_pMorph ;
inline unsigned short MeshIndex ( int i ) const { return m_pGroupIndexToMeshIndex [ m_pIndices [ i ] ] ; }
} ;
// studio model data
struct studiomeshdata_t
{
int m_NumGroup ;
studiomeshgroup_t * m_pMeshGroup ;
} ;
struct studioloddata_t
{
// not needed - this is really the same as studiohwdata_t.m_NumStudioMeshes
//int m_NumMeshes;
studiomeshdata_t * m_pMeshData ; // there are studiohwdata_t.m_NumStudioMeshes of these.
float m_SwitchPoint ;
// one of these for each lod since we can switch to simpler materials on lower lods.
int numMaterials ;
IMaterial * * ppMaterials ; /* will have studiohdr_t.numtextures elements allocated */
// hack - this needs to go away.
int * pMaterialFlags ; /* will have studiohdr_t.numtextures elements allocated */
// For decals on hardware morphing, we must actually do hardware skinning
// For this to work, we have to hope that the total # of bones used by
// hw flexed verts is < than the max possible for the dx level we're running under
int * m_pHWMorphDecalBoneRemap ;
int m_nDecalBoneCount ;
} ;
struct studiohwdata_t
{
int m_RootLOD ; // calced and clamped, nonzero for lod culling
int m_NumLODs ;
studioloddata_t * m_pLODs ;
int m_NumStudioMeshes ;
inline float LODMetric ( float unitSphereSize ) const { return ( unitSphereSize ! = 0.0f ) ? ( 100.0f / unitSphereSize ) : 0.0f ; }
inline int GetLODForMetric ( float lodMetric ) const
{
if ( ! m_NumLODs )
return 0 ;
// shadow lod is specified on the last lod with a negative switch
// never consider shadow lod as viable candidate
int numLODs = ( m_pLODs [ m_NumLODs - 1 ] . m_SwitchPoint < 0.0f ) ? m_NumLODs - 1 : m_NumLODs ;
for ( int i = m_RootLOD ; i < numLODs - 1 ; i + + )
{
if ( m_pLODs [ i + 1 ] . m_SwitchPoint > lodMetric )
return i ;
}
return numLODs - 1 ;
}
} ;
// ----------------------------------------------------------
// ----------------------------------------------------------
// body part index
struct mstudiobodyparts_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int sznameindex ;
inline char * const pszName ( void ) const { return ( ( char * ) this ) + sznameindex ; }
int nummodels ;
int base ;
int modelindex ; // index into models array
inline mstudiomodel_t * pModel ( int i ) const { return ( mstudiomodel_t * ) ( ( ( byte * ) this ) + modelindex ) + i ; } ;
} ;
struct mstudiomouth_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int bone ;
Vector forward ;
int flexdesc ;
mstudiomouth_t ( ) { }
private :
// No copy constructors allowed
mstudiomouth_t ( const mstudiomouth_t & vOther ) ;
} ;
struct mstudiohitboxset_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int sznameindex ;
inline char * const pszName ( void ) const { return ( ( char * ) this ) + sznameindex ; }
int numhitboxes ;
int hitboxindex ;
inline mstudiobbox_t * pHitbox ( int i ) const { return ( mstudiobbox_t * ) ( ( ( byte * ) this ) + hitboxindex ) + i ; } ;
} ;
//-----------------------------------------------------------------------------
// Src bone transforms are transformations that will convert .dmx or .smd-based animations into .mdl-based animations
// NOTE: The operation you should apply is: pretransform * bone transform * posttransform
//-----------------------------------------------------------------------------
struct mstudiosrcbonetransform_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int sznameindex ;
inline const char * pszName ( void ) const { return ( ( char * ) this ) + sznameindex ; }
matrix3x4_t pretransform ;
matrix3x4_t posttransform ;
} ;
// ----------------------------------------------------------
// Purpose: Load time results on model compositing
// ----------------------------------------------------------
class virtualgroup_t
{
public :
virtualgroup_t ( void ) { cache = NULL ; } ;
// tool dependant. In engine this is a model_t, in tool it's a direct pointer
void * cache ;
// converts cache entry into a usable studiohdr_t *
const studiohdr_t * GetStudioHdr ( void ) const ;
CUtlVector < int > boneMap ; // maps global bone to local bone
CUtlVector < int > masterBone ; // maps local bone to global bone
CUtlVector < int > masterSeq ; // maps local sequence to master sequence
CUtlVector < int > masterAnim ; // maps local animation to master animation
CUtlVector < int > masterAttachment ; // maps local attachment to global
CUtlVector < int > masterPose ; // maps local pose parameter to global
CUtlVector < int > masterNode ; // maps local transition nodes to global
} ;
struct virtualsequence_t
{
# ifdef _XBOX
short flags ;
short activity ;
short group ;
short index ;
# else
int flags ;
int activity ;
int group ;
int index ;
# endif
} ;
struct virtualgeneric_t
{
# ifdef _XBOX
short group ;
short index ;
# else
int group ;
int index ;
# endif
} ;
struct virtualmodel_t
{
void AppendSequences ( int group , const studiohdr_t * pStudioHdr ) ;
void AppendAnimations ( int group , const studiohdr_t * pStudioHdr ) ;
void AppendAttachments ( int ground , const studiohdr_t * pStudioHdr ) ;
void AppendPoseParameters ( int group , const studiohdr_t * pStudioHdr ) ;
void AppendBonemap ( int group , const studiohdr_t * pStudioHdr ) ;
void AppendNodes ( int group , const studiohdr_t * pStudioHdr ) ;
void AppendTransitions ( int group , const studiohdr_t * pStudioHdr ) ;
void AppendIKLocks ( int group , const studiohdr_t * pStudioHdr ) ;
void AppendModels ( int group , const studiohdr_t * pStudioHdr ) ;
void UpdateAutoplaySequences ( const studiohdr_t * pStudioHdr ) ;
virtualgroup_t * pAnimGroup ( int animation ) { return & m_group [ m_anim [ animation ] . group ] ; } // Note: user must manage mutex for this
virtualgroup_t * pSeqGroup ( int sequence )
{
// Check for out of range access that is causing crashes on some servers.
// Perhaps caused by sourcemod bugs. Typical sequence in these cases is ~292
// when the count is 234. Using unsigned math allows for free range
// checking against zero.
if ( ( unsigned ) sequence > = ( unsigned ) m_seq . Count ( ) )
{
Assert ( 0 ) ;
return 0 ;
}
return & m_group [ m_seq [ sequence ] . group ] ;
} // Note: user must manage mutex for this
CThreadFastMutex m_Lock ;
CUtlVector < virtualsequence_t > m_seq ;
CUtlVector < virtualgeneric_t > m_anim ;
CUtlVector < virtualgeneric_t > m_attachment ;
CUtlVector < virtualgeneric_t > m_pose ;
CUtlVector < virtualgroup_t > m_group ;
CUtlVector < virtualgeneric_t > m_node ;
CUtlVector < virtualgeneric_t > m_iklock ;
CUtlVector < unsigned short > m_autoplaySequences ;
} ;
// 'thin' vertex data, used to do model decals (see Studio_CreateThinVertexes())
struct thinModelVertices_t
{
void Init ( int numBoneInfluences , Vector * positions , unsigned short * normals , float * boneWeights , char * boneIndices )
{
Assert ( positions ! = NULL ) ;
Assert ( normals ! = NULL ) ;
Assert ( ( numBoneInfluences > = 0 ) & & ( numBoneInfluences < = 3 ) ) ;
Assert ( numBoneInfluences > 0 ? ! ! boneIndices : ! boneIndices ) ;
Assert ( numBoneInfluences > 1 ? ! ! boneWeights : ! boneWeights ) ;
m_numBoneInfluences = numBoneInfluences ;
m_vecPositions = positions ;
m_vecNormals = normals ;
m_boneWeights = boneWeights ;
m_boneIndices = boneIndices ;
}
void SetPosition ( int vertIndex , const Vector & position )
{
Assert ( m_vecPositions ) ;
m_vecPositions [ vertIndex ] = position ;
}
void SetNormal ( int vertIndex , const Vector & normal )
{
Assert ( m_vecNormals ) ;
unsigned int packedNormal ;
PackNormal_UBYTE4 ( normal . x , normal . y , normal . z , & packedNormal ) ;
m_vecNormals [ vertIndex ] = ( unsigned short ) ( 0x0000FFFF & packedNormal ) ;
}
void SetBoneWeights ( int vertIndex , const mstudioboneweight_t & boneWeights )
{
Assert ( ( m_numBoneInfluences > = 1 ) & & ( m_numBoneInfluences < = 3 ) ) ;
Assert ( ( boneWeights . numbones > = 1 ) & & ( boneWeights . numbones < = m_numBoneInfluences ) ) ;
