Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// studio_render.cpp: routines for drawing Half-Life 3DStudio models
// updates:
// 1-4-99 fixed AdvanceFrame wraping bug
#include <string.h>
#include <assert.h>
#include <stdio.h>
#include <stdarg.h>
#include <windows.h> // for OutputDebugString. . has to be a better way!
#include "ViewerSettings.h"
#include "StudioModel.h"
#include "vphysics/constraints.h"
#include "physmesh.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include "matsyswin.h"
#include "istudiorender.h"
#include "utldict.h"
#include "filesystem.h"
#include "studio_render.h"
#include "materialsystem/imesh.h"
#include "bone_setup.h"
#include "materialsystem/MaterialSystem_Config.h"
#include "MDLViewer.h"
#include "bone_accessor.h"
#include "jigglebones.h"
#include "debugdrawmodel.h"
// FIXME:
extern ViewerSettings g_viewerSettings;
int g_dxlevel = 0;
#pragma warning( disable : 4244 ) // double to float
////////////////////////////////////////////////////////////////////////
CStudioHdr *g_pCacheHdr = NULL;
Vector g_flexedverts[MAXSTUDIOVERTS];
Vector g_flexednorms[MAXSTUDIOVERTS];
int g_flexages[MAXSTUDIOVERTS];
Vector *g_pflexedverts;
Vector *g_pflexednorms;
int *g_pflexages;
int g_smodels_total; // cookie
matrix3x4_t g_viewtransform; // view transformation
//matrix3x4_t g_posetoworld[MAXSTUDIOBONES]; // bone transformation matrix
matrix3x4_t g_mCachedViewTransform; // copy of view transform for boneMerge passes
static int maxNumVertices;
static int first = 1;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
mstudioseqdesc_t &StudioModel::GetSeqDesc( int seq )
{
CStudioHdr *pStudioHdr = GetStudioHdr();
return pStudioHdr->pSeqdesc( seq );
}
mstudioanimdesc_t &StudioModel::GetAnimDesc( int anim )
{
CStudioHdr *pStudioHdr = GetStudioHdr();
return pStudioHdr->pAnimdesc( anim );
}
//-----------------------------------------------------------------------------
// Purpose: Keeps a global clock to autoplay sequences to run from
// Also deals with speedScale changes
//-----------------------------------------------------------------------------
float GetAutoPlayTime( void )
{
static int g_prevTicks;
static float g_time;
int ticks = GetTickCount();
// limit delta so that float time doesn't overflow
if (g_prevTicks == 0)
g_prevTicks = ticks;
g_time += ( (ticks - g_prevTicks) / 1000.0f ) * g_viewerSettings.speedScale;
g_prevTicks = ticks;
return g_time;
}
//-----------------------------------------------------------------------------
// Purpose: Keeps a global clock for "realtime" overlays to run from
//-----------------------------------------------------------------------------
float GetRealtimeTime( void )
{
// renamed static's so debugger doesn't get confused and show the wrong one
static int g_prevTicksRT;
static float g_timeRT;
int ticks = GetTickCount();
// limit delta so that float time doesn't overflow
if (g_prevTicksRT == 0)
g_prevTicksRT = ticks;
g_timeRT += ( (ticks - g_prevTicksRT) / 1000.0f );
g_prevTicksRT = ticks;
return g_timeRT;
}
void StudioModel::AdvanceFrame( float dt )
{
if (dt > 0.1)
dt = 0.1f;
m_dt = dt;
float t = GetDuration( );
if (t > 0)
{
if (dt > 0)
{
m_cycle += dt / t;
m_sequencetime += dt;
// wrap
m_cycle -= (int)(m_cycle);
}
}
else
{
m_cycle = 0;
}
for (int i = 0; i < MAXSTUDIOANIMLAYERS; i++)
{
t = GetDuration( m_Layer[i].m_sequence );
if (t > 0)
{
if (dt > 0)
{
m_Layer[i].m_cycle += (dt / t) * m_Layer[i].m_playbackrate;
m_Layer[i].m_cycle -= (int)(m_Layer[i].m_cycle);
}
}
else
{
m_Layer[i].m_cycle = 0;
}
}
}
float StudioModel::GetInterval( void )
{
return m_dt;
}
float StudioModel::GetCycle( void )
{
return m_cycle;
}
float StudioModel::GetFrame( void )
{
return GetCycle() * GetMaxFrame();
}
int StudioModel::GetMaxFrame( void )
{
CStudioHdr *pStudioHdr = GetStudioHdr();
return Studio_MaxFrame( pStudioHdr, m_sequence, m_poseparameter );
}
int StudioModel::SetFrame( int frame )
{
CStudioHdr *pStudioHdr = GetStudioHdr();
if ( !pStudioHdr )
return 0;
if ( frame <= 0 )
frame = 0;
int maxFrame = GetMaxFrame();
if ( frame >= maxFrame )
{
frame = maxFrame;
m_cycle = 0.99999;
return frame;
}
m_cycle = frame / (float)maxFrame;
return frame;
}
float StudioModel::GetCycle( int iLayer )
{
if (iLayer == 0)
{
return m_cycle;
}
else if (iLayer <= MAXSTUDIOANIMLAYERS)
{
int index = iLayer - 1;
return m_Layer[index].m_cycle;
}
return 0;
}
float StudioModel::GetFrame( int iLayer )
{
return GetCycle( iLayer ) * GetMaxFrame( iLayer );
}
int StudioModel::GetMaxFrame( int iLayer )
{
CStudioHdr *pStudioHdr = GetStudioHdr();
if ( pStudioHdr )
{
if (iLayer == 0)
return Studio_MaxFrame( pStudioHdr, m_sequence, m_poseparameter );
if (iLayer <= MAXSTUDIOANIMLAYERS)
{
int index = iLayer - 1;
return Studio_MaxFrame( pStudioHdr, m_Layer[index].m_sequence, m_poseparameter );
}
}
return 0;
}
int StudioModel::SetFrame( int iLayer, int frame )
{
CStudioHdr *pStudioHdr = GetStudioHdr();
if ( !pStudioHdr )
return 0;
if ( frame <= 0 )
frame = 0;
int maxFrame = GetMaxFrame( iLayer );
float cycle = 0;
if (maxFrame)
{
if ( frame >= maxFrame )
{
frame = maxFrame;
cycle = 0.99999;
}
cycle = frame / (float)maxFrame;
}
if (iLayer == 0)
{
m_cycle = cycle;
}
else if (iLayer <= MAXSTUDIOANIMLAYERS)
{
int index = iLayer - 1;
m_Layer[index].m_cycle = cycle;
}
return frame;
}
//-----------------------------------------------------------------------------
// Purpose: Maps from local axis (X,Y,Z) to Half-Life (PITCH,YAW,ROLL) axis/rotation mappings
//-----------------------------------------------------------------------------
static int RemapAxis( int axis )
{
switch( axis )
{
case 0:
return 2;
case 1:
return 0;
case 2:
return 1;
}
return 0;
}
void StudioModel::Physics_SetPreview( int previewBone, int axis, float t )
{
m_physPreviewBone = previewBone;
m_physPreviewAxis = axis;
m_physPreviewParam = t;
}
void StudioModel::OverrideBones( bool *override )
{
matrix3x4_t basematrix;
matrix3x4_t bonematrix;
QAngle tmp;
// offset for the base pose to world transform of 90 degrees around up axis
tmp[0] = 0; tmp[1] = 90; tmp[2] = 0;
AngleMatrix( tmp, bonematrix );
ConcatTransforms( g_viewtransform, bonematrix, basematrix );
for ( int i = 0; i < m_pPhysics->Count(); i++ )
{
CPhysmesh *pmesh = m_pPhysics->GetMesh( i );
// BUGBUG: Cache this if you care about performance!
