Files
sourcearena/mp/src/public/studio.h
T
Joe Ludwig beaae8ac45 Updated the SDK with the latest code from the TF and HL2 branches
* Adds support for Visual Studio 2012 and 2013
* VR Mode:
. Switches from headtrack.dll to sourcevr.dll
. Improved readability of the UI in VR
. Removed the IPD calibration tool. TF2 will now obey the Oculus
configuration file. Use the Oculus calibration tool in your SDK or
install and run "OpenVR" under Tools in Steam to calibrate your IPD.
. Added dropdown to enable VR mode in the Video options. Removed the -vr
command line option.
. Added the ability to switch in and out of VR mode without quitting the
game
. By default VR mode will run full screen. To switch back to a
borderless window set the vr_force_windowed convar.
. Added support for VR mode on Linux
* Many assorted bug fixes and other changes from Team Fortress in
various shared files
2013-12-03 08:54:16 -08:00

3195 lines
105 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef STUDIO_H
#define STUDIO_H
#ifdef _WIN32
#pragma once
#endif
#include "basetypes.h"
#include "mathlib/vector2d.h"
#include "mathlib/vector.h"
#include "mathlib/vector4d.h"
#include "mathlib/compressed_vector.h"
#include "tier0/dbg.h"
#include "tier0/threadtools.h"
#include "mathlib/mathlib.h"
#include "utlvector.h"
#include "utlhash.h"
#include "datamap.h"
#include "generichash.h"
#include "localflexcontroller.h"
#define STUDIO_ENABLE_PERF_COUNTERS
#define STUDIO_SEQUENCE_ACTIVITY_LOOKUPS_ARE_SLOW 0
// If this is set to 1, then the activity->sequence mapping inside
// the CStudioHdr will not be initialized until the first call to
// SelectWeightedSequence() or HaveSequenceForActivity(). If set
// to zero, the mapping will be initialized from CStudioHdr::Init()
// (itself called from the constructor).
// As of June 4 2007, this was set to 1 because physics, among other
// systems, extemporaneously declares CStudioHdrs inside local function
// scopes without querying their activity/sequence mapping at all.
#define STUDIO_SEQUENCE_ACTIVITY_LAZY_INITIALIZE 1
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class IMaterial;
class IMesh;
class IMorph;
struct virtualmodel_t;
struct vertexFileHeader_t;
struct thinModelVertices_t;
namespace OptimizedModel
{
struct StripHeader_t;
}
/*
==============================================================================
STUDIO MODELS
Studio models are position independent, so the cache manager can move them.
==============================================================================
*/
#define STUDIO_VERSION 48
#ifndef _XBOX
#define MAXSTUDIOTRIANGLES 65536 // TODO: tune this
#define MAXSTUDIOVERTS 65536 // TODO: tune this
#define MAXSTUDIOFLEXVERTS 10000 // max number of verts that can be flexed per mesh. TODO: tune this
#else
#define MAXSTUDIOTRIANGLES 25000
#define MAXSTUDIOVERTS 10000
#define MAXSTUDIOFLEXVERTS 1000
#endif
#define MAXSTUDIOSKINS 32 // total textures
#define MAXSTUDIOBONES 128 // total bones actually used
#define MAXSTUDIOFLEXDESC 1024 // maximum number of low level flexes (actual morph targets)
#define MAXSTUDIOFLEXCTRL 96 // maximum number of flexcontrollers (input sliders)
#define MAXSTUDIOPOSEPARAM 24
#define MAXSTUDIOBONECTRLS 4
#define MAXSTUDIOANIMBLOCKS 256
#define MAXSTUDIOBONEBITS 7 // NOTE: MUST MATCH MAXSTUDIOBONES
// NOTE!!! : Changing this number also changes the vtx file format!!!!!
#define MAX_NUM_BONES_PER_VERT 3
//Adrian - Remove this when we completely phase out the old event system.