int numStoredWeights = max ( 0 , ( m_numBoneInfluences - 1 ) ) ;
float * pBaseWeight = m_boneWeights + vertIndex * numStoredWeights ;
char * pBaseIndex = m_boneIndices + vertIndex * m_numBoneInfluences ;
for ( int i = 0 ; i < m_numBoneInfluences ; i + + )
{
pBaseIndex [ i ] = boneWeights . bone [ i ] ;
}
for ( int i = 0 ; i < numStoredWeights ; i + + )
{
pBaseWeight [ i ] = boneWeights . weight [ i ] ;
}
}
void GetMeshPosition ( mstudiomesh_t * pMesh , int meshIndex , Vector * pPosition ) const
{
Assert ( pMesh ) ;
GetPosition ( pMesh - > vertexdata . GetGlobalVertexIndex ( meshIndex ) , pPosition ) ;
}
void GetMeshNormal ( mstudiomesh_t * pMesh , int meshIndex , Vector * pNormal ) const
{
Assert ( pMesh ) ;
GetNormal ( pMesh - > vertexdata . GetGlobalVertexIndex ( meshIndex ) , pNormal ) ;
}
void GetMeshBoneWeights ( mstudiomesh_t * pMesh , int meshIndex , mstudioboneweight_t * pBoneWeights ) const
{
Assert ( pMesh ) ;
GetBoneWeights ( pMesh - > vertexdata . GetGlobalVertexIndex ( meshIndex ) , pBoneWeights ) ;
}
void GetModelPosition ( mstudiomodel_t * pModel , int modelIndex , Vector * pPosition ) const
{
Assert ( pModel ) ;
GetPosition ( pModel - > vertexdata . GetGlobalVertexIndex ( modelIndex ) , pPosition ) ;
}
void GetModelNormal ( mstudiomodel_t * pModel , int modelIndex , Vector * pNormal ) const
{
Assert ( pModel ) ;
GetNormal ( pModel - > vertexdata . GetGlobalVertexIndex ( modelIndex ) , pNormal ) ;
}
void GetModelBoneWeights ( mstudiomodel_t * pModel , int modelIndex , mstudioboneweight_t * pBoneWeights ) const
{
Assert ( pModel ) ;
GetBoneWeights ( pModel - > vertexdata . GetGlobalVertexIndex ( modelIndex ) , pBoneWeights ) ;
}
private :
void GetPosition ( int vertIndex , Vector * pPosition ) const
{
Assert ( pPosition ) ;
Assert ( m_vecPositions ) ;
* pPosition = m_vecPositions [ vertIndex ] ;
}
void GetNormal ( int vertIndex , Vector * pNormal ) const
{
Assert ( pNormal ) ;
Assert ( m_vecNormals ) ;
unsigned int packedNormal = 0x0000FFFF & m_vecNormals [ vertIndex ] ;
UnpackNormal_UBYTE4 ( & packedNormal , pNormal - > Base ( ) ) ;
}
void GetBoneWeights ( int vertIndex , mstudioboneweight_t * pBoneWeights ) const
{
Assert ( pBoneWeights ) ;
Assert ( ( m_numBoneInfluences < = 1 ) | | ( m_boneWeights ! = NULL ) ) ;
Assert ( ( m_numBoneInfluences < = 0 ) | | ( m_boneIndices ! = NULL ) ) ;
int numStoredWeights = max ( 0 , ( m_numBoneInfluences - 1 ) ) ;
float * pBaseWeight = m_boneWeights + vertIndex * numStoredWeights ;
char * pBaseIndex = m_boneIndices + vertIndex * m_numBoneInfluences ;
float sum = 0.0f ;
for ( int i = 0 ; i < MAX_NUM_BONES_PER_VERT ; i + + )
{
if ( i < ( m_numBoneInfluences - 1 ) )
pBoneWeights - > weight [ i ] = pBaseWeight [ i ] ;
else
pBoneWeights - > weight [ i ] = 1.0f - sum ;
sum + = pBoneWeights - > weight [ i ] ;
pBoneWeights - > bone [ i ] = ( i < m_numBoneInfluences ) ? pBaseIndex [ i ] : 0 ;
}
// Treat 'zero weights' as '100% binding to bone zero':
pBoneWeights - > numbones = m_numBoneInfluences ? m_numBoneInfluences : 1 ;
}
int m_numBoneInfluences ; // Number of bone influences per vertex, N
float * m_boneWeights ; // This array stores (N-1) weights per vertex (unless N is zero)
char * m_boneIndices ; // This array stores N indices per vertex
Vector * m_vecPositions ;
unsigned short * m_vecNormals ; // Normals are compressed into 16 bits apiece (see PackNormal_UBYTE4() )
} ;
// ----------------------------------------------------------
// Studio Model Vertex Data File
// Position independent flat data for cache manager
// ----------------------------------------------------------
// little-endian "IDSV"
# define MODEL_VERTEX_FILE_ID (('V'<<24)+('S'<<16)+('D'<<8)+'I')
# define MODEL_VERTEX_FILE_VERSION 4
// this id (IDCV) is used once the vertex data has been compressed (see CMDLCache::CreateThinVertexes)
# define MODEL_VERTEX_FILE_THIN_ID (('V'<<24)+('C'<<16)+('D'<<8)+'I')
struct vertexFileHeader_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int id ; // MODEL_VERTEX_FILE_ID
int version ; // MODEL_VERTEX_FILE_VERSION
int checksum ; // same as studiohdr_t, ensures sync
int numLODs ; // num of valid lods
int numLODVertexes [ MAX_NUM_LODS ] ; // num verts for desired root lod
int numFixups ; // num of vertexFileFixup_t
int fixupTableStart ; // offset from base to fixup table
int vertexDataStart ; // offset from base to vertex block
int tangentDataStart ; // offset from base to tangent block
public :
// Accessor to fat vertex data
const mstudiovertex_t * GetVertexData ( ) const
{
if ( ( id = = MODEL_VERTEX_FILE_ID ) & & ( vertexDataStart ! = 0 ) )
return ( mstudiovertex_t * ) ( vertexDataStart + ( byte * ) this ) ;
else
return NULL ;
}
// Accessor to (fat) tangent vertex data (tangents aren't stored in compressed data)
const Vector4D * GetTangentData ( ) const
{
if ( ( id = = MODEL_VERTEX_FILE_ID ) & & ( tangentDataStart ! = 0 ) )
return ( Vector4D * ) ( tangentDataStart + ( byte * ) this ) ;
else
return NULL ;
}
// Accessor to thin vertex data
const thinModelVertices_t * GetThinVertexData ( ) const
{
if ( ( id = = MODEL_VERTEX_FILE_THIN_ID ) & & ( vertexDataStart ! = 0 ) )
return ( thinModelVertices_t * ) ( vertexDataStart + ( byte * ) this ) ;
else
return NULL ;
}
} ;
// model vertex data accessor (defined here so vertexFileHeader_t can be used)
inline const mstudio_modelvertexdata_t * mstudiomodel_t : : GetVertexData ( void * pModelData )
{
const vertexFileHeader_t * pVertexHdr = CacheVertexData ( pModelData ) ;
if ( ! pVertexHdr )
{
vertexdata . pVertexData = NULL ;
vertexdata . pTangentData = NULL ;
return NULL ;
}
vertexdata . pVertexData = pVertexHdr - > GetVertexData ( ) ;
vertexdata . pTangentData = pVertexHdr - > GetTangentData ( ) ;
if ( ! vertexdata . GetVertexData ( ) )
return NULL ;
return & vertexdata ;
}
// model thin vertex data accessor (defined here so vertexFileHeader_t can be used)
inline const thinModelVertices_t * mstudiomodel_t : : GetThinVertexData ( void * pModelData )
{
const vertexFileHeader_t * pVertexHdr = CacheVertexData ( pModelData ) ;
if ( ! pVertexHdr )
return NULL ;
return pVertexHdr - > GetThinVertexData ( ) ;
}
// apply sequentially to lod sorted vertex and tangent pools to re-establish mesh order
struct vertexFileFixup_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int lod ; // used to skip culled root lod
int sourceVertexID ; // absolute index from start of vertex/tangent blocks
int numVertexes ;
} ;
// This flag is set if no hitbox information was specified
# define STUDIOHDR_FLAGS_AUTOGENERATED_HITBOX 0x00000001
// NOTE: This flag is set at loadtime, not mdl build time so that we don't have to rebuild
// models when we change materials.
# define STUDIOHDR_FLAGS_USES_ENV_CUBEMAP 0x00000002
// Use this when there are translucent parts to the model but we're not going to sort it
# define STUDIOHDR_FLAGS_FORCE_OPAQUE 0x00000004
// Use this when we want to render the opaque parts during the opaque pass
// and the translucent parts during the translucent pass
# define STUDIOHDR_FLAGS_TRANSLUCENT_TWOPASS 0x00000008
// This is set any time the .qc files has $staticprop in it
// Means there's no bones and no transforms
# define STUDIOHDR_FLAGS_STATIC_PROP 0x00000010
// NOTE: This flag is set at loadtime, not mdl build time so that we don't have to rebuild
// models when we change materials.
# define STUDIOHDR_FLAGS_USES_FB_TEXTURE 0x00000020
// This flag is set by studiomdl.exe if a separate "$shadowlod" entry was present
// for the .mdl (the shadow lod is the last entry in the lod list if present)
# define STUDIOHDR_FLAGS_HASSHADOWLOD 0x00000040
// NOTE: This flag is set at loadtime, not mdl build time so that we don't have to rebuild
// models when we change materials.
