Counter Strike : Global Offensive Source Code
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//===== Copyright © 2005-2013, Valve Corporation, All rights reserved. ======//
//
// Purpose: A higher level link library for general use in the game and tools.
//
//===========================================================================//
#ifndef MDLUTILS_H
#define MDLUTILS_H
#if defined( _WIN32 )
#pragma once
#endif
#include "datacache/imdlcache.h"
#include "mathlib/vector.h"
#include "color.h"
#include "studio.h"
#include "materialsystem/custommaterialowner.h"
#include "materialsystem/MaterialSystemUtil.h"
#include "irendertorthelperobject.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
struct matrix3x4_t;
class CMDLAttachmentData
{
public:
matrix3x4_t m_AttachmentToWorld;
bool m_bValid;
};
struct MDLSquenceLayer_t
{
int m_nSequenceIndex;
float m_flWeight;
};
//-----------------------------------------------------------------------------
// Class containing simplistic MDL state for use in rendering
//-----------------------------------------------------------------------------
class CMDL : public CCustomMaterialOwner, public IRenderToRTHelperObject
{
public:
CMDL();
virtual ~CMDL();
void SetMDL( MDLHandle_t h );
MDLHandle_t GetMDL() const;
/// NOTE: This version of draw assumes you've filled in the bone to world
/// matrix yourself by calling IStudioRender::LockBoneMatrices. The pointer
/// returned by that method needs to be passed into here
/// @param flags allows you to specify additional STUDIORENDER_ flags -- usually never necessary
/// unless you need to (eg) forcibly disable shadows for some reason.
void Draw( const matrix3x4_t& rootToWorld, const matrix3x4_t *pBoneToWorld, int flags = 0 );
// from IRenderToRTHelperObject
// Simple version of drawing; sets up bones for you
void Draw( const matrix3x4_t& rootToWorld );
bool GetBoundingSphere( Vector &vecCenter, float &flRadius );
ITexture *GetEnvCubeMap();
void SetUpBones( const matrix3x4_t& shapeToWorld, int nMaxBoneCount, matrix3x4_t *pOutputMatrices, const float *pPoseParameters = NULL, MDLSquenceLayer_t *pSequenceLayers = NULL, int nNumSequenceLayers = 0 );
void SetupBonesWithBoneMerge( const CStudioHdr *pMergeHdr, matrix3x4_t *pMergeBoneToWorld,
const CStudioHdr *pFollow, const matrix3x4_t *pFollowBoneToWorld, const matrix3x4_t &matModelToWorld );
studiohdr_t *GetStudioHdr();
virtual bool GetAttachment( int number, matrix3x4_t &matrix );
bool GetAttachment( const char *szAttachment, matrix3x4_t& matrixOut );
void AdjustTime( float flAmount );
void SetSimpleMaterialOverride( IMaterial *pNewMaterial );
private:
void UnreferenceMDL();
void SetupBones_AttachmentHelper( CStudioHdr *hdr, matrix3x4_t *pBoneToWorld );
bool PutAttachment( int number, const matrix3x4_t &attachmentToWorld );
CUtlVector<CMDLAttachmentData> m_Attachments;
CMaterialReference m_pSimpleMaterialOverride;
protected:
CTextureReference m_DefaultEnvCubemap;
CTextureReference m_DefaultHDREnvCubemap;
public:
MDLHandle_t m_MDLHandle;
// Adding m_Padding to coax the PS3 compiler into generating working code.
// Without it the m_Color field won't be 4-byte aligned and the PS3 compiler will try and vectorize
// some of the color arithmetic and trash nearby memory.