#define NEW_EVENT_STYLE ( 1 << 10 )
struct mstudiodata_t
{
int count;
int offset;
};
#define STUDIO_PROC_AXISINTERP 1
#define STUDIO_PROC_QUATINTERP 2
#define STUDIO_PROC_AIMATBONE 3
#define STUDIO_PROC_AIMATATTACH 4
#define STUDIO_PROC_JIGGLE 5
struct mstudioaxisinterpbone_t
{
DECLARE_BYTESWAP_DATADESC();
int control;// local transformation of this bone used to calc 3 point blend
int axis; // axis to check
Vector pos[6]; // X+, X-, Y+, Y-, Z+, Z-
Quaternion quat[6];// X+, X-, Y+, Y-, Z+, Z-
mstudioaxisinterpbone_t(){}
private:
// No copy constructors allowed
mstudioaxisinterpbone_t(const mstudioaxisinterpbone_t& vOther);
};
struct mstudioquatinterpinfo_t
{
DECLARE_BYTESWAP_DATADESC();
float inv_tolerance; // 1 / radian angle of trigger influence
Quaternion trigger; // angle to match
Vector pos; // new position
Quaternion quat; // new angle
mstudioquatinterpinfo_t(){}
private:
// No copy constructors allowed
mstudioquatinterpinfo_t(const mstudioquatinterpinfo_t& vOther);
};
struct mstudioquatinterpbone_t
{
DECLARE_BYTESWAP_DATADESC();
int control;// local transformation to check
int numtriggers;
int triggerindex;
inline mstudioquatinterpinfo_t *pTrigger( int i ) const { return (mstudioquatinterpinfo_t *)(((byte *)this) + triggerindex) + i; };
mstudioquatinterpbone_t(){}
private:
// No copy constructors allowed
mstudioquatinterpbone_t(const mstudioquatinterpbone_t& vOther);
};
#define JIGGLE_IS_FLEXIBLE 0x01
#define JIGGLE_IS_RIGID 0x02
#define JIGGLE_HAS_YAW_CONSTRAINT 0x04
#define JIGGLE_HAS_PITCH_CONSTRAINT 0x08
#define JIGGLE_HAS_ANGLE_CONSTRAINT 0x10
#define JIGGLE_HAS_LENGTH_CONSTRAINT 0x20
#define JIGGLE_HAS_BASE_SPRING 0x40
#define JIGGLE_IS_BOING 0x80 // simple squash and stretch sinusoid "boing"
struct mstudiojigglebone_t
{
DECLARE_BYTESWAP_DATADESC();
int flags;
// general params
float length; // how from from bone base, along bone, is tip
float tipMass;
// flexible params
float yawStiffness;
float yawDamping;
float pitchStiffness;
float pitchDamping;
float alongStiffness;
float alongDamping;
// angle constraint
float angleLimit; // maximum deflection of tip in radians
// yaw constraint
float minYaw; // in radians
float maxYaw; // in radians
float yawFriction;
float yawBounce;
// pitch constraint
float minPitch; // in radians
float maxPitch; // in radians
float pitchFriction;
float pitchBounce;
// base spring
float baseMass;
float baseStiffness;
float baseDamping;
float baseMinLeft;
float baseMaxLeft;
float baseLeftFriction;
float baseMinUp;
float baseMaxUp;
float baseUpFriction;
float baseMinForward;
float baseMaxForward;
float baseForwardFriction;
// boing
float boingImpactSpeed;
float boingImpactAngle;
float boingDampingRate;
float boingFrequency;
float boingAmplitude;
private:
// No copy constructors allowed
//mstudiojigglebone_t(const mstudiojigglebone_t& vOther);
};
struct mstudioaimatbone_t
{
DECLARE_BYTESWAP_DATADESC();
int parent;
int aim; // Might be bone or attach
Vector aimvector;
Vector upvector;
Vector basepos;
mstudioaimatbone_t() {}
private:
// No copy constructors allowed
mstudioaimatbone_t(const mstudioaimatbone_t& vOther);
};
// bones
struct mstudiobone_t
{
DECLARE_BYTESWAP_DATADESC();
int sznameindex;
inline char * const pszName( void ) const { return ((char *)this) + sznameindex; }
int parent; // parent bone
int bonecontroller[6]; // bone controller index, -1 == none
// default values
Vector pos;
Quaternion quat;
RadianEuler rot;
// compression scale
Vector posscale;
Vector rotscale;
matrix3x4_t poseToBone;
Quaternion qAlignment;
int flags;
int proctype;
int procindex; // procedural rule
mutable int physicsbone; // index into physically simulated bone
inline void *pProcedure( ) const { if (procindex == 0) return NULL; else return (void *)(((byte *)this) + procindex); };
int surfacepropidx; // index into string tablefor property name
inline char * const pszSurfaceProp( void ) const { return ((char *)this) + surfacepropidx; }
int contents; // See BSPFlags.h for the contents flags
int unused[8]; // remove as appropriate
mstudiobone_t(){}
private:
// No copy constructors allowed