# define STUDIOHDR_FLAGS_USES_BUMPMAPPING 0x00000080
// NOTE: This flag is set when we should use the actual materials on the shadow LOD
// instead of overriding them with the default one (necessary for translucent shadows)
# define STUDIOHDR_FLAGS_USE_SHADOWLOD_MATERIALS 0x00000100
// NOTE: This flag is set when we should use the actual materials on the shadow LOD
// instead of overriding them with the default one (necessary for translucent shadows)
# define STUDIOHDR_FLAGS_OBSOLETE 0x00000200
# define STUDIOHDR_FLAGS_UNUSED 0x00000400
// NOTE: This flag is set at mdl build time
# define STUDIOHDR_FLAGS_NO_FORCED_FADE 0x00000800
// NOTE: The npc will lengthen the viseme check to always include two phonemes
# define STUDIOHDR_FLAGS_FORCE_PHONEME_CROSSFADE 0x00001000
// This flag is set when the .qc has $constantdirectionallight in it
// If set, we use constantdirectionallightdot to calculate light intensity
// rather than the normal directional dot product
// only valid if STUDIOHDR_FLAGS_STATIC_PROP is also set
# define STUDIOHDR_FLAGS_CONSTANT_DIRECTIONAL_LIGHT_DOT 0x00002000
// Flag to mark delta flexes as already converted from disk format to memory format
# define STUDIOHDR_FLAGS_FLEXES_CONVERTED 0x00004000
// Indicates the studiomdl was built in preview mode
# define STUDIOHDR_FLAGS_BUILT_IN_PREVIEW_MODE 0x00008000
// Ambient boost (runtime flag)
# define STUDIOHDR_FLAGS_AMBIENT_BOOST 0x00010000
// Don't cast shadows from this model (useful on first-person models)
# define STUDIOHDR_FLAGS_DO_NOT_CAST_SHADOWS 0x00020000
// alpha textures should cast shadows in vrad on this model (ONLY prop_static!)
# define STUDIOHDR_FLAGS_CAST_TEXTURE_SHADOWS 0x00040000
// flagged on load to indicate no animation events on this model
# define STUDIOHDR_FLAGS_VERT_ANIM_FIXED_POINT_SCALE 0x00200000
// NOTE! Next time we up the .mdl file format, remove studiohdr2_t
// and insert all fields in this structure into studiohdr_t.
struct studiohdr2_t
{
// NOTE: For forward compat, make sure any methods in this struct
// are also available in studiohdr_t so no leaf code ever directly references
// a studiohdr2_t structure
DECLARE_BYTESWAP_DATADESC ( ) ;
int numsrcbonetransform ;
int srcbonetransformindex ;
int illumpositionattachmentindex ;
inline int IllumPositionAttachmentIndex ( ) const { return illumpositionattachmentindex ; }
float flMaxEyeDeflection ;
inline float MaxEyeDeflection ( ) const { return flMaxEyeDeflection ! = 0.0f ? flMaxEyeDeflection : 0.866f ; } // default to cos(30) if not set
int linearboneindex ;
inline mstudiolinearbone_t * pLinearBones ( ) const { return ( linearboneindex ) ? ( mstudiolinearbone_t * ) ( ( ( byte * ) this ) + linearboneindex ) : NULL ; }
int sznameindex ;
inline char * pszName ( ) { return ( sznameindex ) ? ( char * ) ( ( ( byte * ) this ) + sznameindex ) : NULL ; }
int m_nBoneFlexDriverCount ;
int m_nBoneFlexDriverIndex ;
inline mstudioboneflexdriver_t * pBoneFlexDriver ( int i ) const { Assert ( i > = 0 & & i < m_nBoneFlexDriverCount ) ; return ( mstudioboneflexdriver_t * ) ( ( ( byte * ) this ) + m_nBoneFlexDriverIndex ) + i ; }
mutable serializedstudioptr_t < void > virtualModel ;
mutable serializedstudioptr_t < void > animblockModel ;
serializedstudioptr_t < void > pVertexBase ;
serializedstudioptr_t < void > pIndexBase ;
int reserved [ 48 ] ;
} ;
struct studiohdr_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
studiohdr_t ( ) = default ;
int id ;
int version ;
int checksum ; // this has to be the same in the phy and vtx files to load!
inline const char * pszName ( void ) const { if ( studiohdr2index & & pStudioHdr2 ( ) - > pszName ( ) ) return pStudioHdr2 ( ) - > pszName ( ) ; else return name ; }
char name [ 64 ] ;
int length ;
Vector eyeposition ; // ideal eye position
Vector illumposition ; // illumination center
Vector hull_min ; // ideal movement hull size
Vector hull_max ;
Vector view_bbmin ; // clipping bounding box
Vector view_bbmax ;
int flags ;
int numbones ; // bones
int boneindex ;
inline mstudiobone_t * pBone ( int i ) const { Assert ( i > = 0 & & i < numbones ) ; return ( mstudiobone_t * ) ( ( ( byte * ) this ) + boneindex ) + i ; } ;
int RemapSeqBone ( int iSequence , int iLocalBone ) const ; // maps local sequence bone to global bone
int RemapAnimBone ( int iAnim , int iLocalBone ) const ; // maps local animations bone to global bone
int numbonecontrollers ; // bone controllers
int bonecontrollerindex ;
inline mstudiobonecontroller_t * pBonecontroller ( int i ) const { Assert ( i > = 0 & & i < numbonecontrollers ) ; return ( mstudiobonecontroller_t * ) ( ( ( byte * ) this ) + bonecontrollerindex ) + i ; } ;
int numhitboxsets ;
int hitboxsetindex ;
// Look up hitbox set by index
mstudiohitboxset_t * pHitboxSet ( int i ) const
{
Assert ( i > = 0 & & i < numhitboxsets ) ;
return ( mstudiohitboxset_t * ) ( ( ( byte * ) this ) + hitboxsetindex ) + i ;
} ;
// Calls through to hitbox to determine size of specified set
inline mstudiobbox_t * pHitbox ( int i , int set ) const
{
mstudiohitboxset_t const * s = pHitboxSet ( set ) ;
if ( ! s )
return NULL ;
return s - > pHitbox ( i ) ;
} ;
// Calls through to set to get hitbox count for set
inline int iHitboxCount ( int set ) const
{
mstudiohitboxset_t const * s = pHitboxSet ( set ) ;
if ( ! s )
return 0 ;
return s - > numhitboxes ;
} ;
// file local animations? and sequences
//private:
int numlocalanim ; // animations/poses
int localanimindex ; // animation descriptions
inline mstudioanimdesc_t * pLocalAnimdesc ( int i ) const { if ( i < 0 | | i > = numlocalanim ) i = 0 ; return ( mstudioanimdesc_t * ) ( ( ( byte * ) this ) + localanimindex ) + i ; } ;
int numlocalseq ; // sequences
int localseqindex ;
inline mstudioseqdesc_t * pLocalSeqdesc ( int i ) const { if ( i < 0 | | i > = numlocalseq ) i = 0 ; return ( mstudioseqdesc_t * ) ( ( ( byte * ) this ) + localseqindex ) + i ; } ;
//public:
bool SequencesAvailable ( ) const ;
int GetNumSeq ( ) const ;
mstudioanimdesc_t & pAnimdesc ( int i ) const ;
mstudioseqdesc_t & pSeqdesc ( int i ) const ;
int iRelativeAnim ( int baseseq , int relanim ) const ; // maps seq local anim reference to global anim index
int iRelativeSeq ( int baseseq , int relseq ) const ; // maps seq local seq reference to global seq index
//private:
mutable int activitylistversion ; // initialization flag - have the sequences been indexed?