int boneIndex = FindBone(pmesh->m_boneName);
// bone is not constrained, don't override rotations
if ( pmesh->m_constraint.parentIndex == 0 && pmesh->m_constraint.childIndex == 0 )
{
boneIndex = -1;
}
if ( boneIndex >= 0 )
{
matrix3x4_t *parentMatrix = &basematrix;
override[boneIndex] = true;
int parentBone = -1;
if ( pmesh->m_constraint.parentIndex >= 0 )
{
parentBone = FindBone( m_pPhysics->GetMesh(pmesh->m_constraint.parentIndex)->m_boneName );
}
if ( parentBone >= 0 )
{
parentMatrix = &m_pBoneToWorld[ parentBone ];
}
if ( m_physPreviewBone == i )
{
matrix3x4_t tmpmatrix;
QAngle rot;
constraint_axislimit_t *axis = pmesh->m_constraint.axes + m_physPreviewAxis;
int hlAxis = RemapAxis( m_physPreviewAxis );
rot.Init();
rot[hlAxis] = axis->minRotation + (axis->maxRotation - axis->minRotation) * m_physPreviewParam;
AngleMatrix( rot, tmpmatrix );
ConcatTransforms( pmesh->m_matrix, tmpmatrix, bonematrix );
}
else
{
MatrixCopy( pmesh->m_matrix, bonematrix );
}
ConcatTransforms( *parentMatrix, bonematrix, m_pBoneToWorld[ boneIndex ] );
}
}
}
int StudioModel::BoneMask( void )
{
int lod = g_viewerSettings.autoLOD ? 0 : g_viewerSettings.lod;
int mask = BONE_USED_BY_VERTEX_AT_LOD(lod);
if (g_viewerSettings.showAttachments || g_viewerSettings.m_iEditAttachment != -1 || m_nSolveHeadTurn != 0 || LookupAttachment( "eyes" ) != -1)
{
mask |= BONE_USED_BY_ATTACHMENT;
}
if (g_viewerSettings.showHitBoxes)
{
mask |= BONE_USED_BY_HITBOX;
}
mask |= BONE_USED_BY_BONE_MERGE;
return mask;
// return BONE_USED_BY_ANYTHING_AT_LOD( lod );
// return BONE_USED_BY_ANYTHING;
}
void StudioModel::SetUpBones( bool mergeBones )
{
int i, j;
mstudiobone_t *pbones;
static Vector pos[MAXSTUDIOBONES];
matrix3x4_t bonematrix;
static Quaternion q[MAXSTUDIOBONES];
bool override[MAXSTUDIOBONES];
static matrix3x4_t boneCache[MAXSTUDIOBONES];
// For blended transitions
static Vector pos2[MAXSTUDIOBONES];
static Quaternion q2[MAXSTUDIOBONES];
CStudioHdr *pStudioHdr = GetStudioHdr();
mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( m_sequence );
QAngle a1;
Vector p1;
MatrixAngles( g_viewtransform, a1, p1 );
CIKContext *pIK = NULL;
m_ik.Init( pStudioHdr, a1, p1, GetRealtimeTime(), m_iFramecounter, BoneMask( ) );
if ( g_viewerSettings.enableIK )
{
pIK = &m_ik;
}
IBoneSetup boneSetup( pStudioHdr, BoneMask(), m_poseparameter );
boneSetup.InitPose( pos, q );
boneSetup.AccumulatePose( pos, q, m_sequence, m_cycle, 1.0, GetRealtimeTime(), pIK );
if ( g_viewerSettings.blendSequenceChanges &&
m_sequencetime < m_blendtime &&
m_prevsequence != m_sequence &&
m_prevsequence < pStudioHdr->GetNumSeq() &&
!(seqdesc.flags & STUDIO_SNAP) )
{
// Make sure frame is valid
if ( m_prevcycle >= 1.0 )
{
m_prevcycle = 0.0f;
}
float s = 1.0 - ( m_sequencetime / m_blendtime );
s = 3 * s * s - 2 * s * s * s;
boneSetup.AccumulatePose( pos, q, m_prevsequence, m_prevcycle, s, GetRealtimeTime(), NULL );
// Con_DPrintf("%d %f : %d %f : %f\n", pev->sequence, f, pev->prevsequence, pev->prevframe, s );
}
else
{
m_prevcycle = m_cycle;
}
int iMaxPriority = 0;
for (i = 0; i < MAXSTUDIOANIMLAYERS; i++)
{
if (m_Layer[i].m_weight > 0)
{
iMaxPriority = max( m_Layer[i].m_priority, iMaxPriority );
}
}
for (j = 0; j <= iMaxPriority; j++)
{
for (i = 0; i < MAXSTUDIOANIMLAYERS; i++)
{
if (m_Layer[i].m_priority == j && m_Layer[i].m_weight > 0)
{
boneSetup.AccumulatePose( pos, q, m_Layer[i].m_sequence, m_Layer[i].m_cycle, m_Layer[i].m_weight, GetRealtimeTime(), pIK );
}
}
}
if (m_nSolveHeadTurn != 0)
{
GetBodyPoseParametersFromFlex( );
}
CalcHeadRotation( pos, q );
CIKContext auto_ik;
auto_ik.Init( pStudioHdr, a1, p1, 0.0, 0, BoneMask( ) );
boneSetup.CalcAutoplaySequences( pos, q, GetAutoPlayTime(), &auto_ik );
boneSetup.CalcBoneAdj( pos, q, m_controller );
CBoneBitList boneComputed;
if (pIK)
{
Vector deltaPos;
QAngle deltaAngles;
GetMovement( m_prevIKCycles, deltaPos, deltaAngles );
Vector tmp;
VectorRotate( deltaPos, g_viewtransform, tmp );
deltaPos = tmp;
pIK->UpdateTargets( pos, q, m_pBoneToWorld, boneComputed );
// FIXME: check number of slots?
for (int i = 0; i < pIK->m_target.Count(); i++)
{
trace_t tr;
CIKTarget *pTarget = &pIK->m_target[i];
switch( pTarget->type )
{
case IK_GROUND:
{
// drawLine( pTarget->est.pos, pTarget->est.pos + pTarget->offset.pos, 0, 255, 0 );
// hack in movement
pTarget->est.pos -= deltaPos;
matrix3x4_t invViewTransform;
MatrixInvert( g_viewtransform, invViewTransform );
Vector tmp;
VectorTransform( pTarget->est.pos, invViewTransform, tmp );
tmp.z = pTarget->est.floor;
VectorTransform( tmp, g_viewtransform, pTarget->est.pos );
Vector p1;
Quaternion q1;
MatrixAngles( g_viewtransform, q1, p1 );
pTarget->est.q = q1;
float color[4] = { 0, 0, 0, 0 };
float wirecolor[4] = { 1, 1, 0, 1 };
if (pTarget->est.latched > 0.0)
{
wirecolor[1] = 1.0 - pTarget->est.flWeight;
}
else
{
wirecolor[0] = 1.0 - pTarget->est.flWeight;
}
float r = max(pTarget->est.radius,1.f);
Vector p0 = tmp + Vector( -r, -r, 0 );
Vector p2 = tmp + Vector( r, r, 0 );
drawTransparentBox( p0, p2, g_viewtransform, color, wirecolor );
if (!g_viewerSettings.enableTargetIK)
{
pTarget->est.flWeight = 0.0;
}
}
break;
case IK_ATTACHMENT:
{
matrix3x4_t m;
QuaternionMatrix( pTarget->est.q, pTarget->est.pos, m );
drawTransform( m, 4 );
}
break;
}
// drawLine( pTarget->est.pos, pTarget->latched.pos, 255, 0, 0 );
}
pIK->SolveDependencies( pos, q, m_pBoneToWorld, boneComputed );
}
pbones = pStudioHdr->pBone( 0 );
memset( override, 0, sizeof(bool)*pStudioHdr->numbones() );
if ( g_viewerSettings.showPhysicsPreview )
{
OverrideBones( override );
}
for (i = 0; i < pStudioHdr->numbones(); i++)
{
if ( !(pStudioHdr->pBone( i )->flags & BoneMask()))
{
int j, k;
for (j = 0; j < 3; j++)
{
for (k = 0; k < 4; k++)
{
m_pBoneToWorld[i][j][k] = VEC_T_NAN;
}
}
continue;
}
if ( override[i] )
{
continue;
}
else if (boneComputed.IsBoneMarked(i))
{
// already calculated
}
else if (CalcProceduralBone( pStudioHdr, i, CBoneAccessor( m_pBoneToWorld ) ))
{
continue;
}
else
{
QuaternionMatrix( q[i], bonematrix );
bonematrix[0][3] = pos[i][0];
bonematrix[1][3] = pos[i][1];
bonematrix[2][3] = pos[i][2];
if ( (pStudioHdr->pBone( 0 )[i].flags & BONE_ALWAYS_PROCEDURAL) &&
(pStudioHdr->pBone( 0 )[i].proctype & STUDIO_PROC_JIGGLE) )
{
//
// Physics-based "jiggle" bone
// Bone is assumed to be along the Z axis
// Pitch around X, yaw around Y
//
// compute desired bone orientation
matrix3x4_t goalMX;
if (pbones[i].parent == -1)
{
ConcatTransforms( g_viewtransform, bonematrix, goalMX );
}
else
{
ConcatTransforms( m_pBoneToWorld[ pbones[i].parent ], bonematrix, goalMX );
}
// get jiggle properties from QC data
mstudiojigglebone_t *jiggleInfo = (mstudiojigglebone_t *)pStudioHdr->pBone( 0 )[i].pProcedure( );
if (!m_pJiggleBones)
{
m_pJiggleBones = new CJiggleBones;
}
// do jiggle physics
m_pJiggleBones->BuildJiggleTransformations( i, GetRealtimeTime(), jiggleInfo, goalMX, m_pBoneToWorld[ i ] );
}
else if (pbones[i].parent == -1)
{
ConcatTransforms( g_viewtransform, bonematrix, m_pBoneToWorld[ i ] );