mstudiobone_t(const mstudiobone_t& vOther);
};
struct mstudiolinearbone_t
{
DECLARE_BYTESWAP_DATADESC();
int numbones;
int flagsindex;
inline int flags( int i ) const { Assert( i >= 0 && i < numbones); return *((int *)(((byte *)this) + flagsindex) + i); };
inline int *pflags( int i ) { Assert( i >= 0 && i < numbones); return ((int *)(((byte *)this) + flagsindex) + i); };
int parentindex;
inline int parent( int i ) const { Assert( i >= 0 && i < numbones); return *((int *)(((byte *)this) + parentindex) + i); };
int posindex;
inline Vector pos( int i ) const { Assert( i >= 0 && i < numbones); return *((Vector *)(((byte *)this) + posindex) + i); };
int quatindex;
inline Quaternion quat( int i ) const { Assert( i >= 0 && i < numbones); return *((Quaternion *)(((byte *)this) + quatindex) + i); };
int rotindex;
inline RadianEuler rot( int i ) const { Assert( i >= 0 && i < numbones); return *((RadianEuler *)(((byte *)this) + rotindex) + i); };
int posetoboneindex;
inline matrix3x4_t poseToBone( int i ) const { Assert( i >= 0 && i < numbones); return *((matrix3x4_t *)(((byte *)this) + posetoboneindex) + i); };
int posscaleindex;
inline Vector posscale( int i ) const { Assert( i >= 0 && i < numbones); return *((Vector *)(((byte *)this) + posscaleindex) + i); };
int rotscaleindex;
inline Vector rotscale( int i ) const { Assert( i >= 0 && i < numbones); return *((Vector *)(((byte *)this) + rotscaleindex) + i); };
int qalignmentindex;
inline Quaternion qalignment( int i ) const { Assert( i >= 0 && i < numbones); return *((Quaternion *)(((byte *)this) + qalignmentindex) + i); };
int unused[6];
mstudiolinearbone_t(){}
private:
// No copy constructors allowed
mstudiolinearbone_t(const mstudiolinearbone_t& vOther);
};
//-----------------------------------------------------------------------------
// The component of the bone used by mstudioboneflexdriver_t
//-----------------------------------------------------------------------------
enum StudioBoneFlexComponent_t
{
STUDIO_BONE_FLEX_INVALID = -1, // Invalid
STUDIO_BONE_FLEX_TX = 0, // Translate X
STUDIO_BONE_FLEX_TY = 1, // Translate Y
STUDIO_BONE_FLEX_TZ = 2 // Translate Z
};
//-----------------------------------------------------------------------------
// Component is one of Translate X, Y or Z [0,2] (StudioBoneFlexComponent_t)
//-----------------------------------------------------------------------------
struct mstudioboneflexdrivercontrol_t
{
DECLARE_BYTESWAP_DATADESC();
int m_nBoneComponent; // Bone component that drives flex, StudioBoneFlexComponent_t
int m_nFlexControllerIndex; // Flex controller to drive
float m_flMin; // Min value of bone component mapped to 0 on flex controller
float m_flMax; // Max value of bone component mapped to 1 on flex controller
mstudioboneflexdrivercontrol_t(){}
private:
// No copy constructors allowed
mstudioboneflexdrivercontrol_t( const mstudioboneflexdrivercontrol_t &vOther );
};
//-----------------------------------------------------------------------------
// Drive flex controllers from bone components
//-----------------------------------------------------------------------------
struct mstudioboneflexdriver_t
{
DECLARE_BYTESWAP_DATADESC();
int m_nBoneIndex; // Bone to drive flex controller
int m_nControlCount; // Number of flex controllers being driven
int m_nControlIndex; // Index into data where controllers are (relative to this)
inline mstudioboneflexdrivercontrol_t *pBoneFlexDriverControl( int i ) const
{
Assert( i >= 0 && i < m_nControlCount );
return (mstudioboneflexdrivercontrol_t *)(((byte *)this) + m_nControlIndex) + i;
}
int unused[3];
mstudioboneflexdriver_t(){}
private:
// No copy constructors allowed
mstudioboneflexdriver_t( const mstudioboneflexdriver_t &vOther );
};
#define BONE_CALCULATE_MASK 0x1F
#define BONE_PHYSICALLY_SIMULATED 0x01 // bone is physically simulated when physics are active
#define BONE_PHYSICS_PROCEDURAL 0x02 // procedural when physics is active
#define BONE_ALWAYS_PROCEDURAL 0x04 // bone is always procedurally animated
#define BONE_SCREEN_ALIGN_SPHERE 0x08 // bone aligns to the screen, not constrained in motion.