mutable int eventsindexed ;
//public:
int GetSequenceActivity ( int iSequence ) ;
void SetSequenceActivity ( int iSequence , int iActivity ) ;
int GetActivityListVersion ( void ) ;
void SetActivityListVersion ( int version ) const ;
int GetEventListVersion ( void ) ;
void SetEventListVersion ( int version ) ;
// raw textures
int numtextures ;
int textureindex ;
inline mstudiotexture_t * pTexture ( int i ) const { Assert ( i > = 0 & & i < numtextures ) ; return ( mstudiotexture_t * ) ( ( ( byte * ) this ) + textureindex ) + i ; } ;
// raw textures search paths
int numcdtextures ;
int cdtextureindex ;
inline char * pCdtexture ( int i ) const { return ( ( ( char * ) this ) + * ( ( int * ) ( ( ( byte * ) this ) + cdtextureindex ) + i ) ) ; } ;
// replaceable textures tables
int numskinref ;
int numskinfamilies ;
int skinindex ;
inline short * pSkinref ( int i ) const { return ( short * ) ( ( ( byte * ) this ) + skinindex ) + i ; } ;
int numbodyparts ;
int bodypartindex ;
inline mstudiobodyparts_t * pBodypart ( int i ) const { return ( mstudiobodyparts_t * ) ( ( ( byte * ) this ) + bodypartindex ) + i ; } ;
// queryable attachable points
//private:
int numlocalattachments ;
int localattachmentindex ;
inline mstudioattachment_t * pLocalAttachment ( int i ) const { Assert ( i > = 0 & & i < numlocalattachments ) ; return ( mstudioattachment_t * ) ( ( ( byte * ) this ) + localattachmentindex ) + i ; } ;
//public:
int GetNumAttachments ( void ) const ;
const mstudioattachment_t & pAttachment ( int i ) const ;
int GetAttachmentBone ( int i ) ;
// used on my tools in hlmv, not persistant
void SetAttachmentBone ( int iAttachment , int iBone ) ;
// animation node to animation node transition graph
//private:
int numlocalnodes ;
int localnodeindex ;
int localnodenameindex ;
inline char * pszLocalNodeName ( int iNode ) const { Assert ( iNode > = 0 & & iNode < numlocalnodes ) ; return ( ( ( char * ) this ) + * ( ( int * ) ( ( ( byte * ) this ) + localnodenameindex ) + iNode ) ) ; }
inline byte * pLocalTransition ( int i ) const { Assert ( i > = 0 & & i < ( numlocalnodes * numlocalnodes ) ) ; return ( byte * ) ( ( ( byte * ) this ) + localnodeindex ) + i ; } ;
//public:
int EntryNode ( int iSequence ) ;
int ExitNode ( int iSequence ) ;
char * pszNodeName ( int iNode ) ;
int GetTransition ( int iFrom , int iTo ) const ;
int numflexdesc ;
int flexdescindex ;
inline mstudioflexdesc_t * pFlexdesc ( int i ) const { Assert ( i > = 0 & & i < numflexdesc ) ; return ( mstudioflexdesc_t * ) ( ( ( byte * ) this ) + flexdescindex ) + i ; } ;
int numflexcontrollers ;
int flexcontrollerindex ;
inline mstudioflexcontroller_t * pFlexcontroller ( LocalFlexController_t i ) const { Assert ( numflexcontrollers = = 0 | | ( i > = 0 & & i < numflexcontrollers ) ) ; return ( mstudioflexcontroller_t * ) ( ( ( byte * ) this ) + flexcontrollerindex ) + i ; } ;
int numflexrules ;
int flexruleindex ;
inline mstudioflexrule_t * pFlexRule ( int i ) const { Assert ( i > = 0 & & i < numflexrules ) ; return ( mstudioflexrule_t * ) ( ( ( byte * ) this ) + flexruleindex ) + i ; } ;
int numikchains ;
int ikchainindex ;
inline mstudioikchain_t * pIKChain ( int i ) const { Assert ( i > = 0 & & i < numikchains ) ; return ( mstudioikchain_t * ) ( ( ( byte * ) this ) + ikchainindex ) + i ; } ;
int nummouths ;
int mouthindex ;
inline mstudiomouth_t * pMouth ( int i ) const { Assert ( i > = 0 & & i < nummouths ) ; return ( mstudiomouth_t * ) ( ( ( byte * ) this ) + mouthindex ) + i ; } ;
//private:
int numlocalposeparameters ;
int localposeparamindex ;
inline mstudioposeparamdesc_t * pLocalPoseParameter ( int i ) const { Assert ( i > = 0 & & i < numlocalposeparameters ) ; return ( mstudioposeparamdesc_t * ) ( ( ( byte * ) this ) + localposeparamindex ) + i ; } ;
//public:
int GetNumPoseParameters ( void ) const ;
const mstudioposeparamdesc_t & pPoseParameter ( int i ) ;
int GetSharedPoseParameter ( int iSequence , int iLocalPose ) const ;
int surfacepropindex ;
inline char * const pszSurfaceProp ( void ) const { return ( ( char * ) this ) + surfacepropindex ; }
// Key values
int keyvalueindex ;
int keyvaluesize ;
inline const char * KeyValueText ( void ) const { return keyvaluesize ! = 0 ? ( ( char * ) this ) + keyvalueindex : NULL ; }
int numlocalikautoplaylocks ;
int localikautoplaylockindex ;
inline mstudioiklock_t * pLocalIKAutoplayLock ( int i ) const { Assert ( i > = 0 & & i < numlocalikautoplaylocks ) ; return ( mstudioiklock_t * ) ( ( ( byte * ) this ) + localikautoplaylockindex ) + i ; } ;
int GetNumIKAutoplayLocks ( void ) const ;
const mstudioiklock_t & pIKAutoplayLock ( int i ) ;
int CountAutoplaySequences ( ) const ;
int CopyAutoplaySequences ( unsigned short * pOut , int outCount ) const ;
int GetAutoplayList ( unsigned short * * pOut ) const ;
// The collision model mass that jay wanted
float mass ;
int contents ;
// external animations, models, etc.
int numincludemodels ;
int includemodelindex ;
inline mstudiomodelgroup_t * pModelGroup ( int i ) const { Assert ( i > = 0 & & i < numincludemodels ) ; return ( mstudiomodelgroup_t * ) ( ( ( byte * ) this ) + includemodelindex ) + i ; } ;
// implementation specific call to get a named model
const studiohdr_t * FindModel ( void * * cache , char const * modelname ) const ;
// implementation specific back pointer to virtual data
int unused_virtualModel ;
virtualmodel_t * GetVirtualModel ( void ) const ;
// for demand loaded animation blocks
int szanimblocknameindex ;
inline char * const pszAnimBlockName ( void ) const { return ( ( char * ) this ) + szanimblocknameindex ; }
int numanimblocks ;
int animblockindex ;
inline mstudioanimblock_t * pAnimBlock ( int i ) const { Assert ( i > 0 & & i < numanimblocks ) ; return ( mstudioanimblock_t * ) ( ( ( byte * ) this ) + animblockindex ) + i ; } ;
int unused_animblockModel ;
byte * GetAnimBlock ( int i ) const ;
int bonetablebynameindex ;
inline const byte * GetBoneTableSortedByName ( ) const { return ( byte * ) this + bonetablebynameindex ; }
// used by tools only that don't cache, but persist mdl's peer data
// engine uses virtualModel to back link to cache pointers
int unused_pVertexBase ;
int unused_pIndexBase ;
// if STUDIOHDR_FLAGS_CONSTANT_DIRECTIONAL_LIGHT_DOT is set,
// this value is used to calculate directional components of lighting
// on static props
byte constdirectionallightdot ;
// set during load of mdl data to track *desired* lod configuration (not actual)
// the *actual* clamped root lod is found in studiohwdata
// this is stored here as a global store to ensure the staged loading matches the rendering
byte rootLOD ;
// set in the mdl data to specify that lod configuration should only allow first numAllowRootLODs
// to be set as root LOD:
// numAllowedRootLODs = 0 means no restriction, any lod can be set as root lod.
// numAllowedRootLODs = N means that lod0 - lod(N-1) can be set as root lod, but not lodN or lower.
byte numAllowedRootLODs ;
byte unused [ 1 ] ;
int unused4 ; // zero out if version < 47
int numflexcontrollerui ;
int flexcontrolleruiindex ;
mstudioflexcontrollerui_t * pFlexControllerUI ( int i ) const { Assert ( i > = 0 & & i < numflexcontrollerui ) ; return ( mstudioflexcontrollerui_t * ) ( ( ( byte * ) this ) + flexcontrolleruiindex ) + i ; }
float flVertAnimFixedPointScale ;
inline float VertAnimFixedPointScale ( ) const { return ( flags & STUDIOHDR_FLAGS_VERT_ANIM_FIXED_POINT_SCALE ) ? flVertAnimFixedPointScale : 1.0f / 4096.0f ; }
int unused3 [ 1 ] ;
// FIXME: Remove when we up the model version. Move all fields of studiohdr2_t into studiohdr_t.
int studiohdr2index ;
studiohdr2_t * pStudioHdr2 ( ) const { return ( studiohdr2_t * ) ( ( ( byte * ) this ) + studiohdr2index ) ; }
// Src bone transforms are transformations that will convert .dmx or .smd-based animations into .mdl-based animations
int NumSrcBoneTransforms ( ) const { return studiohdr2index ? pStudioHdr2 ( ) - > numsrcbonetransform : 0 ; }
const mstudiosrcbonetransform_t * SrcBoneTransform ( int i ) const { Assert ( i > = 0 & & i < NumSrcBoneTransforms ( ) ) ; return ( mstudiosrcbonetransform_t * ) ( ( ( byte * ) this ) + pStudioHdr2 ( ) - > srcbonetransformindex ) + i ; }
inline int IllumPositionAttachmentIndex ( ) const { return studiohdr2index ? pStudioHdr2 ( ) - > IllumPositionAttachmentIndex ( ) : 0 ; }
inline float MaxEyeDeflection ( ) const { return studiohdr2index ? pStudioHdr2 ( ) - > MaxEyeDeflection ( ) : 0.866f ; } // default to cos(30) if not set
inline mstudiolinearbone_t * pLinearBones ( ) const { return studiohdr2index ? pStudioHdr2 ( ) - > pLinearBones ( ) : NULL ; }
inline int BoneFlexDriverCount ( ) const { return studiohdr2index ? pStudioHdr2 ( ) - > m_nBoneFlexDriverCount : 0 ; }
inline const mstudioboneflexdriver_t * BoneFlexDriver ( int i ) const { Assert ( i > = 0 & & i < BoneFlexDriverCount ( ) ) ; return studiohdr2index > 0 ? pStudioHdr2 ( ) - > pBoneFlexDriver ( i ) : NULL ; }
void * VirtualModel ( ) const { return studiohdr2index ? ( void * ) ( pStudioHdr2 ( ) - > virtualModel ) : nullptr ; }
void SetVirtualModel ( void * ptr ) { Assert ( studiohdr2index ) ; if ( studiohdr2index ) { pStudioHdr2 ( ) - > virtualModel = ptr ; } else { Msg ( " go fuck urself! \n " ) ; } }
void * VertexBase ( ) const { return studiohdr2index ? ( void * ) ( pStudioHdr2 ( ) - > pVertexBase ) : nullptr ; }
void SetVertexBase ( void * pVertexBase ) const { Assert ( studiohdr2index ) ; if ( studiohdr2index ) { pStudioHdr2 ( ) - > pVertexBase = pVertexBase ; } }
void * IndexBase ( ) const { return studiohdr2index ? ( void * ) ( pStudioHdr2 ( ) - > pIndexBase ) : nullptr ; }
void SetIndexBase ( void * pIndexBase ) const { Assert ( studiohdr2index ) ; if ( studiohdr2index ) { pStudioHdr2 ( ) - > pIndexBase = pIndexBase ; } }
// NOTE: No room to add stuff? Up the .mdl file format version
// [and move all fields in studiohdr2_t into studiohdr_t and kill studiohdr2_t],
// or add your stuff to studiohdr2_t. See NumSrcBoneTransforms/SrcBoneTransform for the pattern to use.