// MatrixCopy(bonematrix, g_bonetoworld[i]);
}
else
{
ConcatTransforms( m_pBoneToWorld[ pbones[i].parent ], bonematrix, m_pBoneToWorld[ i ] );
}
}
if (!mergeBones)
{
g_pCacheHdr = pStudioHdr;
MatrixCopy( m_pBoneToWorld[ i ], boneCache[i] );
}
else if (g_pCacheHdr)
{
for (j = 0; j < g_pCacheHdr->numbones(); j++)
{
if ( Q_stricmp( pStudioHdr->pBone( i )->pszName(), g_pCacheHdr->pBone( j )->pszName() ) == 0 )
break;
}
if (j < g_pCacheHdr->numbones())
{
MatrixCopy( boneCache[j], m_pBoneToWorld[ i ] );
}
}
}
if ( mergeBones )
{
Studio_RunBoneFlexDrivers( m_flexweight, pStudioHdr, pos, m_pBoneToWorld, g_mCachedViewTransform );
}
else
{
MatrixCopy( g_viewtransform, g_mCachedViewTransform );
Studio_RunBoneFlexDrivers( m_flexweight, pStudioHdr, pos, m_pBoneToWorld, g_viewtransform );
}
if (g_viewerSettings.showAttachments)
{
// drawTransform( m_pBoneToWorld[ 0 ] );
}
}
/*
================
StudioModel::SetupLighting
set some global variables based on entity position
inputs:
outputs:
================
*/
void StudioModel::SetupLighting ( )
{
LightDesc_t light[2];
light[0].m_Type = MATERIAL_LIGHT_DIRECTIONAL;
light[0].m_Attenuation0 = 1.0f;
light[0].m_Attenuation1 = 0.0;
light[0].m_Attenuation2 = 0.0;
light[0].m_Color[0] = g_viewerSettings.lColor[0];
light[0].m_Color[1] = g_viewerSettings.lColor[1];
light[0].m_Color[2] = g_viewerSettings.lColor[2];
light[0].m_Range = 2000;
// DEBUG: Spin the light around the head for debugging
// g_viewerSettings.lightrot = QAngle( 0, 0, 0 );
// g_viewerSettings.lightrot.y = fmod( (90 * GetTickCount( ) / 1000.0), 360.0);
AngleVectors( g_viewerSettings.lightrot, &light[0].m_Direction, NULL, NULL );
g_pStudioRender->SetLocalLights( 1, light );
#if 0
light[1].m_Type = MATERIAL_LIGHT_DIRECTIONAL;
light[1].m_Attenuation0 = 1.0f;
light[1].m_Attenuation1 = 0.0;
light[1].m_Attenuation2 = 0.0;
light[1].m_Range = 2000;
light[1].m_Color[0] = g_viewerSettings.lColor[2];
light[1].m_Color[1] = g_viewerSettings.lColor[1];
light[1].m_Color[2] = g_viewerSettings.lColor[0];
light[1].m_Direction.x = -light[0].m_Direction.y;
light[1].m_Direction.y = light[0].m_Direction.x;
light[1].m_Direction.z = light[0].m_Direction.z;
g_pStudioRender->SetLocalLights( 2, light );
#endif
int i;
for( i = 0; i < g_pStudioRender->GetNumAmbientLightSamples(); i++ )
{
m_AmbientLightColors[i][0] = g_viewerSettings.aColor[0];
m_AmbientLightColors[i][1] = g_viewerSettings.aColor[1];
m_AmbientLightColors[i][2] = g_viewerSettings.aColor[2];
}
//m_AmbientLightColors[0][0] = 1.0;
//m_AmbientLightColors[0][1] = 1.0;
//m_AmbientLightColors[0][2] = 1.0;
g_pStudioRender->SetAmbientLightColors( m_AmbientLightColors );
}
int FindBoneIndex( CStudioHdr *pstudiohdr, const char *pName )
{
mstudiobone_t *pbones = pstudiohdr->pBone( 0 );
for (int i = 0; i < pstudiohdr->numbones(); i++)
{
if ( !strcmpi( pName, pbones[i].pszName() ) )
return i;
}
return -1;
}
//-----------------------------------------------------------------------------
// Purpose: Find the named bone index, -1 if not found
// Input : *pName - bone name
//-----------------------------------------------------------------------------
int StudioModel::FindBone( const char *pName )
{
CStudioHdr *pStudioHdr = GetStudioHdr();
return FindBoneIndex( pStudioHdr, pName );
}
int StudioModel::Physics_GetBoneIndex( const char *pName )
{
for (int i = 0; i < m_pPhysics->Count(); i++)
{
CPhysmesh *pmesh = m_pPhysics->GetMesh(i);
if ( !strcmpi( pName, pmesh[i].m_boneName ) )
return i;
}
return -1;
}
/*
=================
StudioModel::SetupModel
based on the body part, figure out which mesh it should be using.
inputs:
currententity
outputs:
pstudiomesh
pmdl
=================
*/
void StudioModel::SetupModel ( int bodypart )
{
int index;
CStudioHdr *pStudioHdr = GetStudioHdr();
if (bodypart > pStudioHdr->numbodyparts())
{
// Con_DPrintf ("StudioModel::SetupModel: no such bodypart %d\n", bodypart);
bodypart = 0;
}
mstudiobodyparts_t *pbodypart = pStudioHdr->pBodypart( bodypart );
index = m_bodynum / pbodypart->base;
index = index % pbodypart->nummodels;
m_pmodel = pbodypart->pModel( index );
if(first){
maxNumVertices = m_pmodel->numvertices;
first = 0;
}
}
static IMaterial *g_pAlpha;
//-----------------------------------------------------------------------------
// Draws a box, not wireframed
//-----------------------------------------------------------------------------
void StudioModel::drawBox (Vector const *v, float const * color )
{
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
IMesh* pMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder;
// The four sides
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, 2 * 4 );
for (int i = 0; i < 10; i++)
{
meshBuilder.Position3fv (v[i & 7].Base() );
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
}
meshBuilder.End();
pMesh->Draw();
// top and bottom
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, 2 );
meshBuilder.Position3fv (v[6].Base());
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv (v[0].Base());
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv (v[4].Base());
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv (v[2].Base());
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, 2 );
meshBuilder.Position3fv (v[1].Base());
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv (v[7].Base());
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv (v[3].Base());
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv (v[5].Base());
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
}
//-----------------------------------------------------------------------------
// Draws a wireframed box
//-----------------------------------------------------------------------------
void StudioModel::drawWireframeBox (Vector const *v, float const* color )
{
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
IMesh* pMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder;
// The four sides
meshBuilder.Begin( pMesh, MATERIAL_LINES, 4 );
for (int i = 0; i < 10; i++)
{
meshBuilder.Position3fv (v[i & 7].Base());
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
}
meshBuilder.End();
pMesh->Draw();
// top and bottom
meshBuilder.Begin( pMesh, MATERIAL_LINE_STRIP, 4 );
meshBuilder.Position3fv (v[6].Base());
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv (v[0].Base());
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv (v[2].Base());
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv (v[4].Base());
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv (v[6].Base());
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
meshBuilder.Begin( pMesh, MATERIAL_LINE_STRIP, 4 );
meshBuilder.Position3fv (v[1].Base());
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv (v[7].Base());
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv (v[5].Base());
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv (v[3].Base());
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv (v[1].Base());
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
}
//-----------------------------------------------------------------------------