#define BONE_SCREEN_ALIGN_CYLINDER 0x10 // bone aligns to the screen, constrained by it's own axis.
#define BONE_USED_MASK 0x0007FF00
#define BONE_USED_BY_ANYTHING 0x0007FF00
#define BONE_USED_BY_HITBOX 0x00000100 // bone (or child) is used by a hit box
#define BONE_USED_BY_ATTACHMENT 0x00000200 // bone (or child) is used by an attachment point
#define BONE_USED_BY_VERTEX_MASK 0x0003FC00
#define BONE_USED_BY_VERTEX_LOD0 0x00000400 // bone (or child) is used by the toplevel model via skinned vertex
#define BONE_USED_BY_VERTEX_LOD1 0x00000800
#define BONE_USED_BY_VERTEX_LOD2 0x00001000
#define BONE_USED_BY_VERTEX_LOD3 0x00002000
#define BONE_USED_BY_VERTEX_LOD4 0x00004000
#define BONE_USED_BY_VERTEX_LOD5 0x00008000
#define BONE_USED_BY_VERTEX_LOD6 0x00010000
#define BONE_USED_BY_VERTEX_LOD7 0x00020000
#define BONE_USED_BY_BONE_MERGE 0x00040000 // bone is available for bone merge to occur against it
#define BONE_USED_BY_VERTEX_AT_LOD(lod) ( BONE_USED_BY_VERTEX_LOD0 << (lod) )
#define BONE_USED_BY_ANYTHING_AT_LOD(lod) ( ( BONE_USED_BY_ANYTHING & ~BONE_USED_BY_VERTEX_MASK ) | BONE_USED_BY_VERTEX_AT_LOD(lod) )
#define MAX_NUM_LODS 8
#define BONE_TYPE_MASK 0x00F00000
#define BONE_FIXED_ALIGNMENT 0x00100000 // bone can't spin 360 degrees, all interpolation is normalized around a fixed orientation
#define BONE_HAS_SAVEFRAME_POS 0x00200000 // Vector48
#define BONE_HAS_SAVEFRAME_ROT 0x00400000 // Quaternion64
// bone controllers
struct mstudiobonecontroller_t
{
DECLARE_BYTESWAP_DATADESC();
int bone; // -1 == 0
int type; // X, Y, Z, XR, YR, ZR, M
float start;
float end;
int rest; // byte index value at rest
int inputfield; // 0-3 user set controller, 4 mouth
int unused[8];
};
// intersection boxes
struct mstudiobbox_t
{
DECLARE_BYTESWAP_DATADESC();
int bone;
int group; // intersection group
Vector bbmin; // bounding box
Vector bbmax;
int szhitboxnameindex; // offset to the name of the hitbox.
int unused[8];
const char* pszHitboxName()
{
if( szhitboxnameindex == 0 )
return "";
return ((const char*)this) + szhitboxnameindex;
}
mstudiobbox_t() {}
private:
// No copy constructors allowed
mstudiobbox_t(const mstudiobbox_t& vOther);
};
// demand loaded sequence groups
struct mstudiomodelgroup_t
{
DECLARE_BYTESWAP_DATADESC();
int szlabelindex; // textual name
inline char * const pszLabel( void ) const { return ((char *)this) + szlabelindex; }
int sznameindex; // file name
inline char * const pszName( void ) const { return ((char *)this) + sznameindex; }
};
struct mstudiomodelgrouplookup_t
{
int modelgroup;
int indexwithingroup;
};
// events
struct mstudioevent_t
{
DECLARE_BYTESWAP_DATADESC();
float cycle;
int event;
int type;
inline const char * pszOptions( void ) const { return options; }
char options[64];
int szeventindex;
inline char * const pszEventName( void ) const { return ((char *)this) + szeventindex; }
};
#define ATTACHMENT_FLAG_WORLD_ALIGN 0x10000
// attachment
struct mstudioattachment_t
{
DECLARE_BYTESWAP_DATADESC();
int sznameindex;
inline char * const pszName( void ) const { return ((char *)this) + sznameindex; }
unsigned int flags;
int localbone;
matrix3x4_t local; // attachment point
int unused[8];
};
#define IK_SELF 1
#define IK_WORLD 2
#define IK_GROUND 3
#define IK_RELEASE 4
#define IK_ATTACHMENT 5
#define IK_UNLATCH 6
struct mstudioikerror_t
{
DECLARE_BYTESWAP_DATADESC();
Vector pos;
Quaternion q;
mstudioikerror_t() {}
private:
// No copy constructors allowed
mstudioikerror_t(const mstudioikerror_t& vOther);
};
union mstudioanimvalue_t;
struct mstudiocompressedikerror_t
{
DECLARE_BYTESWAP_DATADESC();
float scale[6];
short offset[6];
inline mstudioanimvalue_t *pAnimvalue( int i ) const { if (offset[i] > 0) return (mstudioanimvalue_t *)(((byte *)this) + offset[i]); else return NULL; };
mstudiocompressedikerror_t(){}
private:
// No copy constructors allowed
mstudiocompressedikerror_t(const mstudiocompressedikerror_t& vOther);
};
struct mstudioikrule_t
{
DECLARE_BYTESWAP_DATADESC();
int index;
int type;
int chain;
int bone;
int slot; // iktarget slot. Usually same as chain.