int unused2 [ 1 ] ;
private :
// No copy constructors allowed
studiohdr_t ( const studiohdr_t & vOther ) ;
friend struct virtualmodel_t ;
} ;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class IDataCache ;
class IMDLCache ;
class CStudioHdr
{
public :
CStudioHdr ( void ) ;
CStudioHdr ( const studiohdr_t * pStudioHdr , IMDLCache * mdlcache = NULL ) ;
~ CStudioHdr ( ) { Term ( ) ; }
void Init ( const studiohdr_t * pStudioHdr , IMDLCache * mdlcache = NULL ) ;
void Term ( ) ;
public :
inline bool IsVirtual ( void ) { return ( m_pVModel ! = NULL ) ; } ;
inline bool IsValid ( void ) { return ( m_pStudioHdr ! = NULL ) ; } ;
inline bool IsReadyForAccess ( void ) const { return ( m_pStudioHdr ! = NULL ) ; } ;
inline virtualmodel_t * GetVirtualModel ( void ) const { return m_pVModel ; } ;
inline const studiohdr_t * GetRenderHdr ( void ) const { return m_pStudioHdr ; } ;
const studiohdr_t * pSeqStudioHdr ( int sequence ) ;
const studiohdr_t * pAnimStudioHdr ( int animation ) ;
private :
mutable const studiohdr_t * m_pStudioHdr ;
mutable virtualmodel_t * m_pVModel ;
const virtualmodel_t * ResetVModel ( const virtualmodel_t * pVModel ) const ;
const studiohdr_t * GroupStudioHdr ( int group ) ;
mutable CUtlVector < const studiohdr_t * > m_pStudioHdrCache ;
mutable int m_nFrameUnlockCounter ;
int * m_pFrameUnlockCounter ;
CThreadFastMutex m_FrameUnlockCounterMutex ;
public :
inline int numbones ( void ) const { return m_pStudioHdr - > numbones ; } ;
inline mstudiobone_t * pBone ( int i ) const { return m_pStudioHdr - > pBone ( i ) ; } ;
int RemapAnimBone ( int iAnim , int iLocalBone ) const ; // maps local animations bone to global bone
int RemapSeqBone ( int iSequence , int iLocalBone ) const ; // maps local sequence bone to global bone
bool SequencesAvailable ( ) const ;
int GetNumSeq ( void ) const ;
mstudioanimdesc_t & pAnimdesc ( int i ) ;
mstudioseqdesc_t & pSeqdesc ( int iSequence ) ;
int iRelativeAnim ( int baseseq , int relanim ) const ; // maps seq local anim reference to global anim index
int iRelativeSeq ( int baseseq , int relseq ) const ; // maps seq local seq reference to global seq index
int GetSequenceActivity ( int iSequence ) ;
void SetSequenceActivity ( int iSequence , int iActivity ) ;
int GetActivityListVersion ( void ) ;
void SetActivityListVersion ( int version ) ;
int GetEventListVersion ( void ) ;
void SetEventListVersion ( int version ) ;
int GetNumAttachments ( void ) const ;
const mstudioattachment_t & pAttachment ( int i ) ;
int GetAttachmentBone ( int i ) ;
// used on my tools in hlmv, not persistant
void SetAttachmentBone ( int iAttachment , int iBone ) ;
int EntryNode ( int iSequence ) ;
int ExitNode ( int iSequence ) ;
char * pszNodeName ( int iNode ) ;
// FIXME: where should this one be?
int GetTransition ( int iFrom , int iTo ) const ;
int GetNumPoseParameters ( void ) const ;
const mstudioposeparamdesc_t & pPoseParameter ( int i ) ;
int GetSharedPoseParameter ( int iSequence , int iLocalPose ) const ;
int GetNumIKAutoplayLocks ( void ) const ;
const mstudioiklock_t & pIKAutoplayLock ( int i ) ;
inline int CountAutoplaySequences ( ) const { return m_pStudioHdr - > CountAutoplaySequences ( ) ; } ;
inline int CopyAutoplaySequences ( unsigned short * pOut , int outCount ) const { return m_pStudioHdr - > CopyAutoplaySequences ( pOut , outCount ) ; } ;
inline int GetAutoplayList ( unsigned short * * pOut ) const { return m_pStudioHdr - > GetAutoplayList ( pOut ) ; } ;
inline int GetNumBoneControllers ( void ) const { return m_pStudioHdr - > numbonecontrollers ; } ;
inline mstudiobonecontroller_t * pBonecontroller ( int i ) const { return m_pStudioHdr - > pBonecontroller ( i ) ; } ;
inline int numikchains ( ) const { return m_pStudioHdr - > numikchains ; } ;
inline int GetNumIKChains ( void ) const { return m_pStudioHdr - > numikchains ; } ;
inline mstudioikchain_t * pIKChain ( int i ) const { return m_pStudioHdr - > pIKChain ( i ) ; } ;
inline int numflexrules ( ) const { return m_pStudioHdr - > numflexrules ; } ;
inline mstudioflexrule_t * pFlexRule ( int i ) const { return m_pStudioHdr - > pFlexRule ( i ) ; } ;
inline int numflexdesc ( ) const { return m_pStudioHdr - > numflexdesc ; } ;
inline mstudioflexdesc_t * pFlexdesc ( int i ) const { return m_pStudioHdr - > pFlexdesc ( i ) ; } ;
inline LocalFlexController_t numflexcontrollers ( ) const { return ( LocalFlexController_t ) m_pStudioHdr - > numflexcontrollers ; } ;
inline mstudioflexcontroller_t * pFlexcontroller ( LocalFlexController_t i ) const { return m_pStudioHdr - > pFlexcontroller ( i ) ; } ;
inline int numflexcontrollerui ( ) const { return m_pStudioHdr - > numflexcontrollerui ; } ;
inline mstudioflexcontrollerui_t * pFlexcontrollerUI ( int i ) const { return m_pStudioHdr - > pFlexControllerUI ( i ) ; } ;
//inline const char *name() const { return m_pStudioHdr->name; }; // deprecated -- remove after full xbox merge
inline const char * pszName ( ) const { return m_pStudioHdr - > pszName ( ) ; } ;
inline int numbonecontrollers ( ) const { return m_pStudioHdr - > numbonecontrollers ; } ;
inline int numhitboxsets ( ) const { return m_pStudioHdr - > numhitboxsets ; } ;
inline mstudiohitboxset_t * pHitboxSet ( int i ) const { return m_pStudioHdr - > pHitboxSet ( i ) ; } ;
inline mstudiobbox_t * pHitbox ( int i , int set ) const { return m_pStudioHdr - > pHitbox ( i , set ) ; } ;
inline int iHitboxCount ( int set ) const { return m_pStudioHdr - > iHitboxCount ( set ) ; } ;
inline int numbodyparts ( ) const { return m_pStudioHdr - > numbodyparts ; } ;
inline mstudiobodyparts_t * pBodypart ( int i ) const { return m_pStudioHdr - > pBodypart ( i ) ; } ;
inline int numskinfamilies ( ) const { return m_pStudioHdr - > numskinfamilies ; }
inline Vector eyeposition ( ) const { return m_pStudioHdr - > eyeposition ; } ;
inline int flags ( ) const { return m_pStudioHdr - > flags ; } ;
inline char * const pszSurfaceProp ( void ) const { return m_pStudioHdr - > pszSurfaceProp ( ) ; } ;
inline float mass ( ) const { return m_pStudioHdr - > mass ; } ;
inline int contents ( ) const { return m_pStudioHdr - > contents ; }
inline const byte * GetBoneTableSortedByName ( ) const { return m_pStudioHdr - > GetBoneTableSortedByName ( ) ; } ;
inline Vector illumposition ( ) const { return m_pStudioHdr - > illumposition ; } ;
inline Vector hull_min ( ) const { return m_pStudioHdr - > hull_min ; } ; // ideal movement hull size
inline Vector hull_max ( ) const { return m_pStudioHdr - > hull_max ; } ;
inline Vector view_bbmin ( ) const { return m_pStudioHdr - > view_bbmin ; } ; // clipping bounding box
inline Vector view_bbmax ( ) const { return m_pStudioHdr - > view_bbmax ; } ;
inline int numtextures ( ) const { return m_pStudioHdr - > numtextures ; } ;
inline int IllumPositionAttachmentIndex ( ) const { return m_pStudioHdr - > IllumPositionAttachmentIndex ( ) ; }
inline float MaxEyeDeflection ( ) const { return m_pStudioHdr - > MaxEyeDeflection ( ) ; }
inline mstudiolinearbone_t * pLinearBones ( ) const { return m_pStudioHdr - > pLinearBones ( ) ; }
inline int BoneFlexDriverCount ( ) const { return m_pStudioHdr - > BoneFlexDriverCount ( ) ; }
inline const mstudioboneflexdriver_t * BoneFlexDriver ( int i ) const { return m_pStudioHdr - > BoneFlexDriver ( i ) ; }
inline float VertAnimFixedPointScale ( ) const { return m_pStudioHdr - > VertAnimFixedPointScale ( ) ; }
public :
int IsSequenceLooping ( int iSequence ) ;
float GetSequenceCycleRate ( int iSequence ) ;
void RunFlexRules ( const float * src , float * dest ) ;
public :
inline int boneFlags ( int iBone ) const { return m_boneFlags [ iBone ] ; }
inline int boneParent ( int iBone ) const { return m_boneParent [ iBone ] ; }
private :
CUtlVector < int > m_boneFlags ;
CUtlVector < int > m_boneParent ;
public :
// This class maps an activity to sequences allowed for that activity, accelerating the resolution
// of SelectWeightedSequence(), especially on PowerPC. Iterating through every sequence
// attached to a model turned out to be a very destructive cache access pattern on 360.
