Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef STUDIOMODEL_H
#define STUDIOMODEL_H
#ifdef _WIN32
#pragma once
#endif
#ifndef byte
typedef unsigned char byte;
#endif // byte
#include "hammer_mathlib.h"
#include "studio.h"
#include "utlvector.h"
#include "datacache/imdlcache.h"
#include "FileChangeWatcher.h"
class StudioModel;
class CMaterial;
class CRender3D;
class CRender2D;
struct ModelCache_t
{
StudioModel *pModel;
char *pszPath;
int nRefCount;
};
//-----------------------------------------------------------------------------
// Purpose: Defines an interface to a cache of studio models.
//-----------------------------------------------------------------------------
class CStudioModelCache
{
public:
static StudioModel *FindModel(const char *pszModelPath);
static StudioModel *CreateModel(const char *pszModelPath);
static void AddRef(StudioModel *pModel);
static void Release(StudioModel *pModel);
static void AdvanceAnimation(float flInterval);
protected:
static BOOL AddModel(StudioModel *pModel, const char *pszModelPath);
static void RemoveModel(StudioModel *pModel);
static ModelCache_t m_Cache[1024];
static int m_nItems;
};
// Calling these will monitor the filesystem for changes to model files and automatically
// incorporate changes to the models.
void InitStudioFileChangeWatcher();
void UpdateStudioFileChangeWatcher();
class StudioModel
{
public:
static bool Initialize( void );
static void Shutdown( void ); // garymcthack - need to call this.
StudioModel(void);
~StudioModel(void);
void FreeModel ();
bool LoadModel( const char *modelname );
bool PostLoadModel ( const char *modelname );
void DrawModel3D( CRender3D *pRender, float flAlpha, bool bWireframe);
void DrawModel2D( CRender2D *pRender, float flAlpha, bool bWireFrame);
void AdvanceFrame( float dt );
void ExtractBbox( Vector &mins, Vector &maxs );
void ExtractClippingBbox( Vector &mins, Vector &maxs );
void ExtractMovementBbox( Vector &mins, Vector &maxs );
void RotateBbox( Vector &Mins, Vector &Maxs, const QAngle &Angles );
int SetSequence( int iSequence );
int GetSequence( void );
int GetSequenceCount( void );
void GetSequenceName( int nIndex, char *szName );
void GetSequenceInfo( float *pflFrameRate, float *pflGroundSpeed );
int SetBodygroup( int iGroup, int iValue );
int SetSkin( int iValue );
void SetOrigin( float x, float y, float z );
void GetOrigin( float &x, float &y, float &z );
void SetOrigin( const Vector &v );
void GetOrigin( Vector &v );
void SetAngles( QAngle& pfAngles );
bool IsTranslucent();
private:
CStudioHdr *m_pStudioHdr;
CStudioHdr *GetStudioHdr() const;
studiohdr_t* GetStudioRenderHdr() const;
studiohwdata_t* GetHardwareData();
// entity settings
Vector m_origin;
QAngle m_angles;
int m_sequence; // sequence index
float m_cycle; // pos in animation cycle
int m_bodynum; // bodypart selection
int m_skinnum; // skin group selection
byte m_controller[MAXSTUDIOBONECTRLS]; // bone controllers
float m_poseParameter[MAXSTUDIOPOSEPARAM]; // animation blending
byte m_mouth; // mouth position
char* m_pModelName; // model file name
Vector *m_pPosePos;
Quaternion *m_pPoseAng;
// internal data
MDLHandle_t m_MDLHandle;
mstudiomodel_t *m_pModel;
void SetUpBones ( bool bUpdatePose, matrix3x4_t* pBoneToWorld );
void SetupModel ( int bodypart );
void LoadStudioRender( void );
bool LoadVVDFile( const char *modelname );
bool LoadVTXFile( const char *modelname );
};
extern Vector g_vright; // needs to be set to viewer's right in order for chrome to work
extern float g_lambert; // modifier for pseudo-hemispherical lighting
#endif // STUDIOMODEL_H