float height;
float radius;
float floor;
Vector pos;
Quaternion q;
int compressedikerrorindex;
inline mstudiocompressedikerror_t *pCompressedError() const { return (mstudiocompressedikerror_t *)(((byte *)this) + compressedikerrorindex); };
int unused2;
int iStart;
int ikerrorindex;
inline mstudioikerror_t *pError( int i ) const { return (ikerrorindex) ? (mstudioikerror_t *)(((byte *)this) + ikerrorindex) + (i - iStart) : NULL; };
float start; // beginning of influence
float peak; // start of full influence
float tail; // end of full influence
float end; // end of all influence
float unused3; //
float contact; // frame footstep makes ground concact
float drop; // how far down the foot should drop when reaching for IK
float top; // top of the foot box
int unused6;
int unused7;
int unused8;
int szattachmentindex; // name of world attachment
inline char * const pszAttachment( void ) const { return ((char *)this) + szattachmentindex; }
int unused[7];
mstudioikrule_t() {}
private:
// No copy constructors allowed
mstudioikrule_t(const mstudioikrule_t& vOther);
};
struct mstudioiklock_t
{
DECLARE_BYTESWAP_DATADESC();
int chain;
float flPosWeight;
float flLocalQWeight;
int flags;
int unused[4];
};
struct mstudiolocalhierarchy_t
{
DECLARE_BYTESWAP_DATADESC();
int iBone; // bone being adjusted
int iNewParent; // the bones new parent
float start; // beginning of influence
float peak; // start of full influence
float tail; // end of full influence
float end; // end of all influence
int iStart; // first frame
int localanimindex;
inline mstudiocompressedikerror_t *pLocalAnim() const { return (mstudiocompressedikerror_t *)(((byte *)this) + localanimindex); };
int unused[4];
};
// animation frames
union mstudioanimvalue_t
{
struct
{
byte valid;
byte total;
} num;
short value;
};
struct mstudioanim_valueptr_t
{
DECLARE_BYTESWAP_DATADESC();
short offset[3];
inline mstudioanimvalue_t *pAnimvalue( int i ) const { if (offset[i] > 0) return (mstudioanimvalue_t *)(((byte *)this) + offset[i]); else return NULL; };
};
#define STUDIO_ANIM_RAWPOS 0x01 // Vector48
#define STUDIO_ANIM_RAWROT 0x02 // Quaternion48
#define STUDIO_ANIM_ANIMPOS 0x04 // mstudioanim_valueptr_t
#define STUDIO_ANIM_ANIMROT 0x08 // mstudioanim_valueptr_t
#define STUDIO_ANIM_DELTA 0x10
#define STUDIO_ANIM_RAWROT2 0x20 // Quaternion64
// per bone per animation DOF and weight pointers
struct mstudioanim_t
{
DECLARE_BYTESWAP_DATADESC();
byte bone;
byte flags; // weighing options
// valid for animating data only
inline byte *pData( void ) const { return (((byte *)this) + sizeof( struct mstudioanim_t )); };
inline mstudioanim_valueptr_t *pRotV( void ) const { return (mstudioanim_valueptr_t *)(pData()); };
inline mstudioanim_valueptr_t *pPosV( void ) const { return (mstudioanim_valueptr_t *)(pData()) + ((flags & STUDIO_ANIM_ANIMROT) != 0); };
// valid if animation unvaring over timeline
inline Quaternion48 *pQuat48( void ) const { return (Quaternion48 *)(pData()); };
inline Quaternion64 *pQuat64( void ) const { return (Quaternion64 *)(pData()); };
inline Vector48 *pPos( void ) const { return (Vector48 *)(pData() + ((flags & STUDIO_ANIM_RAWROT) != 0) * sizeof( *pQuat48() ) + ((flags & STUDIO_ANIM_RAWROT2) != 0) * sizeof( *pQuat64() ) ); };
short nextoffset;
inline mstudioanim_t *pNext( void ) const { if (nextoffset != 0) return (mstudioanim_t *)(((byte *)this) + nextoffset); else return NULL; };
};
struct mstudiomovement_t
{
DECLARE_BYTESWAP_DATADESC();
int endframe;
int motionflags;
float v0; // velocity at start of block
float v1; // velocity at end of block
float angle; // YAW rotation at end of this blocks movement
Vector vector; // movement vector relative to this blocks initial angle
Vector position; // relative to start of animation???