//
// I've encapsulated this behavior inside a nested class for organizational reasons; there is
// no particular programmatic or efficiency benefit to it. It just makes clearer what particular
// code in the otherwise very complicated StudioHdr class has to do with this particular
// optimization, and it lets you collapse the whole definition down to a single line in Visual
// Studio.
class CActivityToSequenceMapping /* final */
{
public :
// A tuple of a sequence and its corresponding weight. Lists of these correspond to activities.
struct SequenceTuple
{
short seqnum ;
short weight ; // the absolute value of the weight from the sequence header
CUtlSymbol * pActivityModifiers ; // list of activity modifier symbols
int iNumActivityModifiers ;
} ;
// The type of the hash's stored data, a composite of both key and value
// (because that's how CUtlHash works):
// key: an int, the activity #
// values: an index into the m_pSequenceTuples array, a count of the
// total sequences present for an activity, and the sum of their
// weights.
// Note this struct is 128-bits wide, exactly coincident to a PowerPC
// cache line and VMX register. Please consider very carefully the
// performance implications before adding any additional fields to this.
// You could probably do away with totalWeight if you really had to.
struct HashValueType
{
// KEY (hashed)
int activityIdx ;
// VALUE (not hashed)
int startingIdx ;
int count ;
int totalWeight ;
HashValueType ( int _actIdx , int _stIdx , int _ct , int _tW ) :
activityIdx ( _actIdx ) , startingIdx ( _stIdx ) , count ( _ct ) , totalWeight ( _tW ) { }
// default constructor (ought not to be actually used)
HashValueType ( ) : activityIdx ( - 1 ) , startingIdx ( - 1 ) , count ( - 1 ) , totalWeight ( - 1 )
{ AssertMsg ( false , " Don't use default HashValueType()! " ) ; }
class HashFuncs
{
public :
// dummy constructor (gndn)
HashFuncs ( int ) { }
// COMPARE
// compare two entries for uniqueness. We should never have two different
// entries for the same activity, so we only compare the activity index;
// this allows us to use the utlhash as a dict by constructing dummy entries
// as hash lookup keys.
bool operator ( ) ( const HashValueType & lhs , const HashValueType & rhs ) const
{
return lhs . activityIdx = = rhs . activityIdx ;
}
// HASH
// We only hash on the activity index; everything else is data.
unsigned int operator ( ) ( const HashValueType & item ) const
{
return HashInt ( item . activityIdx ) ;
}
} ;
} ;
typedef CUtlHash < HashValueType , HashValueType : : HashFuncs , HashValueType : : HashFuncs > ActivityToValueIdxHash ;
// These must be here because IFM does not compile/link studio.cpp (?!?)
// ctor
CActivityToSequenceMapping ( void )
: m_pSequenceTuples ( NULL ) , m_iSequenceTuplesCount ( 0 ) , m_ActToSeqHash ( 8 , 0 , 0 ) , m_expectedPStudioHdr ( NULL ) , m_expectedVModel ( NULL )
# if STUDIO_SEQUENCE_ACTIVITY_LAZY_INITIALIZE
, m_bIsInitialized ( false )
# endif
{ } ;
// dtor -- not virtual because this class has no inheritors
~ CActivityToSequenceMapping ( )
{
if ( m_pSequenceTuples ! = NULL )
{
if ( m_pSequenceTuples - > pActivityModifiers ! = NULL )
{
delete [ ] m_pSequenceTuples - > pActivityModifiers ;
}
delete [ ] m_pSequenceTuples ;
}
}
/// Get the list of sequences for an activity. Returns the pointer to the
/// first sequence tuple. Output parameters are a count of sequences present,
/// and the total weight of all the sequences. (it would be more LHS-friendly
/// to return these on registers, if only C++ offered more than one return
/// value....)
const SequenceTuple * GetSequences ( int forActivity , int * outSequenceCount , int * outTotalWeight ) ;
/// The number of sequences available for an activity.
int NumSequencesForActivity ( int forActivity ) ;
# if STUDIO_SEQUENCE_ACTIVITY_LAZY_INITIALIZE
inline bool IsInitialized ( void ) { return m_bIsInitialized ; }
# endif
private :
/// Allocate my internal array. (It is freed in the destructor.) Also,
/// build the hash of activities to sequences and populate m_pSequenceTuples.
void Initialize ( CStudioHdr * pstudiohdr ) ;
/// Force Initialize() to occur again, even if it has already occured.
void Reinitialize ( CStudioHdr * pstudiohdr ) ;
/// A more efficient version of the old SelectWeightedSequence() function in animation.cpp.
int SelectWeightedSequence ( CStudioHdr * pstudiohdr , int activity , int curSequence ) ;
// selects the sequence with the most matching modifiers
int SelectWeightedSequenceFromModifiers ( CStudioHdr * pstudiohdr , int activity , CUtlSymbol * pActivityModifiers , int iModifierCount ) ;
// Actually a big array, into which the hash values index.
SequenceTuple * m_pSequenceTuples ;
unsigned int m_iSequenceTuplesCount ; // (size of the whole array)
# if STUDIO_SEQUENCE_ACTIVITY_LAZY_INITIALIZE
bool m_bIsInitialized ;
# endif
// we don't store an outer pointer because we can't initialize it at construction time
// (warning c4355) -- there are ways around this but it's easier to just pass in a
// pointer to the CStudioHdr when we need it, since this class isn't supposed to
// export its interface outside the studio header anyway.
// CStudioHdr * const m_pOuter;
ActivityToValueIdxHash m_ActToSeqHash ;
// we store these so we can know if the contents of the studiohdr have changed
// from underneath our feet (this is an emergency data integrity check)
const void * m_expectedPStudioHdr ;
const void * m_expectedVModel ;
// double-check that the data I point to hasn't changed
bool ValidateAgainst ( const CStudioHdr * RESTRICT pstudiohdr ) RESTRICT ;
void SetValidationPair ( const CStudioHdr * RESTRICT pstudiohdr ) RESTRICT ;
friend class CStudioHdr ;
} ;
CActivityToSequenceMapping m_ActivityToSequence ;
/// A more efficient version of the old SelectWeightedSequence() function in animation.cpp.
/// Returns -1 on failure to find a sequence
inline int SelectWeightedSequence ( int activity , int curSequence )
{
# if STUDIO_SEQUENCE_ACTIVITY_LAZY_INITIALIZE
// We lazy-initialize the header on demand here, because CStudioHdr::Init() is
// called from the constructor, at which time the this pointer is illegitimate.
if ( ! m_ActivityToSequence . IsInitialized ( ) )
{
m_ActivityToSequence . Initialize ( this ) ;
}
# endif
return m_ActivityToSequence . SelectWeightedSequence ( this , activity , curSequence ) ;
}
inline int SelectWeightedSequenceFromModifiers ( int activity , CUtlSymbol * pActivityModifiers , int iModifierCount )
{
# if STUDIO_SEQUENCE_ACTIVITY_LAZY_INITIALIZE
// We lazy-initialize the header on demand here, because CStudioHdr::Init() is
// called from the constructor, at which time the this pointer is illegitimate.
if ( ! m_ActivityToSequence . IsInitialized ( ) )
{
m_ActivityToSequence . Initialize ( this ) ;
}
# endif
return m_ActivityToSequence . SelectWeightedSequenceFromModifiers ( this , activity , pActivityModifiers , iModifierCount ) ;
}
/// True iff there is at least one sequence for the given activity.
