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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; }
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