mstudiomovement_t(){}
private:
// No copy constructors allowed
mstudiomovement_t(const mstudiomovement_t& vOther);
};
struct studiohdr_t;
// used for piecewise loading of animation data
struct mstudioanimblock_t
{
DECLARE_BYTESWAP_DATADESC();
int datastart;
int dataend;
};
struct mstudioanimsections_t
{
DECLARE_BYTESWAP_DATADESC();
int animblock;
int animindex;
};
struct mstudioanimdesc_t
{
DECLARE_BYTESWAP_DATADESC();
int baseptr;
inline studiohdr_t *pStudiohdr( void ) const { return (studiohdr_t *)(((byte *)this) + baseptr); }
int sznameindex;
inline char * const pszName( void ) const { return ((char *)this) + sznameindex; }
float fps; // frames per second
int flags; // looping/non-looping flags
int numframes;
// piecewise movement
int nummovements;
int movementindex;
inline mstudiomovement_t * const pMovement( int i ) const { return (mstudiomovement_t *)(((byte *)this) + movementindex) + i; };
int unused1[6]; // remove as appropriate (and zero if loading older versions)
int animblock;
int animindex; // non-zero when anim data isn't in sections
mstudioanim_t *pAnimBlock( int block, int index ) const; // returns pointer to a specific anim block (local or external)
mstudioanim_t *pAnim( int *piFrame, float &flStall ) const; // returns pointer to data and new frame index
mstudioanim_t *pAnim( int *piFrame ) const; // returns pointer to data and new frame index
int numikrules;
int ikruleindex; // non-zero when IK data is stored in the mdl
int animblockikruleindex; // non-zero when IK data is stored in animblock file
mstudioikrule_t *pIKRule( int i ) const;
int numlocalhierarchy;
int localhierarchyindex;
mstudiolocalhierarchy_t *pHierarchy( int i ) const;
int sectionindex;
int sectionframes; // number of frames used in each fast lookup section, zero if not used
inline mstudioanimsections_t * const pSection( int i ) const { return (mstudioanimsections_t *)(((byte *)this) + sectionindex) + i; }
short zeroframespan; // frames per span
short zeroframecount; // number of spans
int zeroframeindex;
byte *pZeroFrameData( ) const { if (zeroframeindex) return (((byte *)this) + zeroframeindex); else return NULL; };
mutable float zeroframestalltime; // saved during read stalls
mstudioanimdesc_t(){}
private:
// No copy constructors allowed
mstudioanimdesc_t(const mstudioanimdesc_t& vOther);
};
struct mstudioikrule_t;
struct mstudioautolayer_t
{
DECLARE_BYTESWAP_DATADESC();
//private:
short iSequence;
short iPose;
//public:
int flags;
float start; // beginning of influence
float peak; // start of full influence
float tail; // end of full influence
float end; // end of all influence
};
// sequence descriptions
struct mstudioseqdesc_t
{
DECLARE_BYTESWAP_DATADESC();
int baseptr;
inline studiohdr_t *pStudiohdr( void ) const { return (studiohdr_t *)(((byte *)this) + baseptr); }
int szlabelindex;
inline char * const pszLabel( void ) const { return ((char *)this) + szlabelindex; }
int szactivitynameindex;
inline char * const pszActivityName( void ) const { return ((char *)this) + szactivitynameindex; }
int flags; // looping/non-looping flags
int activity; // initialized at loadtime to game DLL values
int actweight;
int numevents;
int eventindex;
inline mstudioevent_t *pEvent( int i ) const { Assert( i >= 0 && i < numevents); return (mstudioevent_t *)(((byte *)this) + eventindex) + i; };
Vector bbmin; // per sequence bounding box
Vector bbmax;
int numblends;
// Index into array of shorts which is groupsize[0] x groupsize[1] in length
int animindexindex;
inline int anim( int x, int y ) const
{
if ( x >= groupsize[0] )
{
x = groupsize[0] - 1;
}
if ( y >= groupsize[1] )
{
y = groupsize[ 1 ] - 1;