// Draws the position and axies of a transformation matrix, x=red,y=green,z=blue
//-----------------------------------------------------------------------------
void StudioModel::drawTransform( matrix3x4_t& m, float flLength )
{
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
IMesh* pMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder;
for (int k = 0; k < 3; k++)
{
static unsigned char color[3][3] =
{
{ 255, 0, 0 },
{ 0, 255, 0 },
{ 0, 0, 255 }
};
meshBuilder.Begin( pMesh, MATERIAL_LINES, 1 );
meshBuilder.Color3ubv( color[k] );
meshBuilder.Position3f( m[0][3], m[1][3], m[2][3]);
meshBuilder.AdvanceVertex();
meshBuilder.Color3ubv( color[k] );
meshBuilder.Position3f( m[0][3] + m[0][k] * flLength, m[1][3] + m[1][k] * flLength, m[2][3] + m[2][k] * flLength);
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
}
}
void drawLine( Vector const &p1, Vector const &p2, int r, int g, int b, bool noDepthTest, float duration )
{
g_pStudioModel->drawLine( p1, p2, r, g, b );
}
void StudioModel::drawLine( Vector const &p1, Vector const &p2, int r, int g, int b )
{
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->Bind( g_materialVertexColor );
IMesh* pMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_LINES, 1 );
meshBuilder.Color3ub( r, g, b );
meshBuilder.Position3f( p1.x, p1.y, p1.z );
meshBuilder.AdvanceVertex();
meshBuilder.Color3ub( r, g, b );
meshBuilder.Position3f( p2.x, p2.y, p2.z );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
}
//-----------------------------------------------------------------------------
// Draws a transparent box with a wireframe outline
//-----------------------------------------------------------------------------
void StudioModel::drawTransparentBox( Vector const &bbmin, Vector const &bbmax,
const matrix3x4_t& m, float const *color, float const *wirecolor )
{
Vector v[8], v2[8];
v[0][0] = bbmin[0];
v[0][1] = bbmax[1];
v[0][2] = bbmin[2];
v[1][0] = bbmin[0];
v[1][1] = bbmin[1];
v[1][2] = bbmin[2];
v[2][0] = bbmax[0];
v[2][1] = bbmax[1];
v[2][2] = bbmin[2];
v[3][0] = bbmax[0];
v[3][1] = bbmin[1];
v[3][2] = bbmin[2];
v[4][0] = bbmax[0];
v[4][1] = bbmax[1];
v[4][2] = bbmax[2];
v[5][0] = bbmax[0];
v[5][1] = bbmin[1];
v[5][2] = bbmax[2];
v[6][0] = bbmin[0];
v[6][1] = bbmax[1];
v[6][2] = bbmax[2];
v[7][0] = bbmin[0];
v[7][1] = bbmin[1];
v[7][2] = bbmax[2];
VectorTransform (v[0], m, v2[0]);
VectorTransform (v[1], m, v2[1]);
VectorTransform (v[2], m, v2[2]);
VectorTransform (v[3], m, v2[3]);
VectorTransform (v[4], m, v2[4]);
VectorTransform (v[5], m, v2[5]);
VectorTransform (v[6], m, v2[6]);
VectorTransform (v[7], m, v2[7]);
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->Bind( g_pAlpha );
drawBox( v2, color );
pRenderContext->Bind( g_materialBones );
drawWireframeBox( v2, wirecolor );
}
void StudioModel::UpdateStudioRenderConfig( bool bWireframe, bool bZBufferWireframe, bool bNormals, bool bTangentFrame )
{
StudioRenderConfig_t config;
memset( &config, 0, sizeof( config ) );
config.fEyeShiftX = 0.0f;
config.fEyeShiftY = 0.0f;
config.fEyeShiftZ = 0.0f;
config.fEyeSize = 0;
config.drawEntities = 1;
config.skin = 0;
config.fullbright = 0;
config.bEyeMove = true;
config.bWireframe = bWireframe;
if ( g_viewerSettings.renderMode == RM_WIREFRAME || g_viewerSettings.softwareSkin || config.bWireframe || bNormals || bTangentFrame )
{
config.bSoftwareSkin = true;
}
else
{
config.bSoftwareSkin = false;
}
config.bSoftwareLighting = false;
config.bNoHardware = false;
config.bNoSoftware = false;
config.bTeeth = true;
config.bEyes = true;
config.bFlex = true;
config.bDrawNormals = bNormals;
config.bDrawTangentFrame = bTangentFrame;
config.bDrawZBufferedWireframe = bZBufferWireframe;
config.bShowEnvCubemapOnly = false;
g_pStudioRender->UpdateConfig( config );
MaterialSystem_Config_t matSysConfig = g_pMaterialSystem->GetCurrentConfigForVideoCard();
extern void InitMaterialSystemConfig(MaterialSystem_Config_t *pConfig);
InitMaterialSystemConfig( &matSysConfig );
matSysConfig.nFullbright = 0;
if( g_viewerSettings.renderMode == RM_SMOOTHSHADED )
{
matSysConfig.nFullbright = 2;
}
if ( g_dxlevel != 0 )
{
matSysConfig.dxSupportLevel = g_dxlevel;
}
g_pMaterialSystem->OverrideConfig( matSysConfig, false );
}
//-----------------------------------------------------------------------------
// Draws the skeleton
//-----------------------------------------------------------------------------
void StudioModel::DrawBones( )
{
// draw bones
if (!g_viewerSettings.showBones && (g_viewerSettings.highlightBone < 0))
return;
CStudioHdr *pStudioHdr = GetStudioHdr();
mstudiobone_t *pbones = pStudioHdr->pBone( 0 );
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->Bind( g_materialBones );
IMesh* pMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder;
bool drawRed = (g_viewerSettings.highlightBone >= 0);
for (int i = 0; i < pStudioHdr->numbones(); i++)
{
if ( !(pStudioHdr->pBone( i )->flags & BoneMask()))
continue;
if ( pbones[i].parent >= 0 )
{
int j = pbones[i].parent;
if ( (g_viewerSettings.highlightBone < 0 ) || (j == g_viewerSettings.highlightBone) )
{
meshBuilder.Begin( pMesh, MATERIAL_LINES, 1 );
if (drawRed)
meshBuilder.Color3ub( 255, 255, 0 );
else
meshBuilder.Color3ub( 0, 255, 255 );
meshBuilder.Position3f( m_pBoneToWorld[j][0][3], m_pBoneToWorld[j][1][3], m_pBoneToWorld[j][2][3]);
meshBuilder.AdvanceVertex();
if (drawRed)
meshBuilder.Color3ub( 255, 255, 0 );
else
meshBuilder.Color3ub( 0, 255, 255 );
meshBuilder.Position3f( m_pBoneToWorld[i][0][3], m_pBoneToWorld[i][1][3], m_pBoneToWorld[i][2][3]);
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
}
}
if (g_viewerSettings.highlightBone >= 0)
{
if (i != g_viewerSettings.highlightBone)
continue;
}
drawTransform( m_pBoneToWorld[i] );
}
// manadatory to access correct verts
SetCurrentModel();
// highlight used vertices with point
/*
if (g_viewerSettings.highlightBone >= 0)
{
int k, j, n;
for (i = 0; i < pStudioHdr->numbodyparts; i++)
{
for (j = 0; j < pStudioHdr->pBodypart( i )->nummodels; j++)
{
mstudiomodel_t *pModel = pStudioHdr->pBodypart( i )->pModel( j );
const mstudio_modelvertexdata_t *vertData = pModel->GetVertexData();
Assert( vertData ); // This can only return NULL on X360 for now
meshBuilder.Begin( pMesh, MATERIAL_POINTS, 1 );
for (k = 0; k < pModel->numvertices; k++)
{
for (n = 0; n < vertData->BoneWeights( k )->numbones; n++)
{
if (vertData->BoneWeights( k )->bone[n] == g_viewerSettings.highlightBone)
{
Vector tmp;
Transform( *vertData->Position( k ), vertData->BoneWeights( k ), tmp );
meshBuilder.Color3ub( 0, 255, 255 );
meshBuilder.Position3f( tmp.x, tmp.y, tmp.z );
meshBuilder.AdvanceVertex();
break;
}
}
}
meshBuilder.End();
pMesh->Draw();
}
}
}
*/
}
//-----------------------------------------------------------------------------
// Draws attachments
//-----------------------------------------------------------------------------
void StudioModel::DrawAttachments( )
{
if ( !g_viewerSettings.showAttachments )
return;
