Team Fortress 2 Source Code as on 22/4/2020
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/***
*
//========= Copyright Valve Corporation, All rights reserved. ============//
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
****/
#include <stdio.h>
#include "basetypes.h"
#include "utlvector.h"
#include "utlsymbol.h"
#include "mathlib/vector.h"
#include "studio.h"
struct LodScriptData_t;
#define IDSTUDIOHEADER (('T'<<24)+('S'<<16)+('D'<<8)+'I')
// little-endian "IDST"
#define IDSTUDIOANIMGROUPHEADER (('G'<<24)+('A'<<16)+('D'<<8)+'I')
// little-endian "IDAG"
#define STUDIO_QUADRATIC_MOTION 0x00002000
#define MAXSTUDIOANIMFRAMES 2000 // max frames per animation
#define MAXSTUDIOSEQUENCES 1524 // total sequences
#define MAXSTUDIOSRCBONES 512 // bones allowed at source movement
#define MAXSTUDIOBONEWEIGHTS 3
#define MAXSTUDIONAME 128
#ifndef EXTERN
#define EXTERN extern
#endif
EXTERN char outname[1024];
EXTERN int numdirs;
EXTERN char cddir[32][MAX_PATH];
EXTERN char fullpath[1024];
EXTERN float g_defaultscale;
EXTERN float g_currentscale;
EXTERN RadianEuler g_defaultrotation;
EXTERN char defaulttexture[16][MAX_PATH];
EXTERN char sourcetexture[16][MAX_PATH];
EXTERN int numrep;
EXTERN int flip_triangles;
EXTERN float normal_blend;
void *kalloc( int num, int size );
struct s_trianglevert_t
{
int vertindex;
int normindex; // index into normal array
int s,t;
float u,v;
};
struct s_boneweight_t
{
int numbones;
int bone[MAXSTUDIOBONEWEIGHTS];
float weight[MAXSTUDIOBONEWEIGHTS];
};
struct s_vertexinfo_t
{
// wtf is this doing here?
int material;
int firstref;
int lastref;
int flexmask;
int numflex;
int flexoffset;
};
struct s_tmpface_t
{
int material;
unsigned long a, b, c;
unsigned long ta, tb, tc;
unsigned long na, nb, nc;
};
struct s_face_t
{
unsigned long a, b, c;
};
struct s_node_t
{
char name[MAXSTUDIONAME];
int parent;
};
struct s_bone_t
{
Vector pos;
RadianEuler rot;
};
struct s_texture_t
{
char name[MAX_PATH];
int flags;
int parent;
int material;
float width;
float height;
float dPdu;
float dPdv;
};
EXTERN s_texture_t g_texture[MAXSTUDIOSKINS];
EXTERN int g_numtextures;
EXTERN int g_material[MAXSTUDIOSKINS]; // link into texture array
EXTERN int g_nummaterials;
EXTERN float g_gamma;
EXTERN int g_numskinref;
EXTERN int g_numskinfamilies;
EXTERN int g_skinref[256][MAXSTUDIOSKINS]; // [skin][skinref], returns texture index
EXTERN int g_numtexturegroups;
EXTERN int g_numtexturelayers[32];
EXTERN int g_numtexturereps[32];
EXTERN int g_texturegroup[32][32][32];
struct s_mesh_t
{
int numvertices;
int vertexoffset;
int numfaces;
int faceoffset;
};
struct s_vertanim_t
{
int vertex;
float speed;
float side;
Vector pos;
Vector normal;
};
// processed aggregate lod pools
struct s_loddata_t
{
int numvertices;
s_boneweight_t *globalBoneweight;
s_vertexinfo_t *vertexInfo;
Vector *vertex;
Vector *normal;
Vector4D *tangentS;
Vector2D *texcoord;
int numfaces;
s_face_t *face;
s_mesh_t mesh[MAXSTUDIOSKINS];
// remaps verts from an lod's source mesh to this all-lod processed aggregate pool
int *pMeshVertIndexMaps[MAX_NUM_LODS];
};
// raw off-disk source files. Raw data should be not processed.
struct s_source_t
{
char filename[MAX_PATH];
int time; // time stamp
bool isActiveModel;
// local skeleton hierarchy
int numbones;
s_node_t localBone[MAXSTUDIOSRCBONES];
matrix3x4_t boneToPose[MAXSTUDIOSRCBONES]; // converts bone local data into initial pose data
// bone remapping
int boneflags[MAXSTUDIOSRCBONES]; // attachment, vertex, etc flags for this bone
int boneref[MAXSTUDIOSRCBONES]; // flags for this and child bones
int boneLocalToGlobal[MAXSTUDIOSRCBONES]; // bonemap : local bone to world bone mapping
int boneGlobalToLocal[MAXSTUDIOSRCBONES]; // boneimap : world bone to local bone mapping
int texmap[MAXSTUDIOSKINS*4]; // map local MAX materials to unique textures
// per material mesh
int nummeshes;
int meshindex[MAXSTUDIOSKINS]; // mesh to skin index
s_mesh_t mesh[MAXSTUDIOSKINS];
// model global copy of vertices
int numvertices;
s_boneweight_t *localBoneweight; // vertex info about local bone weighting
s_boneweight_t *globalBoneweight; // vertex info about global bone weighting
s_vertexinfo_t *vertexInfo; // generic vertex info
Vector *vertex;
Vector *normal;
Vector4D *tangentS;
Vector2D *texcoord;
int numfaces;
s_face_t *face; // vertex indexs per face
// raw skeletal animation
int numframes;
int startframe;
int endframe;
s_bone_t *rawanim[MAXSTUDIOANIMFRAMES]; // [frame][bones];
// vertex animation
int *vanim_mapcount; // local verts map to N target verts
int **vanim_map; // local vertices to target vertices mapping list
int *vanim_flag; // local vert does animate
int numvanims[MAXSTUDIOANIMFRAMES];
s_vertanim_t *vanim[MAXSTUDIOANIMFRAMES]; // [frame][vertex]
// processed aggregate lod data
s_loddata_t *pLodData;
};
EXTERN int g_numsources;
EXTERN s_source_t *g_source[MAXSTUDIOSEQUENCES];
EXTERN int is_v1support;
EXTERN int g_numverts;
EXTERN Vector g_vertex[MAXSTUDIOVERTS];
EXTERN s_boneweight_t g_bone[MAXSTUDIOVERTS];
EXTERN int g_numnormals;
EXTERN Vector g_normal[MAXSTUDIOVERTS];
EXTERN int g_numtexcoords;
EXTERN Vector2D g_texcoord[MAXSTUDIOVERTS];
EXTERN int g_numfaces;
EXTERN s_tmpface_t g_face[MAXSTUDIOTRIANGLES];
EXTERN s_face_t g_src_uface[MAXSTUDIOTRIANGLES]; // max res unified faces
struct v_unify_t
{
int refcount;
int lastref;
int firstref;
int v;
int m;
int n;
int t;
v_unify_t *next;
};
EXTERN v_unify_t *v_list[MAXSTUDIOVERTS];
EXTERN v_unify_t v_listdata[MAXSTUDIOVERTS];
EXTERN int numvlist;
int SortAndBalanceBones( int iCount, int iMaxCount, int bones[], float weights[] );
void Grab_Vertexanimation( s_source_t *psource );
extern void BuildIndividualMeshes( s_source_t *psource );