inline bool HaveSequenceForActivity ( int activity )
{
# if STUDIO_SEQUENCE_ACTIVITY_LAZY_INITIALIZE
if ( ! m_ActivityToSequence . IsInitialized ( ) )
{
m_ActivityToSequence . Initialize ( this ) ;
}
# endif
return ( m_ActivityToSequence . NumSequencesForActivity ( activity ) > 0 ) ;
}
// Force this CStudioHdr's activity-to-sequence mapping to be reinitialized
inline void ReinitializeSequenceMapping ( void )
{
m_ActivityToSequence . Reinitialize ( this ) ;
}
# ifdef STUDIO_ENABLE_PERF_COUNTERS
public :
inline void ClearPerfCounters ( void )
{
m_nPerfAnimatedBones = 0 ;
m_nPerfUsedBones = 0 ;
m_nPerfAnimationLayers = 0 ;
} ;
// timing info
mutable int m_nPerfAnimatedBones ;
mutable int m_nPerfUsedBones ;
mutable int m_nPerfAnimationLayers ;
# endif
} ;
/*
class CModelAccess
{
public :
CModelAccess ( CStudioHdr * pSemaphore )
: m_pStudioHdr ( pSemaphore )
{
m_pStudioHdr - > IncrementAccess ( ) ;
}
~ CModelAccess ( )
{
m_pStudioHdr - > DecrementAccess ( ) ;
}
private :
CStudioHdr * m_pStudioHdr ;
} ;
# define ENABLE_MODEL_ACCESS( a ) \
CModelAccess ModelAccess # # __LINE__ ( a - > m_pStudioHdr )
*/
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
struct flexweight_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int key ;
float weight ;
float influence ;
} ;
struct flexsetting_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int nameindex ;
inline char * pszName ( void ) const
{
return ( char * ) ( ( ( byte * ) this ) + nameindex ) ;
}
// Leaving this for legacy support
int obsolete1 ;
// Number of flex settings
int numsettings ;
int index ;
// OBSOLETE:
int obsolete2 ;
// Index of start of contiguous array of flexweight_t structures
int settingindex ;
//-----------------------------------------------------------------------------
// Purpose: Retrieves a pointer to the flexweight_t, including resolving
// any markov chain hierarchy. Because of this possibility, we return
// the number of settings in the weights array returned. We'll generally
// call this function with i == 0
// Input : *base -
// i -
// **weights -
// Output : int
//-----------------------------------------------------------------------------
inline int psetting ( byte * base , int i , flexweight_t * * weights ) const ;
} ;
struct flexsettinghdr_t
{
DECLARE_BYTESWAP_DATADESC ( ) ;
int id ;
int version ;
inline const char * pszName ( void ) const { return name ; }
char name [ 64 ] ;
int length ;
int numflexsettings ;
int flexsettingindex ;
inline flexsetting_t * pSetting ( int i ) const { return ( flexsetting_t * ) ( ( ( byte * ) this ) + flexsettingindex ) + i ; } ;
int nameindex ;
// look up flex settings by "index"
int numindexes ;
int indexindex ;
inline flexsetting_t * pIndexedSetting ( int index ) const
{
if ( index < 0 | | index > = numindexes )
{
return NULL ;
}
int i = * ( ( int * ) ( ( ( byte * ) this ) + indexindex ) + index ) ;
if ( i = = - 1 )
{
return NULL ;
}
return pSetting ( i ) ;
}
// index names of "flexcontrollers"
int numkeys ;
int keynameindex ;
inline char * pLocalName ( int i ) const { return ( char * ) ( ( ( byte * ) this ) + * ( ( int * ) ( ( ( byte * ) this ) + keynameindex ) + i ) ) ; } ;
int keymappingindex ;
inline int * pLocalToGlobal ( int i ) const { return ( int * ) ( ( ( byte * ) this ) + keymappingindex ) + i ; } ;
inline int LocalToGlobal ( int i ) const { return * pLocalToGlobal ( i ) ; } ;
} ;
//-----------------------------------------------------------------------------
// Purpose: Retrieves a pointer to the flexweight_t.
// Input : *base - flexsettinghdr_t * pointer
// i - index of flex setting to retrieve
// **weights - destination for weights array starting at index i.
// Output : int
//-----------------------------------------------------------------------------
inline int flexsetting_t : : psetting ( byte * base , int i , flexweight_t * * weights ) const
{
// Grab array pointer
* weights = ( flexweight_t * ) ( ( ( byte * ) this ) + settingindex ) + i ;
// Return true number of settings
return numsettings ;
} ;
//-----------------------------------------------------------------------------
// For a given flex controller ui struct, these return the index of the
// studiohdr_t flex controller that correspond to the the left and right
// flex controllers if the ui controller is a stereo control.
// nWayValueIndex returns the index of the flex controller that is the value
// flex controller for an NWAY combination
// If these functions are called and the ui controller isn't of the type
// specified then -1 is returned
//-----------------------------------------------------------------------------
inline int mstudioflexcontrollerui_t : : controllerIndex ( const CStudioHdr & cStudioHdr ) const
{
return ! stereo ? pController ( ) - cStudioHdr . pFlexcontroller ( ( LocalFlexController_t ) 0 ) : - 1 ;
}
inline int mstudioflexcontrollerui_t : : rightIndex ( const CStudioHdr & cStudioHdr ) const
{
return stereo ? pRightController ( ) - cStudioHdr . pFlexcontroller ( ( LocalFlexController_t ) 0 ) : - 1 ;
}
inline int mstudioflexcontrollerui_t : : leftIndex ( const CStudioHdr & cStudioHdr ) const
{
return stereo ? pLeftController ( ) - cStudioHdr . pFlexcontroller ( ( LocalFlexController_t ) 0 ) : - 1 ;
}
inline int mstudioflexcontrollerui_t : : nWayValueIndex ( const CStudioHdr & cStudioHdr ) const
{
return remaptype = = FLEXCONTROLLER_REMAP_NWAY ? pNWayValueController ( ) - cStudioHdr . pFlexcontroller ( ( LocalFlexController_t ) 0 ) : - 1 ;
}
inline const mstudioflexcontroller_t * mstudioflexcontrollerui_t : : pController ( int index ) const
{
if ( index < 0 | | index > Count ( ) )
return NULL ;
if ( remaptype = = FLEXCONTROLLER_REMAP_NWAY )
{
if ( stereo )
return ( mstudioflexcontroller_t * ) ( ( char * ) this ) + * ( & szindex0 + index ) ;
if ( index = = 0 )
return pController ( ) ;
if ( index = = 1 )
return pNWayValueController ( ) ;
return NULL ;
}
if ( index > 1 )
return NULL ;
if ( stereo )
return ( mstudioflexcontroller_t * ) ( ( char * ) this ) + * ( & szindex0 + index ) ;
if ( index > 0 )
return NULL ;
return pController ( ) ;
}
# define STUDIO_CONST 1 // get float
# define STUDIO_FETCH1 2 // get Flexcontroller value
# define STUDIO_FETCH2 3 // get flex weight
# define STUDIO_ADD 4
# define STUDIO_SUB 5
# define STUDIO_MUL 6
# define STUDIO_DIV 7
# define STUDIO_NEG 8 // not implemented
# define STUDIO_EXP 9 // not implemented
# define STUDIO_OPEN 10 // only used in token parsing
# define STUDIO_CLOSE 11
# define STUDIO_COMMA 12 // only used in token parsing
# define STUDIO_MAX 13
# define STUDIO_MIN 14
# define STUDIO_2WAY_0 15 // Fetch a value from a 2 Way slider for the 1st value RemapVal( 0.0, 0.5, 0.0, 1.0 )
# define STUDIO_2WAY_1 16 // Fetch a value from a 2 Way slider for the 2nd value RemapVal( 0.5, 1.0, 0.0, 1.0 )
# define STUDIO_NWAY 17 // Fetch a value from a 2 Way slider for the 2nd value RemapVal( 0.5, 1.0, 0.0, 1.0 )
# define STUDIO_COMBO 18 // Perform a combo operation (essentially multiply the last N values on the stack)
# define STUDIO_DOMINATE 19 // Performs a combination domination operation
# define STUDIO_DME_LOWER_EYELID 20 //
# define STUDIO_DME_UPPER_EYELID 21 //
// motion flags
# define STUDIO_X 0x00000001
# define STUDIO_Y 0x00000002
# define STUDIO_Z 0x00000004
# define STUDIO_XR 0x00000008
# define STUDIO_YR 0x00000010
# define STUDIO_ZR 0x00000020
# define STUDIO_LX 0x00000040
# define STUDIO_LY 0x00000080
# define STUDIO_LZ 0x00000100
# define STUDIO_LXR 0x00000200
# define STUDIO_LYR 0x00000400
# define STUDIO_LZR 0x00000800
# define STUDIO_LINEAR 0x00001000
# define STUDIO_TYPES 0x0003FFFF
# define STUDIO_RLOOP 0x00040000 // controller that wraps shortest distance
// sequence and autolayer flags
# define STUDIO_LOOPING 0x0001 // ending frame should be the same as the starting frame
# define STUDIO_SNAP 0x0002 // do not interpolate between previous animation and this one
# define STUDIO_DELTA 0x0004 // this sequence "adds" to the base sequences, not slerp blends
# define STUDIO_AUTOPLAY 0x0008 // temporary flag that forces the sequence to always play
# define STUDIO_POST 0x0010 //
# define STUDIO_ALLZEROS 0x0020 // this animation/sequence has no real animation data
// 0x0040
# define STUDIO_CYCLEPOSE 0x0080 // cycle index is taken from a pose parameter index
# define STUDIO_REALTIME 0x0100 // cycle index is taken from a real-time clock, not the animations cycle index
# define STUDIO_LOCAL 0x0200 // sequence has a local context sequence
# define STUDIO_HIDDEN 0x0400 // don't show in default selection views
# define STUDIO_OVERRIDE 0x0800 // a forward declared sequence (empty)
# define STUDIO_ACTIVITY 0x1000 // Has been updated at runtime to activity index
# define STUDIO_EVENT 0x2000 // Has been updated at runtime to event index
# define STUDIO_WORLD 0x4000 // sequence blends in worldspace
// autolayer flags
// 0x0001
// 0x0002
// 0x0004
// 0x0008
# define STUDIO_AL_POST 0x0010 //
// 0x0020
# define STUDIO_AL_SPLINE 0x0040 // convert layer ramp in/out curve is a spline instead of linear
# define STUDIO_AL_XFADE 0x0080 // pre-bias the ramp curve to compense for a non-1 weight, assuming a second layer is also going to accumulate
// 0x0100
# define STUDIO_AL_NOBLEND 0x0200 // animation always blends at 1.0 (ignores weight)
// 0x0400
// 0x0800
# define STUDIO_AL_LOCAL 0x1000 // layer is a local context sequence
// 0x2000
# define STUDIO_AL_POSE 0x4000 // layer blends using a pose parameter instead of parent cycle
// Insert this code anywhere that you need to allow for conversion from an old STUDIO_VERSION
// to a new one.
