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274 lines
5.9 KiB
274 lines
5.9 KiB
/***
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*
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//========= Copyright Valve Corporation, All rights reserved. ============//
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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****/
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#include <stdio.h>
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#include "basetypes.h"
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#include "utlvector.h"
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#include "utlsymbol.h"
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#include "mathlib/vector.h"
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#include "studio.h"
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struct LodScriptData_t;
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#define IDSTUDIOHEADER (('T'<<24)+('S'<<16)+('D'<<8)+'I')
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// little-endian "IDST"
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#define IDSTUDIOANIMGROUPHEADER (('G'<<24)+('A'<<16)+('D'<<8)+'I')
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// little-endian "IDAG"
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#define STUDIO_QUADRATIC_MOTION 0x00002000
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#define MAXSTUDIOANIMFRAMES 2000 // max frames per animation
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#define MAXSTUDIOSEQUENCES 1524 // total sequences
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#define MAXSTUDIOSRCBONES 512 // bones allowed at source movement
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#define MAXSTUDIOBONEWEIGHTS 3
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#define MAXSTUDIONAME 128
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#ifndef EXTERN
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#define EXTERN extern
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#endif
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EXTERN char outname[1024];
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EXTERN int numdirs;
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EXTERN char cddir[32][MAX_PATH];
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EXTERN char fullpath[1024];
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EXTERN float g_defaultscale;
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EXTERN float g_currentscale;
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EXTERN RadianEuler g_defaultrotation;
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EXTERN char defaulttexture[16][MAX_PATH];
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EXTERN char sourcetexture[16][MAX_PATH];
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EXTERN int numrep;
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EXTERN int flip_triangles;
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EXTERN float normal_blend;
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void *kalloc( int num, int size );
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struct s_trianglevert_t
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{
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int vertindex;
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int normindex; // index into normal array
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int s,t;
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float u,v;
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};
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struct s_boneweight_t
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{
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int numbones;
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int bone[MAXSTUDIOBONEWEIGHTS];
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float weight[MAXSTUDIOBONEWEIGHTS];
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};
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struct s_vertexinfo_t
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{
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// wtf is this doing here?
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int material;
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int firstref;
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int lastref;
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int flexmask;
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int numflex;
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int flexoffset;
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};
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struct s_tmpface_t
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{
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int material;
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unsigned long a, b, c;
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unsigned long ta, tb, tc;
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unsigned long na, nb, nc;
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};
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struct s_face_t
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{
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unsigned long a, b, c;
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};
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struct s_node_t
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{
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char name[MAXSTUDIONAME];
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int parent;
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};
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struct s_bone_t
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{
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Vector pos;
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RadianEuler rot;
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};
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struct s_texture_t
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{
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char name[MAX_PATH];
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int flags;
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int parent;
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int material;
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float width;
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float height;
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float dPdu;
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float dPdv;
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};
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EXTERN s_texture_t g_texture[MAXSTUDIOSKINS];
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EXTERN int g_numtextures;
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EXTERN int g_material[MAXSTUDIOSKINS]; // link into texture array
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EXTERN int g_nummaterials;
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EXTERN float g_gamma;
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EXTERN int g_numskinref;
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EXTERN int g_numskinfamilies;
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EXTERN int g_skinref[256][MAXSTUDIOSKINS]; // [skin][skinref], returns texture index
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EXTERN int g_numtexturegroups;
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EXTERN int g_numtexturelayers[32];
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EXTERN int g_numtexturereps[32];
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EXTERN int g_texturegroup[32][32][32];
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struct s_mesh_t
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{
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int numvertices;
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int vertexoffset;
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int numfaces;
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int faceoffset;
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};
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struct s_vertanim_t
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{
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int vertex;
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float speed;
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float side;
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Vector pos;
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Vector normal;
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};
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// processed aggregate lod pools
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struct s_loddata_t
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{
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int numvertices;
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s_boneweight_t *globalBoneweight;
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s_vertexinfo_t *vertexInfo;
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Vector *vertex;
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Vector *normal;
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Vector4D *tangentS;
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Vector2D *texcoord;
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int numfaces;
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s_face_t *face;
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s_mesh_t mesh[MAXSTUDIOSKINS];
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// remaps verts from an lod's source mesh to this all-lod processed aggregate pool
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int *pMeshVertIndexMaps[MAX_NUM_LODS];
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};
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// raw off-disk source files. Raw data should be not processed.