}
int offset = y * groupsize[0] + x;
short *blends = (short *)(((byte *)this) + animindexindex);
int value = (int)blends[ offset ];
return value;
}
int movementindex; // [blend] float array for blended movement
int groupsize[2];
int paramindex[2]; // X, Y, Z, XR, YR, ZR
float paramstart[2]; // local (0..1) starting value
float paramend[2]; // local (0..1) ending value
int paramparent;
float fadeintime; // ideal cross fate in time (0.2 default)
float fadeouttime; // ideal cross fade out time (0.2 default)
int localentrynode; // transition node at entry
int localexitnode; // transition node at exit
int nodeflags; // transition rules
float entryphase; // used to match entry gait
float exitphase; // used to match exit gait
float lastframe; // frame that should generation EndOfSequence
int nextseq; // auto advancing sequences
int pose; // index of delta animation between end and nextseq
int numikrules;
int numautolayers; //
int autolayerindex;
inline mstudioautolayer_t *pAutolayer( int i ) const { Assert( i >= 0 && i < numautolayers); return (mstudioautolayer_t *)(((byte *)this) + autolayerindex) + i; };
int weightlistindex;
inline float *pBoneweight( int i ) const { return ((float *)(((byte *)this) + weightlistindex) + i); };
inline float weight( int i ) const { return *(pBoneweight( i)); };
// FIXME: make this 2D instead of 2x1D arrays
int posekeyindex;
float *pPoseKey( int iParam, int iAnim ) const { return (float *)(((byte *)this) + posekeyindex) + iParam * groupsize[0] + iAnim; }
float poseKey( int iParam, int iAnim ) const { return *(pPoseKey( iParam, iAnim )); }
int numiklocks;
int iklockindex;
inline mstudioiklock_t *pIKLock( int i ) const { Assert( i >= 0 && i < numiklocks); return (mstudioiklock_t *)(((byte *)this) + iklockindex) + i; };
// Key values
int keyvalueindex;
int keyvaluesize;
inline const char * KeyValueText( void ) const { return keyvaluesize != 0 ? ((char *)this) + keyvalueindex : NULL; }
int cycleposeindex; // index of pose parameter to use as cycle index
int unused[7]; // remove/add as appropriate (grow back to 8 ints on version change!)
mstudioseqdesc_t(){}
private:
// No copy constructors allowed
mstudioseqdesc_t(const mstudioseqdesc_t& vOther);
};
struct mstudioposeparamdesc_t
{
DECLARE_BYTESWAP_DATADESC();
int sznameindex;
inline char * const pszName( void ) const { return ((char *)this) + sznameindex; }
int flags; // ????
float start; // starting value
float end; // ending value
float loop; // looping range, 0 for no looping, 360 for rotations, etc.
};
struct mstudioflexdesc_t
{
DECLARE_BYTESWAP_DATADESC();
int szFACSindex;
inline char * const pszFACS( void ) const { return ((char *)this) + szFACSindex; }
};
struct mstudioflexcontroller_t
{
DECLARE_BYTESWAP_DATADESC();
int sztypeindex;
inline char * const pszType( void ) const { return ((char *)this) + sztypeindex; }
int sznameindex;
inline char * const pszName( void ) const { return ((char *)this) + sznameindex; }
mutable int localToGlobal; // remapped at load time to master list
float min;
float max;
};
enum FlexControllerRemapType_t
{
FLEXCONTROLLER_REMAP_PASSTHRU = 0,
FLEXCONTROLLER_REMAP_2WAY, // Control 0 -> ramps from 1-0 from 0->0.5. Control 1 -> ramps from 0-1 from 0.5->1
FLEXCONTROLLER_REMAP_NWAY, // StepSize = 1 / (control count-1) Control n -> ramps from 0-1-0 from (n-1)*StepSize to n*StepSize to (n+1)*StepSize. A second control is needed to specify amount to use
FLEXCONTROLLER_REMAP_EYELID
};
class CStudioHdr;
struct mstudioflexcontrollerui_t
{
DECLARE_BYTESWAP_DATADESC();
int sznameindex;
inline char * const pszName( void ) const { return ((char *)this) + sznameindex; }