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->Bind( g_materialBones );
CStudioHdr *pStudioHdr = GetStudioHdr();
for (int i = 0; i < pStudioHdr->GetNumAttachments(); i++)
{
mstudioattachment_t &pattachments = (mstudioattachment_t &)pStudioHdr->pAttachment( i );
matrix3x4_t world;
ConcatTransforms( m_pBoneToWorld[ pStudioHdr->GetAttachmentBone( i ) ], pattachments.local, world );
drawTransform( world );
}
}
//-----------------------------------------------------------------------------
// Draws Axis
//-----------------------------------------------------------------------------
void StudioModel::DrawOriginAxis( )
{
if ( !g_viewerSettings.showOriginAxis )
return;
const float fAxisLength = g_viewerSettings.originAxisLength;
if ( fAxisLength <= 0.0f )
return;
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->Bind( g_materialBones );
pRenderContext->MatrixMode(MATERIAL_MODEL);
pRenderContext->PushMatrix();;
pRenderContext->LoadIdentity();
pRenderContext->MatrixMode(MATERIAL_VIEW);
pRenderContext->PushMatrix();;
pRenderContext->LoadIdentity();
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->LoadIdentity( );
pRenderContext->Rotate( -90, 1, 0, 0 ); // put Z going up
pRenderContext->Rotate( -90, 0, 0, 1 );
pRenderContext->Translate( -g_pStudioModel->m_origin[0], -g_pStudioModel->m_origin[1], -g_pStudioModel->m_origin[2] );
pRenderContext->Rotate( g_pStudioModel->m_angles[1], 0, 0, 1 );
pRenderContext->Rotate( g_pStudioModel->m_angles[0], 0, 1, 0 );
pRenderContext->Rotate( g_pStudioModel->m_angles[2], 1, 0, 0 );
IMesh *pMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_LINES, 3 );
meshBuilder.Position3f( 0.0f, 0.0f, 0.0f );
meshBuilder.Color4ub( 255, 0, 0, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( fAxisLength, 0.0f, 0.0f );
meshBuilder.Color4ub( 255, 0, 0, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( 0.0f, 0.0f, 0.0f );
meshBuilder.Color4ub( 0, 255, 0, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( 0.0f, fAxisLength, 0.0f );
meshBuilder.Color4ub( 0, 255, 0, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( 0.0f, 0.0f, 0.0f );
meshBuilder.Color4ub( 0, 0, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( 0.0f, 0.0f, fAxisLength );
meshBuilder.Color4ub( 0, 0, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
pRenderContext->MatrixMode(MATERIAL_MODEL);
pRenderContext->PopMatrix();
pRenderContext->MatrixMode(MATERIAL_VIEW);
pRenderContext->PopMatrix();
}
void StudioModel::DrawEditAttachment()
{
CStudioHdr *pStudioHdr = GetStudioHdr();
int iEditAttachment = g_viewerSettings.m_iEditAttachment;
if ( iEditAttachment >= 0 && iEditAttachment < pStudioHdr->GetNumAttachments() )
{
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->Bind( g_materialBones );
mstudioattachment_t &pAttachment = (mstudioattachment_t &)pStudioHdr->pAttachment( iEditAttachment );
matrix3x4_t world;
ConcatTransforms( m_pBoneToWorld[ pStudioHdr->GetAttachmentBone( iEditAttachment ) ], pAttachment.local, world );
drawTransform( world );
}
}
//-----------------------------------------------------------------------------
// Draws hitboxes
//-----------------------------------------------------------------------------
static float hullcolor[8][4] =
{
{ 1.0, 1.0, 1.0, 1.0 },
{ 1.0, 0.5, 0.5, 1.0 },
{ 0.5, 1.0, 0.5, 1.0 },
{ 1.0, 1.0, 0.5, 1.0 },
{ 0.5, 0.5, 1.0, 1.0 },
{ 1.0, 0.5, 1.0, 1.0 },
{ 0.5, 1.0, 1.0, 1.0 },
{ 1.0, 1.0, 1.0, 1.0 }
};
void StudioModel::DrawHitboxes( )
{
CStudioHdr *pStudioHdr = GetStudioHdr();
if (!g_pAlpha)
{
g_pAlpha = g_pMaterialSystem->FindMaterial("debug/debughitbox", TEXTURE_GROUP_OTHER, false);
if ( g_pAlpha )
{
g_pAlpha->AddRef();
}
}
if (g_viewerSettings.showHitBoxes || (g_viewerSettings.highlightHitbox >= 0))
{
int hitboxset = g_MDLViewer->GetCurrentHitboxSet();
HitboxList_t &list = g_pStudioModel->m_HitboxSets[ hitboxset ].m_Hitboxes;
for (unsigned short j = list.Head(); j != list.InvalidIndex(); j = list.Next(j) )
{
// Only draw one hitbox if we've selected it.
if ((g_viewerSettings.highlightHitbox >= 0) &&
(g_viewerSettings.highlightHitbox != j))
continue;
mstudiobbox_t *pBBox = &list[j].m_BBox;
float interiorcolor[4];
int c = pBBox->group % 8;
interiorcolor[0] = hullcolor[c][0] * 0.7;
interiorcolor[1] = hullcolor[c][1] * 0.7;
interiorcolor[2] = hullcolor[c][2] * 0.7;
interiorcolor[3] = hullcolor[c][3] * 0.4;
drawTransparentBox( pBBox->bbmin, pBBox->bbmax, m_pBoneToWorld[ pBBox->bone ], interiorcolor, hullcolor[ c ] );
}
}
/*
float color2[] = { 0, 0.7, 1, 0.6 };
float wirecolor2[] = { 0, 1, 1, 1.0 };
drawTransparentBox( pStudioHdr->min, pStudioHdr->max, g_viewtransform, color2, wirecolor2 );
*/
if (g_viewerSettings.showSequenceBoxes)
{
float color[] = { 0.7, 1, 0, 0.6 };
float wirecolor[] = { 1, 1, 0, 1.0 };
drawTransparentBox( pStudioHdr->pSeqdesc( m_sequence ).bbmin, pStudioHdr->pSeqdesc( m_sequence ).bbmax, g_viewtransform, color, wirecolor );
}
}
void StudioModel::DrawIllumPosition( )
{
if( !g_viewerSettings.showIllumPosition )
return;
CStudioHdr *pStudioHdr = GetStudioHdr();
Vector modelPt0;
Vector modelPt1;
Vector worldPt0;
Vector worldPt1;
// draw axis through illum position
VectorCopy(pStudioHdr->illumposition(), modelPt0);
VectorCopy(pStudioHdr->illumposition(), modelPt1);
modelPt0.x -= 4;
modelPt1.x += 4;
VectorTransform (modelPt0, g_viewtransform, worldPt0);
VectorTransform (modelPt1, g_viewtransform, worldPt1);
drawLine( worldPt0, worldPt1, 255, 0, 0 );
VectorCopy(pStudioHdr->illumposition(), modelPt0);
VectorCopy(pStudioHdr->illumposition(), modelPt1);
modelPt0.y -= 4;
modelPt1.y += 4;
VectorTransform (modelPt0, g_viewtransform, worldPt0);
VectorTransform (modelPt1, g_viewtransform, worldPt1);
drawLine( worldPt0, worldPt1, 0, 255, 0 );
VectorCopy(pStudioHdr->illumposition(), modelPt0);
VectorCopy(pStudioHdr->illumposition(), modelPt1);
modelPt0.z -= 4;
modelPt1.z += 4;
VectorTransform (modelPt0, g_viewtransform, worldPt0);
VectorTransform (modelPt1, g_viewtransform, worldPt1);
drawLine( worldPt0, worldPt1, 0, 0, 255 );
}
//-----------------------------------------------------------------------------
// Draws the physics model
//-----------------------------------------------------------------------------
void StudioModel::DrawPhysicsModel( )
{
if (!g_viewerSettings.showPhysicsModel)
return;
if ( g_viewerSettings.renderMode == RM_WIREFRAME && m_pPhysics->Count() == 1 )
{
// show the convex pieces in solid
DrawPhysConvex( m_pPhysics->GetMesh(0), g_materialFlatshaded );
}
else
{
for (int i = 0; i < m_pPhysics->Count(); i++)
{
float red[] = { 1.0, 0, 0, 0.25 };
float yellow[] = { 1.0, 1.0, 0, 0.5 };
CPhysmesh *pmesh = m_pPhysics->GetMesh(i);
int boneIndex = FindBone(pmesh->m_boneName);
if ( boneIndex >= 0 )
{
if ( (i+1) == g_viewerSettings.highlightPhysicsBone )
{
DrawPhysmesh( pmesh, boneIndex, g_materialBones, red );
}
else
{
if ( g_viewerSettings.highlightPhysicsBone < 1 )
{
// yellow for most
DrawPhysmesh( pmesh, boneIndex, g_materialBones, yellow );
}
}
}
else
{
DrawPhysmesh( pmesh, -1, g_materialBones, red );
}
}
}
}