// If we only support the current version, this function should be empty.
inline bool Studio_ConvertStudioHdrToNewVersion ( studiohdr_t * pStudioHdr )
{
COMPILE_TIME_ASSERT ( STUDIO_VERSION = = 48 ) ; // put this to make sure this code is updated upon changing version.
int version = pStudioHdr - > version ;
if ( version = = STUDIO_VERSION )
return true ;
bool bResult = true ;
if ( version < 46 )
{
// some of the anim index data is incompatible
for ( int i = 0 ; i < pStudioHdr - > numlocalanim ; i + + )
{
mstudioanimdesc_t * pAnim = ( mstudioanimdesc_t * ) pStudioHdr - > pLocalAnimdesc ( i ) ;
// old ANI files that used sections (v45 only) are not compatible
if ( pAnim - > sectionframes ! = 0 )
{
// zero most everything out
memset ( & ( pAnim - > numframes ) , 0 , ( byte * ) ( pAnim + 1 ) - ( byte * ) & ( pAnim - > numframes ) ) ;
pAnim - > numframes = 1 ;
pAnim - > animblock = - 1 ; // disable animation fetching
bResult = false ;
}
}
}
if ( version < 47 )
{
// used to contain zeroframe cache data
if ( pStudioHdr - > unused4 ! = 0 )
{
pStudioHdr - > unused4 = 0 ;
bResult = false ;
}
for ( int i = 0 ; i < pStudioHdr - > numlocalanim ; i + + )
{
mstudioanimdesc_t * pAnim = ( mstudioanimdesc_t * ) pStudioHdr - > pLocalAnimdesc ( i ) ;
pAnim - > zeroframeindex = 0 ;
pAnim - > zeroframespan = 0 ;
}
}
else if ( version = = 47 )
{
for ( int i = 0 ; i < pStudioHdr - > numlocalanim ; i + + )
{
mstudioanimdesc_t * pAnim = ( mstudioanimdesc_t * ) pStudioHdr - > pLocalAnimdesc ( i ) ;
if ( pAnim - > zeroframeindex ! = 0 )
{
pAnim - > zeroframeindex = 0 ;
pAnim - > zeroframespan = 0 ;
bResult = false ;
}
}
}
// for now, just slam the version number since they're compatible
pStudioHdr - > version = STUDIO_VERSION ;
return bResult ;
}
// must be run to fixup with specified rootLOD
inline void Studio_SetRootLOD ( studiohdr_t * pStudioHdr , int rootLOD )
{
// honor studiohdr restriction of root lod in case requested root lod exceeds restriction.
if ( pStudioHdr - > numAllowedRootLODs > 0 & &
rootLOD > = pStudioHdr - > numAllowedRootLODs )
{
rootLOD = pStudioHdr - > numAllowedRootLODs - 1 ;
}
Assert ( rootLOD > = 0 & & rootLOD < MAX_NUM_LODS ) ;
Clamp ( rootLOD , 0 , MAX_NUM_LODS - 1 ) ;
// run the lod fixups that culls higher detail lods
// vertexes are external, fixups ensure relative offsets and counts are cognizant of shrinking data
// indexes are built in lodN..lod0 order so higher detail lod data can be truncated at load
// the fixup lookup arrays are filled (or replicated) to ensure all slots valid
int vertexindex = 0 ;
int tangentsindex = 0 ;
int bodyPartID ;
for ( bodyPartID = 0 ; bodyPartID < pStudioHdr - > numbodyparts ; bodyPartID + + )
{
mstudiobodyparts_t * pBodyPart = pStudioHdr - > pBodypart ( bodyPartID ) ;
int modelID ;
for ( modelID = 0 ; modelID < pBodyPart - > nummodels ; modelID + + )
{
mstudiomodel_t * pModel = pBodyPart - > pModel ( modelID ) ;
int totalMeshVertexes = 0 ;
int meshID ;
for ( meshID = 0 ; meshID < pModel - > nummeshes ; meshID + + )
{
mstudiomesh_t * pMesh = pModel - > pMesh ( meshID ) ;
// get the fixup, vertexes are reduced
pMesh - > numvertices = pMesh - > vertexdata . numLODVertexes [ rootLOD ] ;
pMesh - > vertexoffset = totalMeshVertexes ;
totalMeshVertexes + = pMesh - > numvertices ;
}
// stay in sync
pModel - > numvertices = totalMeshVertexes ;
pModel - > vertexindex = vertexindex ;
pModel - > tangentsindex = tangentsindex ;
vertexindex + = totalMeshVertexes * sizeof ( mstudiovertex_t ) ;
tangentsindex + = totalMeshVertexes * sizeof ( Vector4D ) ;
}
}
// track the set desired configuration
pStudioHdr - > rootLOD = rootLOD ;
}
// Determines allocation requirements for vertexes
inline int Studio_VertexDataSize ( const vertexFileHeader_t * pVvdHdr , int rootLOD , bool bNeedsTangentS )
{
// the quantity of vertexes necessary for root lod and all lower detail lods
// add one extra vertex to each section
// the extra vertex allows prefetch hints to read ahead 1 vertex without faulting
int numVertexes = pVvdHdr - > numLODVertexes [ rootLOD ] + 1 ;
int dataLength = pVvdHdr - > vertexDataStart + numVertexes * sizeof ( mstudiovertex_t ) ;
if ( bNeedsTangentS )
{
dataLength + = numVertexes * sizeof ( Vector4D ) ;
}
// allocate this much
return dataLength ;
}
// Load the minimum quantity of verts and run fixups
inline int Studio_LoadVertexes ( const vertexFileHeader_t * pTempVvdHdr , vertexFileHeader_t * pNewVvdHdr , int rootLOD , bool bNeedsTangentS )
{
int i ;
int target ;
int numVertexes ;
vertexFileFixup_t * pFixupTable ;
numVertexes = pTempVvdHdr - > numLODVertexes [ rootLOD ] ;
// copy all data up to start of vertexes
memcpy ( ( void * ) pNewVvdHdr , ( void * ) pTempVvdHdr , pTempVvdHdr - > vertexDataStart ) ;
for ( i = 0 ; i < rootLOD ; i + + )
{
pNewVvdHdr - > numLODVertexes [ i ] = pNewVvdHdr - > numLODVertexes [ rootLOD ] ;
}
// fixup data starts
if ( bNeedsTangentS )
{
// tangent data follows possibly reduced vertex data
pNewVvdHdr - > tangentDataStart = pNewVvdHdr - > vertexDataStart + numVertexes * sizeof ( mstudiovertex_t ) ;
}
else
{
// no tangent data will be available, mark for identification
pNewVvdHdr - > tangentDataStart = 0 ;
}
if ( ! pNewVvdHdr - > numFixups )
{
// fixups not required
// transfer vertex data
memcpy (
( byte * ) pNewVvdHdr + pNewVvdHdr - > vertexDataStart ,
( byte * ) pTempVvdHdr + pTempVvdHdr - > vertexDataStart ,
numVertexes * sizeof ( mstudiovertex_t ) ) ;
if ( bNeedsTangentS )
{
// transfer tangent data to cache memory
memcpy (
( byte * ) pNewVvdHdr + pNewVvdHdr - > tangentDataStart ,
( byte * ) pTempVvdHdr + pTempVvdHdr - > tangentDataStart ,
numVertexes * sizeof ( Vector4D ) ) ;
}
return numVertexes ;
}
// fixups required
// re-establish mesh ordered vertexes into cache memory, according to table
target = 0 ;
pFixupTable = ( vertexFileFixup_t * ) ( ( byte * ) pTempVvdHdr + pTempVvdHdr - > fixupTableStart ) ;
for ( i = 0 ; i < pTempVvdHdr - > numFixups ; i + + )
{
if ( pFixupTable [ i ] . lod < rootLOD )
{
// working bottom up, skip over copying higher detail lods
continue ;
}
// copy vertexes
memcpy (
( mstudiovertex_t * ) ( ( byte * ) pNewVvdHdr + pNewVvdHdr - > vertexDataStart ) + target ,
( mstudiovertex_t * ) ( ( byte * ) pTempVvdHdr + pTempVvdHdr - > vertexDataStart ) + pFixupTable [ i ] . sourceVertexID ,
pFixupTable [ i ] . numVertexes * sizeof ( mstudiovertex_t ) ) ;
if ( bNeedsTangentS )
{
// copy tangents
memcpy (
( Vector4D * ) ( ( byte * ) pNewVvdHdr + pNewVvdHdr - > tangentDataStart ) + target ,
( Vector4D * ) ( ( byte * ) pTempVvdHdr + pTempVvdHdr - > tangentDataStart ) + pFixupTable [ i ] . sourceVertexID ,
pFixupTable [ i ] . numVertexes * sizeof ( Vector4D ) ) ;
}
// data is placed consecutively
target + = pFixupTable [ i ] . numVertexes ;
}
pNewVvdHdr - > numFixups = 0 ;
return target ;
}
# endif // STUDIO_H