//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #ifndef INCLUDED_STUDIOMODEL #define INCLUDED_STUDIOMODEL #include "mathlib/mathlib.h" #include "studio.h" #include "mouthinfo.h" #include "UtlLinkedList.h" #include "utlsymbol.h" #include "bone_setup.h" #include "datacache/imdlcache.h" #include "viewersettings.h" #include "tier1/utlstring.h" #define DEFAULT_BLEND_TIME 0.2 //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- typedef struct IFACE_TAG IFACE; typedef struct IMESH_TAG IMESH; typedef struct ResolutionUpdateTag ResolutionUpdate; typedef struct FaceUpdateTag FaceUpdate; class IMaterial; class IDataCache; class IStudioPhysics; class IMaterialSystem; class IMDLCache; class CPhysmesh; struct hlmvsolid_t; struct constraint_ragdollparams_t; class IStudioRender; class IPhysicsSurfaceProps; class IPhysicsCollision; class IStudioDataCache; class IDataCache; class IFileSystem; class IMaterialSystemHardwareConfig; class CJiggleBones; //----------------------------------------------------------------------------- // Singleton interfaces //----------------------------------------------------------------------------- extern IStudioRender *g_pStudioRender; extern IMDLCache *g_pMDLCache; extern IPhysicsSurfaceProps *physprop; extern IPhysicsCollision *physcollision; extern IStudioDataCache *g_pStudioDataCache; extern IDataCache *g_pDataCache; extern IFileSystem *g_pFileSystem; extern IMaterialSystem *g_pMaterialSystem; extern IMaterialSystemHardwareConfig *g_pMaterialSystemHardwareConfig; class AnimationLayer { public: float m_cycle; // 0 to 1 animation playback index int m_sequence; // sequence index float m_weight; float m_playbackrate; int m_priority; // lower priorities get layered first }; struct StudioLookTarget { float m_flWeight; Vector m_vecPosition; bool m_bSelf; }; struct HitboxInfo_t { CUtlString m_Name; mstudiobbox_t m_BBox; }; // I'm saving this as internal data because we may add or remove hitboxes // I'm using a utllinkedlist so hitbox IDs remain constant on add + remove typedef CUtlLinkedList< HitboxInfo_t, unsigned short > HitboxList_t; struct HitboxSet_t { CUtlString m_Name; HitboxList_t m_Hitboxes; }; class StudioModel { public: StudioModel(); // memory handling, uses calloc so members are zero'd out on instantiation static void *operator new( size_t nSize ); static void* operator new( size_t size, int nBlockUse, const char *pFileName, int nLine ); static void operator delete( void *pData ); static void operator delete( void* p, int nBlockUse, const char *pFileName, int nLine ); static void Init( void ); static void Shutdown( void ); // garymcthack - need to call this. static void UpdateViewState( const Vector& viewOrigin, const Vector& viewRight, const Vector& viewUp, const Vector& viewPlaneNormal ); static void ReleaseStudioModel( void ); static void RestoreStudioModel( void ); static void UnloadGroupFiles(); char const *GetFileName( void ); IStudioRender *GetStudioRender(); static void UpdateStudioRenderConfig( bool bWireframe, bool bZBufferWireframe, bool bNormals, bool bTangentFrame ); studiohdr_t *getAnimHeader (int i) const; virtual void ModelInit( void ) { } bool IsModelLoaded() const; void FreeModel( bool bReleasing ); bool LoadModel( const char *modelname ); virtual bool PostLoadModel ( const char *modelname ); bool HasModel(); virtual int DrawModel( bool mergeBones = false ); virtual void AdvanceFrame( float dt ); float GetInterval( void ); float GetCycle( void ); float GetFrame( void ); int GetMaxFrame( void ); int SetFrame( int frame ); float GetCycle( int iLayer ); float GetFrame( int iLayer ); int GetMaxFrame( int iLayer ); int SetFrame( int iLayer, int frame ); void ExtractBbox( Vector &mins, Vector &maxs ); void SetBlendTime( float blendtime ); int LookupSequence( const char *szSequence ); int LookupActivity( const char *szActivity ); int SetSequence( int iSequence ); int SetSequence( const char *szSequence ); const char* GetSequenceName( int iSequence ); void ClearOverlaysSequences( void ); void ClearAnimationLayers( void ); int GetNewAnimationLayer( int iPriority = 0 ); int SetOverlaySequence( int iLayer, int iSequence, float flWeight ); float SetOverlayRate( int iLayer, float flCycle, float flFrameRate ); int GetOverlaySequence( int iLayer ); float GetOverlaySequenceWeight( int iLayer ); void StartBlending( void ); float