void StudioModel::SetViewTarget( void )
{
// only valid if the attachment bones are used
if ((BoneMask() & BONE_USED_BY_ATTACHMENT) == 0)
{
return;
}
int iEyeAttachment = LookupAttachment( "eyes" );
if (iEyeAttachment == -1)
return;
Vector local;
Vector tmp;
// look forward
CStudioHdr *pStudioHdr = GetStudioHdr();
mstudioattachment_t &patt = (mstudioattachment_t &)pStudioHdr->pAttachment( iEyeAttachment );
matrix3x4_t attToWorld;
ConcatTransforms( m_pBoneToWorld[ pStudioHdr->GetAttachmentBone( iEyeAttachment ) ], patt.local, attToWorld );
local = Vector( 32, 0, 0 );
Vector vEyes;
MatrixPosition( attToWorld, vEyes );
// aim the eyes if there's a target
if (m_vecHeadTargets.Count() > 0 && !m_vecHeadTargets.Tail().m_bSelf)
{
VectorITransform( m_vecHeadTargets.Tail().m_vecPosition - vEyes, attToWorld, local );
}
float flDist = local.Length();
VectorNormalize( local );
// calculate animated eye deflection
Vector eyeDeflect;
QAngle eyeAng( GetFlexController("eyes_updown"), GetFlexController("eyes_rightleft"), 0 );
// debugoverlay->AddTextOverlay( m_vecOrigin + Vector( 0, 0, 64 ), 0, 0, "%.2f %.2f", eyeAng.x, eyeAng.y );
AngleVectors( eyeAng, &eyeDeflect );
eyeDeflect.x = 0;
// reduce deflection the more the eye is off center
// FIXME: this angles make no damn sense
eyeDeflect = eyeDeflect * (local.x * local.x);
local = local + eyeDeflect;
VectorNormalize( local );
// check to see if the eye is aiming outside the max eye deflection
float flMaxEyeDeflection = pStudioHdr->MaxEyeDeflection();
if ( local.x < flMaxEyeDeflection )
{
// if so, clamp it to 30 degrees offset
// debugoverlay->AddTextOverlay( GetAbsOrigin() + Vector( 0, 0, 64 ), 1, 0, "%5.3f %5.3f %5.3f", local.x, local.y, local.z );
local.x = 0;
float d = local.LengthSqr();
if ( d > 0.0f )
{
d = sqrtf( ( 1.0f - flMaxEyeDeflection * flMaxEyeDeflection ) / ( local.y*local.y + local.z*local.z ) );
local.x = flMaxEyeDeflection;
local.y = local.y * d;
local.z = local.z * d;
}
else
{
local.x = 1.0;
}
}
local = local * flDist;
VectorTransform( local, attToWorld, tmp );
g_pStudioRender->SetEyeViewTarget( pStudioHdr->GetRenderHdr(), m_bodynum, tmp );
}
float UTIL_VecToYaw( const matrix3x4_t& matrix, const Vector &vec )
{
Vector tmp = vec;
VectorNormalize( tmp );
float x = matrix[0][0] * tmp.x + matrix[1][0] * tmp.y + matrix[2][0] * tmp.z;
float y = matrix[0][1] * tmp.x + matrix[1][1] * tmp.y + matrix[2][1] * tmp.z;
if (x == 0.0f && y == 0.0f)
return 0.0f;
float yaw = atan2( -y, x );
yaw = RAD2DEG(yaw);
if (yaw < 0)
yaw += 360;
return yaw;
}
float UTIL_VecToPitch( const matrix3x4_t& matrix, const Vector &vec )
{
Vector tmp = vec;
VectorNormalize( tmp );
float x = matrix[0][0] * tmp.x + matrix[1][0] * tmp.y + matrix[2][0] * tmp.z;
float z = matrix[0][2] * tmp.x + matrix[1][2] * tmp.y + matrix[2][2] * tmp.z;
if (x == 0.0f && z == 0.0f)
return 0.0f;
float pitch = atan2( z, x );
pitch = RAD2DEG(pitch);
if (pitch < 0)
pitch += 360;
return pitch;
}
float UTIL_AngleDiff( float destAngle, float srcAngle )
{
float delta;
delta = destAngle - srcAngle;
if ( destAngle > srcAngle )
{
while ( delta >= 180 )
delta -= 360;
}
else
{
while ( delta <= -180 )
delta += 360;
}
return delta;
}
void StudioModel::UpdateBoneChain(
Vector pos[],
Quaternion q[],
int iBone,
matrix3x4_t *pBoneToWorld )
{
matrix3x4_t bonematrix;
QuaternionMatrix( q[iBone], pos[iBone], bonematrix );
CStudioHdr *pStudioHdr = GetStudioHdr();
int parent = pStudioHdr->pBone( iBone )->parent;
if (parent == -1)
{
ConcatTransforms( g_viewtransform, bonematrix, pBoneToWorld[iBone] );
}
else
{
// evil recursive!!!
UpdateBoneChain( pos, q, parent, pBoneToWorld );
ConcatTransforms( pBoneToWorld[parent], bonematrix, pBoneToWorld[iBone] );
}
}
void StudioModel::GetBodyPoseParametersFromFlex( )
{
float flGoal;
flGoal = GetFlexController( "move_rightleft" );
SetPoseParameter( "body_trans_Y", flGoal );
flGoal = GetFlexController( "move_forwardback" );
SetPoseParameter( "body_trans_X", flGoal );
flGoal = GetFlexController( "move_updown" );
SetPoseParameter( "body_lift", flGoal );
flGoal = GetFlexController( "body_rightleft" ) + GetBodyYaw();
SetPoseParameter( "body_yaw", flGoal );
flGoal = GetFlexController( "body_updown" );
SetPoseParameter( "body_pitch", flGoal );
flGoal = GetFlexController( "body_tilt" );
SetPoseParameter( "body_roll", flGoal );
flGoal = GetFlexController( "chest_rightleft" ) + GetSpineYaw();
SetPoseParameter( "spine_yaw", flGoal );
flGoal = GetFlexController( "chest_updown" );
SetPoseParameter( "spine_pitch", flGoal );
flGoal = GetFlexController( "chest_tilt" );
SetPoseParameter( "spine_roll", flGoal );
flGoal = GetFlexController( "head_forwardback" );
SetPoseParameter( "neck_trans", flGoal );
flGoal = GetFlexController( "gesture_updown" );
SetPoseParameter( "gesture_height", flGoal );
flGoal = GetFlexController( "gesture_rightleft" );
SetPoseParameter( "gesture_width", flGoal );
}
void StudioModel::CalcHeadRotation( Vector pos[], Quaternion q[] )
{
static Vector pos2[MAXSTUDIOBONES];
static Quaternion q2[MAXSTUDIOBONES];
if (m_nSolveHeadTurn == 0)
return;
if (m_dt == 0.0f)
{
m_dt = 0.1;
}
// GetAttachment( "eyes", vEyePosition, vEyeAngles );
int iForwardAttachment = LookupAttachment( "forward" );
if (iForwardAttachment == -1)
return;
CStudioHdr *pStudioHdr = GetStudioHdr();
mstudioattachment_t &patt = (mstudioattachment_t &)pStudioHdr->pAttachment( iForwardAttachment );
matrix3x4_t attToWorld;
int iBone = pStudioHdr->GetAttachmentBone( iForwardAttachment );
BuildBoneChain( pStudioHdr, g_viewtransform, pos, q, iBone, m_pBoneToWorld );
ConcatTransforms( m_pBoneToWorld[ iBone ], patt.local, attToWorld );
Vector vForward;
VectorRotate( Vector( 1, 0, 0 ), attToWorld, vForward );
float dt = m_dt;
if (m_nSolveHeadTurn == 2)
{
dt = 0.1;
}
Vector vEyes;
MatrixPosition( attToWorld, vEyes );
Vector vHead = vForward;
float flHeadInfluence = 0.0;
int i;
for (i = 0; i < m_vecHeadTargets.Count(); i++)
{
Vector dir;
if (m_vecHeadTargets[i].m_bSelf)
{
dir = vForward;
}
else
{
dir = m_vecHeadTargets[i].m_vecPosition - vEyes;
}
VectorNormalize( dir );
float flInterest = m_vecHeadTargets[i].m_flWeight;
if (flInterest > 0.0)
{
if (flHeadInfluence == 0.0)
{
vHead = dir;
flHeadInfluence = flInterest;
}
else
{
flHeadInfluence = flHeadInfluence * (1 - flInterest) + flInterest;
float w = flInterest / flHeadInfluence;
vHead = vHead * (1 - w) + dir * w;
}
}
}
Vector vTargetDir = Vector( 0, 0, 0 );
vTargetDir = vForward * (1.0 - flHeadInfluence) + vHead * flHeadInfluence;
VectorNormalize( vTargetDir );
SetPoseParameter( "head_pitch", 0.0 );
SetPoseParameter( "head_yaw", 0.0 );
SetPoseParameter( "head_roll", 0.0 );
SetHeadPosition( attToWorld, vTargetDir, dt );
// Msg( "yaw %f pitch %f\n", vEyeAngles.y, vEyeAngles.x );
}
float StudioModel::SetHeadPosition( matrix3x4_t& attToWorld, Vector const &vTargetPos, float dt )
{
float flDiff;
int iPose;
QAngle vEyeAngles;
float flMoved = 0.0f;
matrix3x4_t targetXform, invAttToWorld;
matrix3x4_t headXform;
// align current "forward direction" to target direction