unsigned short m_Padding;
Color m_Color;
int m_nSkin;
int m_nBody;
int m_nSequence;
int m_nLOD;
float m_flPlaybackRate;
float m_flTime;
float m_flCurrentAnimEndTime;
float m_pFlexControls[ MAXSTUDIOFLEXCTRL * 4 ];
Vector m_vecViewTarget;
bool m_bWorldSpaceViewTarget;
bool m_bUseSequencePlaybackFPS;
void *m_pProxyData;
float m_flTimeBasisAdjustment;
CUtlVector< int > m_arrSequenceFollowLoop;
};
struct MDLData_t
{
MDLData_t();
CMDL m_MDL;
matrix3x4_t m_MDLToWorld;
bool m_bRequestBoneMergeTakeover;
};
class CMergedMDL : public IRenderToRTHelperObject
{
public:
// constructor, destructor
CMergedMDL();
virtual ~CMergedMDL();
// Sets the current mdl
virtual void SetMDL( MDLHandle_t handle, CCustomMaterialOwner* pCustomMaterialOwner = NULL, void *pProxyData = NULL );
virtual void SetMDL( const char *pMDLName, CCustomMaterialOwner* pCustomMaterialOwner = NULL, void *pProxyData = NULL );
CMDL *GetMDL() { return &m_RootMDL.m_MDL; }
// Sets the current sequence
void SetSequence( int nSequence, bool bUseSequencePlaybackFPS );
void AddSequenceFollowLoop( int nSequence, bool bUseSequencePlaybackFPS );
void ClearSequenceFollowLoop();
// Set the pose parameters
void SetPoseParameters( const float *pPoseParameters, int nCount );
// Set the overlay sequence layers
void SetSequenceLayers( const MDLSquenceLayer_t *pSequenceLayers, int nCount );
void SetSkin( int nSkin );
// Bounds.
bool GetBoundingBox( Vector &vecBoundsMin, Vector &vecBoundsMax );
bool GetAttachment( const char *szAttachment, matrix3x4_t& matrixOut );
bool GetAttachment( int iAttachmentNum, matrix3x4_t& matrixOut );
void SetModelAnglesAndPosition( const QAngle &angRot, const Vector &vecPos );
// Attached models.
void SetMergeMDL( MDLHandle_t handle, CCustomMaterialOwner* pCustomMaterialOwner = NULL, void *pProxyData = NULL, bool bRequestBonemergeTakeover = false );
MDLHandle_t SetMergeMDL( const char *pMDLName, CCustomMaterialOwner* pCustomMaterialOwner = NULL, void *pProxyData = NULL, bool bRequestBonemergeTakeover = false );
int GetMergeMDLIndex( MDLHandle_t handle );
CMDL *GetMergeMDL(MDLHandle_t handle );
void ClearMergeMDLs( void );
void Draw();
void SetupBonesForAttachmentQueries( void );
// from IRenderToRTHelperObject
void Draw( const matrix3x4_t &rootToWorld );
bool GetBoundingSphere( Vector &vecCenter, float &flRadius );
ITexture *GetEnvCubeMap() { return m_RootMDL.m_MDL.GetEnvCubeMap(); }
void UpdateModelCustomMaterials( MDLHandle_t handle, CCustomMaterialOwner* pCustomMaterialOwner );
protected:
virtual void OnPostSetUpBonesPreDraw() {}
virtual void OnModelDrawPassStart( int iPass, CStudioHdr *pStudioHdr, int &nFlags ) {}
virtual void OnModelDrawPassFinished( int iPass, CStudioHdr *pStudioHdr, int &nFlags ) {}
protected:
MDLData_t m_RootMDL;
CUtlVector<MDLData_t> m_aMergeMDLs;
float m_PoseParameters[ MAXSTUDIOPOSEPARAM ];
private:
static const int MAX_SEQUENCE_LAYERS = 8;
int m_nNumSequenceLayers;
MDLSquenceLayer_t m_SequenceLayers[ MAX_SEQUENCE_LAYERS ];
};
//-----------------------------------------------------------------------------
// Returns the bounding box for the model
//-----------------------------------------------------------------------------
void GetMDLBoundingBox( Vector *pMins, Vector *pMaxs, MDLHandle_t h, int nSequence );
//-----------------------------------------------------------------------------
// Returns the radius of the model as measured from the origin
//-----------------------------------------------------------------------------
float GetMDLRadius( MDLHandle_t h, int nSequence );
//-----------------------------------------------------------------------------
// Returns a more accurate bounding sphere
//-----------------------------------------------------------------------------
void GetMDLBoundingSphere( Vector *pVecCenter, float *pRadius, MDLHandle_t h, int nSequence );
//-----------------------------------------------------------------------------
// Determines which pose parameters are used by the specified sequence
//-----------------------------------------------------------------------------
void FindSequencePoseParameters( CStudioHdr &hdr, int nSequence, bool *pPoseParameters, int nCount );
#endif // MDLUTILS_H