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struct s_source_t
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{
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char filename[MAX_PATH];
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int time; // time stamp
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bool isActiveModel;
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// local skeleton hierarchy
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int numbones;
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s_node_t localBone[MAXSTUDIOSRCBONES];
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matrix3x4_t boneToPose[MAXSTUDIOSRCBONES]; // converts bone local data into initial pose data
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// bone remapping
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int boneflags[MAXSTUDIOSRCBONES]; // attachment, vertex, etc flags for this bone
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int boneref[MAXSTUDIOSRCBONES]; // flags for this and child bones
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int boneLocalToGlobal[MAXSTUDIOSRCBONES]; // bonemap : local bone to world bone mapping
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int boneGlobalToLocal[MAXSTUDIOSRCBONES]; // boneimap : world bone to local bone mapping
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int texmap[MAXSTUDIOSKINS*4]; // map local MAX materials to unique textures
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// per material mesh
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int nummeshes;
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int meshindex[MAXSTUDIOSKINS]; // mesh to skin index
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s_mesh_t mesh[MAXSTUDIOSKINS];
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// model global copy of vertices
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int numvertices;
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s_boneweight_t *localBoneweight; // vertex info about local bone weighting
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s_boneweight_t *globalBoneweight; // vertex info about global bone weighting
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s_vertexinfo_t *vertexInfo; // generic vertex info
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Vector *vertex;
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Vector *normal;
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Vector4D *tangentS;
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Vector2D *texcoord;
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int numfaces;
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s_face_t *face; // vertex indexs per face
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// raw skeletal animation
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int numframes;
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int startframe;
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int endframe;
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s_bone_t *rawanim[MAXSTUDIOANIMFRAMES]; // [frame][bones];
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// vertex animation
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int *vanim_mapcount; // local verts map to N target verts
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int **vanim_map; // local vertices to target vertices mapping list
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int *vanim_flag; // local vert does animate
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int numvanims[MAXSTUDIOANIMFRAMES];
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s_vertanim_t *vanim[MAXSTUDIOANIMFRAMES]; // [frame][vertex]
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// processed aggregate lod data
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s_loddata_t *pLodData;
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};
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EXTERN int g_numsources;
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EXTERN s_source_t *g_source[MAXSTUDIOSEQUENCES];
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EXTERN int is_v1support;
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EXTERN int g_numverts;
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EXTERN Vector g_vertex[MAXSTUDIOVERTS];
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EXTERN s_boneweight_t g_bone[MAXSTUDIOVERTS];
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EXTERN int g_numnormals;
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EXTERN Vector g_normal[MAXSTUDIOVERTS];
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EXTERN int g_numtexcoords;
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EXTERN Vector2D g_texcoord[MAXSTUDIOVERTS];
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EXTERN int g_numfaces;
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EXTERN s_tmpface_t g_face[MAXSTUDIOTRIANGLES];
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EXTERN s_face_t g_src_uface[MAXSTUDIOTRIANGLES]; // max res unified faces
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struct v_unify_t
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{
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int refcount;
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int lastref;
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int firstref;
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int v;
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int m;
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int n;
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int t;
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v_unify_t *next;
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};
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EXTERN v_unify_t *v_list[MAXSTUDIOVERTS];
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EXTERN v_unify_t v_listdata[MAXSTUDIOVERTS];
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EXTERN int numvlist;
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int SortAndBalanceBones( int iCount, int iMaxCount, int bones[], float weights[] );
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void Grab_Vertexanimation( s_source_t *psource );
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extern void BuildIndividualMeshes( s_source_t *psource );
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