targetXform = attToWorld;
Studio_AlignIKMatrix( targetXform, vTargetPos );
// calc head movement needed
MatrixInvert( attToWorld, invAttToWorld );
ConcatTransforms( invAttToWorld, targetXform, headXform );
MatrixAngles( headXform, vEyeAngles );
// FIXME: add chest compression
// Msg( "yaw %f pitch %f\n", vEyeAngles.y, vEyeAngles.x );
float flMin, flMax;
#if 1
//--------------------------------------
// Set head yaw
//--------------------------------------
// flDiff = vEyeAngles.y + GetFlexController( "head_rightleft" );
iPose = LookupPoseParameter( "head_yaw" );
GetPoseParameterRange( iPose, &flMin, &flMax );
flDiff = RangeCompressor( vEyeAngles.y + GetFlexController( "head_rightleft" ), flMin, flMax, 0.0 );
SetPoseParameter( iPose, flDiff );
#endif
#if 1
//--------------------------------------
// Set head pitch
//--------------------------------------
iPose = LookupPoseParameter( "head_pitch" );
GetPoseParameterRange( iPose, &flMin, &flMax );
flDiff = RangeCompressor( vEyeAngles.x + GetFlexController( "head_updown" ), flMin, flMax, 0.0 );
SetPoseParameter( iPose, flDiff );
#endif
#if 1
//--------------------------------------
// Set head roll
//--------------------------------------
iPose = LookupPoseParameter( "head_roll" );
GetPoseParameterRange( iPose, &flMin, &flMax );
flDiff = RangeCompressor( vEyeAngles.z + GetFlexController( "head_tilt" ), flMin, flMax, 0.0 );
SetPoseParameter( iPose, flDiff );
#endif
return flMoved;
}
DrawModelInfo_t g_DrawModelInfo;
DrawModelResults_t g_DrawModelResults;
bool g_bDrawModelInfoValid = false;
void StudioModel::GetModelTransform( matrix3x4_t &mat )
{
AngleMatrix( m_angles, mat );
Vector vecModelOrigin;
VectorMultiply( m_origin, -1.0f, vecModelOrigin );
MatrixSetColumn( vecModelOrigin, 3, mat );
}
void StudioModel::SetModelTransform( const matrix3x4_t &mat )
{
m_origin.x = -mat.m_flMatVal[0][3];
m_origin.y = -mat.m_flMatVal[1][3];
m_origin.z = -mat.m_flMatVal[2][3];
MatrixAngles( mat, m_angles );
}
/*
================
StudioModel::DrawModel
inputs:
currententity
r_entorigin
================
*/
int StudioModel::DrawModel( bool mergeBones )
{
MDLCACHE_CRITICAL_SECTION_( g_pMDLCache );
CStudioHdr *pStudioHdr = GetStudioHdr();
if (!pStudioHdr)
return 0;
g_smodels_total++; // render data cache cookie
// JasonM & garymcthack - should really only do this once a frame and at init time.
UpdateStudioRenderConfig( g_viewerSettings.renderMode == RM_WIREFRAME, false,
g_viewerSettings.showNormals,
g_viewerSettings.showTangentFrame );
// NOTE: UpdateStudioRenderConfig can delete the studio hdr
pStudioHdr = GetStudioHdr();
if ( !pStudioHdr || pStudioHdr->numbodyparts() == 0)
return 0;
// Construct a transform to apply to the model. The camera is stuck in a fixed position
static Vector vecModelOrigin;
if ( !mergeBones )
{
AngleMatrix( m_angles, g_viewtransform );
VectorMultiply( m_origin, -1.0f, vecModelOrigin );
MatrixSetColumn( vecModelOrigin, 3, g_viewtransform );
}
// These values HAVE to be sent down for LOD to work correctly.
Vector viewOrigin, viewRight, viewUp, viewPlaneNormal;
g_pStudioRender->SetViewState( vec3_origin, Vector(0, 1, 0), Vector(0, 0, 1), Vector( 1, 0, 0 ) );
// g_pStudioRender->SetEyeViewTarget( viewOrigin );
SetUpBones( mergeBones );
SetupLighting( );
SetViewTarget( );
extern float g_flexdescweight[MAXSTUDIOFLEXDESC]; // garymcthack
extern float g_flexdescweight2[MAXSTUDIOFLEXDESC]; // garymcthack
int i;
for (i = 0; i < pStudioHdr->numflexdesc(); i++)
{
g_flexdescweight[i] = 0.0;
}
RunFlexRules( );
float d = 0.8;
if (m_dt != 0)
{
d = ExponentialDecay( 0.8, 0.033, m_dt );
}
float *pFlexWeights, *pFlexDelayedWeights;
g_pStudioRender->LockFlexWeights( pStudioHdr->numflexdesc(), &pFlexWeights, &pFlexDelayedWeights );
for (i = 0; i < pStudioHdr->numflexdesc(); i++)
{
g_flexdescweight2[i] = g_flexdescweight2[i] * d + g_flexdescweight[i] * (1 - d);
pFlexWeights[i] = g_flexdescweight[i];
pFlexDelayedWeights[i] = g_flexdescweight2[i];
}
g_pStudioRender->UnlockFlexWeights( );
// draw
g_pStudioRender->SetAlphaModulation( 1.0f );
g_bDrawModelInfoValid = true;
memset( &g_DrawModelInfo, 0, sizeof( g_DrawModelInfo ) );
g_DrawModelInfo.m_pStudioHdr = (studiohdr_t *)pStudioHdr->GetRenderHdr();
g_DrawModelInfo.m_pHardwareData = GetHardwareData();
if ( !g_DrawModelInfo.m_pHardwareData )
return 0;
g_DrawModelInfo.m_Decals = STUDIORENDER_DECAL_INVALID;
g_DrawModelInfo.m_Skin = m_skinnum;
g_DrawModelInfo.m_Body = m_bodynum;
g_DrawModelInfo.m_HitboxSet = g_MDLViewer->GetCurrentHitboxSet();
g_DrawModelInfo.m_pClientEntity = NULL;
g_DrawModelInfo.m_Lod = g_viewerSettings.autoLOD ? -1 : g_viewerSettings.lod;
g_DrawModelInfo.m_pColorMeshes = NULL;
if( g_viewerSettings.renderMode == RM_SHOWBADVERTEXDATA )
{
DebugDrawModelBadVerts( g_pStudioRender, g_DrawModelInfo, m_pBoneToWorld, vecModelOrigin );
DebugDrawModelWireframe( g_pStudioRender, g_DrawModelInfo, m_pBoneToWorld, vecModelOrigin, Vector( 0.2f, 0.2f, 0.2f ) );
g_DrawModelInfo.m_Lod = m_LodUsed;
g_pStudioRender->GetPerfStats( &g_DrawModelResults, g_DrawModelInfo, NULL );
#if 0
// overlay wireframe
// Set the state to trigger wireframe rendering
UpdateStudioRenderConfig( true, true, false, false );
// Draw wireframe
count = g_pStudioRender->DrawModel( &g_DrawModelResults, g_DrawModelInfo, m_pBoneToWorld,
pFlexWeights, pFlexDelayedWeights, vecModelOrigin, STUDIORENDER_DRAW_ENTIRE_MODEL );
m_LodUsed = g_DrawModelResults.m_nLODUsed;
m_LodMetric = g_DrawModelResults.m_flLodMetric;
g_DrawModelInfo.m_Lod = m_LodUsed;
// Restore the studio render config
UpdateStudioRenderConfig( g_viewerSettings.renderMode == RM_WIREFRAME, false,
g_viewerSettings.showNormals,
g_viewerSettings.showTangentFrame );
#endif
}
else if( g_viewerSettings.renderMode == RM_BONEWEIGHTS )
{
g_DrawModelInfo.m_Lod = 0;
DebugDrawModelBoneWeights( g_pStudioRender, g_DrawModelInfo, m_pBoneToWorld, vecModelOrigin );
g_DrawModelInfo.m_Lod = m_LodUsed;
g_pStudioRender->GetPerfStats( &g_DrawModelResults, g_DrawModelInfo, NULL );
}
else if( g_viewerSettings.renderMode == RM_TEXCOORDS )
{
const char *pMatName = "";
if ( g_DrawModelInfo.m_pHardwareData->m_pLODs && g_viewerSettings.materialIndex < g_DrawModelInfo.m_pHardwareData->m_pLODs[0].numMaterials )
{
pMatName = g_DrawModelInfo.m_pHardwareData->m_pLODs[0].ppMaterials[g_viewerSettings.materialIndex]->GetName();
}
DebugDrawModelTexCoord( g_pStudioRender, pMatName, g_DrawModelInfo, m_pBoneToWorld, g_viewerSettings.width, g_viewerSettings.height );
g_pStudioRender->GetPerfStats( &g_DrawModelResults, g_DrawModelInfo, NULL );
m_LodUsed = g_DrawModelInfo.m_Lod;
}
else
{
// Draw the model normally (may include normal and/or tangent line segments)
g_pStudioRender->DrawModel( &g_DrawModelResults, g_DrawModelInfo, m_pBoneToWorld,
pFlexWeights, pFlexDelayedWeights, vecModelOrigin );
m_LodUsed = g_DrawModelResults.m_nLODUsed;
m_LodMetric = g_DrawModelResults.m_flLODMetric;
g_pStudioRender->GetPerfStats( &g_DrawModelResults, g_DrawModelInfo, NULL );
// Optionally overlay wireframe...