GetTransitionAmount( void ); int GetSequence( void ); void GetSequenceInfo( int iSequence, float *pflFrameRate, float *pflGroundSpeed ); void GetSequenceInfo( float *pflFrameRate, float *pflGroundSpeed ); float GetFPS( int iSequence ); float GetFPS( ); float GetDuration( int iSequence ); float GetDuration( ); int GetNumFrames( int iSequence ); bool GetSequenceLoops( int iSequence ); void GetMovement( float prevCycle[5], Vector &vecPos, QAngle &vecAngles ); void GetMovement( int iSequence, float prevCycle, float currCycle, Vector &vecPos, QAngle &vecAngles ); void GetSeqAnims( int iSequence, mstudioanimdesc_t *panim[4], float *pweights ); void GetSeqAnims( mstudioanimdesc_t *panim[4], float *pweights ); float GetGroundSpeed( int iSequence ); float GetGroundSpeed( void ); float GetCurrentVelocity( void ); bool IsHidden( int iSequence ); float SetController( int iController, float flValue ); int LookupPoseParameter( char const *szName ); float SetPoseParameter( int iParameter, float flValue ); float SetPoseParameter( char const *szName, float flValue ); float GetPoseParameter( char const *szName ); float GetPoseParameter( int iParameter ); bool GetPoseParameterRange( int iParameter, float *pflMin, float *pflMax ); float* GetPoseParameters(); int LookupAttachment( char const *szName ); int SetBodygroup( int iGroup, int iValue = -1 ); int SetSkin( int iValue ); int FindBone( const char *pName ); LocalFlexController_t LookupFlexController( char *szName ); void SetFlexController( char *szName, float flValue ); void SetFlexController( LocalFlexController_t iFlex, float flValue ); float GetFlexController( char *szName ); float GetFlexController( LocalFlexController_t iFlex ); void SetFlexControllerRaw( LocalFlexController_t iFlex, float flValue ); float GetFlexControllerRaw( LocalFlexController_t iFlex ); // void CalcBoneTransform( int iBone, Vector pos[], Quaternion q[], matrix3x4_t& bonematrix ); void UpdateBoneChain( Vector pos[], Quaternion q[], int iBone, matrix3x4_t *pBoneToWorld ); void SetViewTarget( void ); // ??? void GetBodyPoseParametersFromFlex( void ); void CalcHeadRotation( Vector pos[], Quaternion q[] ); float SetHeadPosition( matrix3x4_t& attToWorld, Vector const &vTargetPos, float dt ); int GetNumLODs() const; float GetLODSwitchValue( int lod ) const; void SetLODSwitchValue( int lod, float switchValue ); void scaleMeshes( float scale ); void scaleBones( float scale ); // Physics void OverrideBones( bool *override ); int Physics_GetBoneCount( void ); const char * Physics_GetBoneName( int index ); int Physics_GetBoneIndex( const char *pName ); void Physics_GetData( int boneIndex, hlmvsolid_t *psolid, constraint_ragdollparams_t *pConstraint ) const; void Physics_SetData( int boneIndex, const hlmvsolid_t *psolid, constraint_ragdollparams_t const *pConstraint ); void Physics_SetPreview( int previewBone, int axis, float t ); float Physics_GetMass( void ); void Physics_SetMass( float mass ); char *Physics_DumpQC( void ); float GetSequenceTime() const { return m_sequencetime; } float GetTimeDelta() const { return m_dt; } CStudioHdr *m_pStudioHdr; CStudioHdr *GetStudioHdr() const; studiohdr_t *GetStudioRenderHdr() const; studiohwdata_t *GetHardwareData( void ) const; // Get and set the model transform (i.e. what m_origin and m_angles are used to generate). void GetModelTransform( matrix3x4_t &mat ); void SetModelTransform( const matrix3x4_t &mat ); public: // entity settings QAngle m_angles; // rot Vector m_origin; // trans protected: int m_bodynum; // bodypart selection int m_skinnum; // skin group selection float m_controller[4]; // bone controllers public: CMouthInfo m_mouth; protected: char *m_pModelName; // model file name // bool m_owntexmodel; // do we have a modelT.mdl ? // Previouse sequence data float m_blendtime; float m_sequencetime; int m_prevsequence; float m_prevcycle; float m_dt; // Blending info // Gesture,Sequence layering state #define MAXSTUDIOANIMLAYERS 8 AnimationLayer m_Layer[MAXSTUDIOANIMLAYERS]; int m_iActiveLayers; public: float m_cycle; // 0 to 1 animation playback index protected: int m_sequence; // sequence index float m_poseparameter[MAXSTUDIOPOSEPARAM]; // intra-sequence blending float m_weight; // internal data MDLHandle_t m_MDLHandle; mstudiomodel_t *m_pmodel; public: CUtlVector< HitboxSet_t > m_HitboxSets; CUtlVector< CUtlSymbol > m_SurfaceProps; protected: // class data static Vector *m_AmbientLightColors; // Added data // IMESH *m_pimesh; // VertexUpdate *m_pvertupdate; // FaceUpdate *m_pfaceupdate; IFACE *m_pface; // studiohdr_t *m_ptexturehdr; Vector4D m_adj; // FIX: non persistant, make static public: IStudioPhysics *m_pPhysics; private: int m_physPreviewBone; int m_physPreviewAxis; float m_physPreviewParam; float m_physMass; public: mstudioseqdesc_t &GetSeqDesc( int seq ); const matrix3x4_t* BoneToWorld( int nBoneIndex ) const; private: mstudioanimdesc_t &GetAnimDesc( int anim ); mstudioanim_t *GetAnim( int anim ); void DrawPhysmesh( CPhysmesh *pMesh, int boneIndex, IMaterial *pMaterial, float *color ); void DrawPhysConvex( CPhysmesh *pMesh, IMaterial *pMaterial ); void SetupLighting( void ); virtual void SetupModel( int bodypart ); private: float m_flexweight[MAXSTUDIOFLEXCTRL]; matrix3x4_t m_pBoneToWorld[MAXSTUDIOBONES]; public: virtual void RunFlexRules( void ); virtual int BoneMask( void ); virtual void SetUpBones( bool mergeBones ); int GetLodUsed( void ); float GetLodMetric( void ); const char *GetKeyValueText( int iSequence ); private: // Drawing helper methods void DrawBones( ); void DrawAttachments( ); void DrawEditAttachment(); void DrawHitboxes(); void DrawPhysicsModel( ); void DrawIllumPosition( ); void DrawOriginAxis( ); public: // generic interface to rendering? void drawBox (Vector const *v, float const * color ); void drawWireframeBox (Vector const *v, float const* color ); void drawTransform( matrix3x4_t& m, float flLength = 4 ); void drawLine( Vector const &p1, Vector const &p2, int r = 0, int g = 0, int b = 255 ); void drawTransparentBox( Vector const &bbmin, Vector const &bbmax, const matrix3x4_t& m, float const *color, float const *wirecolor ); private: int m_LodUsed; float m_LodMetric; public: void SetSolveHeadTurn( int solve ); int GetSolveHeadTurn() const; void ClearLookTargets( void ); void AddLookTarget( const Vector& vecPosition, float flWeight ); void AddLookTargetSelf( float flWeight ); void SetModelYaw( float yaw ); float GetModelYaw( void ) const; void SetBodyYaw( float yaw ); float GetBodyYaw( void ) const; void SetSpineYaw( float yaw ); float GetSpineYaw( void ) const; private: // 0 == no, 1 == based on dt, 2 == completely. int m_nSolveHeadTurn; CUtlVector < StudioLookTarget > m_vecHeadTargets; float m_flModelYaw; float m_flBodyYaw; float m_flSpineYaw; public: bool m_bIsTransparent; bool m_bHasProxy; // necessary for accessing correct vertexes void SetCurrentModel(); public: CIKContext m_ik; float m_prevGroundCycles[5]; float m_prevIKCycles[5]; public: void IncrementFramecounter( void ) { m_iFramecounter++; }; private: int m_iFramecounter; private: CJiggleBones *m_pJiggleBones; }; //----------------------------------------------------------------------------- // Inline methods //----------------------------------------------------------------------------- inline CStudioHdr *StudioModel::GetStudioHdr( void ) const { if (!m_pStudioHdr || m_pStudioHdr->IsReadyForAccess()) return m_pStudioHdr; studiohdr_t *hdr = g_pMDLCache->GetStudioHdr( m_MDLHandle ); m_pStudioHdr->Init( hdr ); if (m_pStudioHdr->IsReadyForAccess()) return m_pStudioHdr; return NULL; } inline studiohdr_t *StudioModel::GetStudioRenderHdr( void ) const { return g_pMDLCache->GetStudioHdr( m_MDLHandle ); } inline studiohwdata_t *StudioModel::GetHardwareData( void ) const { return g_pMDLCache->GetHardwareData( m_MDLHandle ); } inline studiohdr_t *StudioModel::getAnimHeader( int i ) const { // return g_pMDLCache->GetStudioHdr( m_AnimHandle[i] ); // return m_panimhdr[i]; } inline char const *StudioModel::GetFileName( void ) { return m_pModelName; } inline IStudioRender *StudioModel::GetStudioRender() { return g_pStudioRender; } inline bool StudioModel::IsModelLoaded() const { return m_MDLHandle != MDLHANDLE_INVALID; } inline const matrix3x4_t* StudioModel::BoneToWorld( int nBoneIndex ) const { return &m_pBoneToWorld[nBoneIndex]; } //----------------------------------------------------------------------------- // Globals //----------------------------------------------------------------------------- extern Vector g_vright; // needs to be set to viewer's right in order for chrome to work extern StudioModel *g_pStudioModel; extern StudioModel *g_pStudioExtraModel[HLMV_MAX_MERGED_MODELS]; #endif // INCLUDED_STUDIOMODEL