if ( g_viewerSettings.overlayWireframe && !(g_viewerSettings.renderMode == RM_WIREFRAME) )
{
// Set the state to trigger wireframe rendering
UpdateStudioRenderConfig( true, true, false, false );
// Draw the wireframe over top of the model
g_pStudioRender->DrawModel( NULL, g_DrawModelInfo, m_pBoneToWorld,
pFlexWeights, pFlexDelayedWeights, vecModelOrigin );
// Restore the studio render config
UpdateStudioRenderConfig( g_viewerSettings.renderMode == RM_WIREFRAME, false,
g_viewerSettings.showNormals,
g_viewerSettings.showTangentFrame );
}
}
int nCount = g_DrawModelResults.m_ActualTriCount;
DrawBones();
DrawAttachments();
DrawOriginAxis();
DrawEditAttachment();
DrawHitboxes();
DrawPhysicsModel();
DrawIllumPosition();
// Only draw the shadow if the ground is also drawn
if ( g_viewerSettings.showShadow && g_viewerSettings.showGround )
{
matrix3x4_t invViewTransform;
MatrixInvert( g_viewtransform, invViewTransform );
for (int i = 0; i < pStudioHdr->numbones(); i++)
{
matrix3x4_t *pMatrix = &m_pBoneToWorld[ i ];
matrix3x4_t tmp1;
ConcatTransforms( invViewTransform, *pMatrix, tmp1 );
tmp1[2][0] = 0.0;
tmp1[2][1] = 0.0;
tmp1[2][2] = 0.0;
tmp1[2][3] = 0.05;
ConcatTransforms( g_viewtransform, tmp1, *pMatrix );
}
g_DrawModelInfo.m_Lod = GetHardwareData()->m_NumLODs - 1;
float zero[4] = { 0, 0, 0, 0 };
g_pStudioRender->SetColorModulation( zero );
g_pStudioRender->ForcedMaterialOverride( g_materialShadow );
// Turn off any wireframe, normals or tangent frame display for the drop shadow
UpdateStudioRenderConfig( false, false, false, false );
g_pStudioRender->DrawModel( NULL, g_DrawModelInfo, m_pBoneToWorld,
pFlexWeights, pFlexDelayedWeights, vecModelOrigin );
// Restore the studio render config
UpdateStudioRenderConfig( g_viewerSettings.renderMode == RM_WIREFRAME, false,
g_viewerSettings.showNormals,
g_viewerSettings.showTangentFrame );
g_pStudioRender->ForcedMaterialOverride( NULL );
float one[4] = { 1, 1, 1, 1 };
g_pStudioRender->SetColorModulation( one );
}
return nCount;
}
void StudioModel::DrawPhysmesh( CPhysmesh *pMesh, int boneIndex, IMaterial* pMaterial, float* color )
{
matrix3x4_t *pMatrix;
if ( boneIndex >= 0 )
{
pMatrix = &m_pBoneToWorld[ boneIndex ];
}
else
{
pMatrix = &g_viewtransform;
}
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->Bind( pMaterial );
IMesh* pMatMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMatMesh, MATERIAL_TRIANGLES, pMesh->m_vertCount/3 );
int vertIndex = 0;
for ( int i = 0; i < pMesh->m_vertCount; i+=3 )
{
Vector v;
VectorTransform (pMesh->m_pVerts[vertIndex], *pMatrix, v);
meshBuilder.Position3fv( v.Base() );
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
vertIndex ++;
VectorTransform (pMesh->m_pVerts[vertIndex], *pMatrix, v);
meshBuilder.Position3fv( v.Base() );
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
vertIndex ++;
VectorTransform (pMesh->m_pVerts[vertIndex], *pMatrix, v);
meshBuilder.Position3fv( v.Base() );
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
vertIndex ++;
}
meshBuilder.End();
pMatMesh->Draw();
}
void RandomColor( float *color, int key )
{
static bool first = true;
static colorVec colors[256];
if ( first )
{
int r, g, b;
first = false;
for ( int i = 0; i < 256; i++ )
{
do
{
r = rand()&255;
g = rand()&255;
b = rand()&255;
} while ( (r+g+b)<256 );
colors[i].r = r;
colors[i].g = g;
colors[i].b = b;
colors[i].a = 255;
}
}
int index = key & 255;
color[0] = colors[index].r * (1.f / 255.f);
color[1] = colors[index].g * (1.f / 255.f);
color[2] = colors[index].b * (1.f / 255.f);
color[3] = colors[index].a * (1.f / 255.f);
}
void StudioModel::DrawPhysConvex( CPhysmesh *pMesh, IMaterial* pMaterial )
{
matrix3x4_t &matrix = g_viewtransform;
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->Bind( pMaterial );
for ( int i = 0; i < pMesh->m_pCollisionModel->ConvexCount(); i++ )
{
float color[4];
RandomColor( color, i );
IMesh* pMatMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder;
int triCount = pMesh->m_pCollisionModel->TriangleCount( i );
meshBuilder.Begin( pMatMesh, MATERIAL_TRIANGLES, triCount );
for ( int j = 0; j < triCount; j++ )
{
Vector objectSpaceVerts[3];
pMesh->m_pCollisionModel->GetTriangleVerts( i, j, objectSpaceVerts );
for ( int k = 0; k < 3; k++ )
{
Vector v;
VectorTransform (objectSpaceVerts[k], matrix, v);
meshBuilder.Position3fv( v.Base() );
meshBuilder.Color4fv( color );
meshBuilder.AdvanceVertex();
}
}
meshBuilder.End();
pMatMesh->Draw();
}
}
/*
================
================
*/
int StudioModel::GetLodUsed( void )
{
return m_LodUsed;
}
float StudioModel::GetLodMetric( void )
{
return m_LodMetric;
}
const char *StudioModel::GetKeyValueText( int iSequence )
{
CStudioHdr *pStudioHdr = GetStudioHdr();
return Studio_GetKeyValueText( pStudioHdr, iSequence );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : solve -
//-----------------------------------------------------------------------------
void StudioModel::SetSolveHeadTurn( int solve )
{
m_nSolveHeadTurn = solve;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int StudioModel::GetSolveHeadTurn() const
{
return m_nSolveHeadTurn;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : target -
//-----------------------------------------------------------------------------
void StudioModel::ClearLookTargets( void )
{
m_vecHeadTargets.RemoveAll();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : target -
//-----------------------------------------------------------------------------
void StudioModel::AddLookTarget( const Vector& vecPosition, float flWeight )
{
if (m_vecHeadTargets.Count() > 8)
return;
StudioLookTarget tmp;
tmp.m_flWeight = flWeight;
tmp.m_vecPosition = vecPosition;
tmp.m_bSelf = false;
m_vecHeadTargets.AddToTail( tmp );
}
void StudioModel::AddLookTargetSelf( float flWeight )
{
if (m_vecHeadTargets.Count() > 8)
return;
StudioLookTarget tmp;
tmp.m_flWeight = flWeight;
tmp.m_vecPosition = Vector(0,0,0);
tmp.m_bSelf = true;
m_vecHeadTargets.AddToTail( tmp );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
void StudioModel::SetModelYaw( float flYaw )
{
m_flModelYaw = flYaw;
}
float StudioModel::GetModelYaw( void ) const
{
return m_flModelYaw;
}
void StudioModel::SetBodyYaw( float flYaw )
{
m_flBodyYaw = flYaw;
}
float StudioModel::GetBodyYaw( void ) const
{
return m_flBodyYaw;
}
void StudioModel::SetSpineYaw( float flYaw )
{
m_flSpineYaw = flYaw;
}
float StudioModel::GetSpineYaw( void ) const
{
return m_flSpineYaw;
}