// These are used like a union to save space
// Here are the possible configurations for a UI controller
//
// SIMPLE NON-STEREO: 0: control 1: unused 2: unused
// STEREO: 0: left 1: right 2: unused
// NWAY NON-STEREO: 0: control 1: unused 2: value
// NWAY STEREO: 0: left 1: right 2: value
int szindex0;
int szindex1;
int szindex2;
inline const mstudioflexcontroller_t *pController( void ) const
{
return !stereo ? (mstudioflexcontroller_t *)( (char *)this + szindex0 ) : NULL;
}
inline char * const pszControllerName( void ) const { return !stereo ? pController()->pszName() : NULL; }
inline int controllerIndex( const CStudioHdr &cStudioHdr ) const;
inline const mstudioflexcontroller_t *pLeftController( void ) const
{
return stereo ? (mstudioflexcontroller_t *)( (char *)this + szindex0 ) : NULL;
}
inline char * const pszLeftName( void ) const { return stereo ? pLeftController()->pszName() : NULL; }
inline int leftIndex( const CStudioHdr &cStudioHdr ) const;
inline const mstudioflexcontroller_t *pRightController( void ) const
{
return stereo ? (mstudioflexcontroller_t *)( (char *)this + szindex1 ): NULL;
}
inline char * const pszRightName( void ) const { return stereo ? pRightController()->pszName() : NULL; }
inline int rightIndex( const CStudioHdr &cStudioHdr ) const;
inline const mstudioflexcontroller_t *pNWayValueController( void ) const
{
return remaptype == FLEXCONTROLLER_REMAP_NWAY ? (mstudioflexcontroller_t *)( (char *)this + szindex2 ) : NULL;
}
inline char * const pszNWayValueName( void ) const { return remaptype == FLEXCONTROLLER_REMAP_NWAY ? pNWayValueController()->pszName() : NULL; }
inline int nWayValueIndex( const CStudioHdr &cStudioHdr ) const;
// Number of controllers this ui description contains, 1, 2 or 3
inline int Count() const { return ( stereo ? 2 : 1 ) + ( remaptype == FLEXCONTROLLER_REMAP_NWAY ? 1 : 0 ); }
inline const mstudioflexcontroller_t *pController( int index ) const;
unsigned char remaptype; // See the FlexControllerRemapType_t enum
bool stereo; // Is this a stereo control?
byte unused[2];
};
// this is the memory image of vertex anims (16-bit fixed point)
struct mstudiovertanim_t
{
DECLARE_BYTESWAP_DATADESC();
unsigned short index;
byte speed; // 255/max_length_in_flex
byte side; // 255/left_right
protected:
// JasonM changing this type a lot, to prefer fixed point 16 bit...
union
{
short delta[3];
float16 flDelta[3];
};
union
{
short ndelta[3];
float16 flNDelta[3];
};
public:
inline void ConvertToFixed( float flVertAnimFixedPointScale )
{
delta[0] = flDelta[0].GetFloat() / flVertAnimFixedPointScale;
delta[1] = flDelta[1].GetFloat() / flVertAnimFixedPointScale;
delta[2] = flDelta[2].GetFloat() / flVertAnimFixedPointScale;
ndelta[0] = flNDelta[0].GetFloat() / flVertAnimFixedPointScale;
ndelta[1] = flNDelta[1].GetFloat() / flVertAnimFixedPointScale;
ndelta[2] = flNDelta[2].GetFloat() / flVertAnimFixedPointScale;
}
inline Vector GetDeltaFixed( float flVertAnimFixedPointScale )
{
return Vector( delta[0] * flVertAnimFixedPointScale, delta[1] * flVertAnimFixedPointScale, delta[2] * flVertAnimFixedPointScale );
}
inline Vector GetNDeltaFixed( float flVertAnimFixedPointScale )
{
return Vector( ndelta[0] * flVertAnimFixedPointScale, ndelta[1] * flVertAnimFixedPointScale, ndelta[2] * flVertAnimFixedPointScale );
}
inline void GetDeltaFixed4DAligned( Vector4DAligned *vFillIn, float flVertAnimFixedPointScale )
{
vFillIn->Set( delta[0] * flVertAnimFixedPointScale, delta[1] * flVertAnimFixedPointScale, delta[2] * flVertAnimFixedPointScale, 0.0f );
}
inline void GetNDeltaFixed4DAligned( Vector4DAligned *vFillIn, float flVertAnimFixedPointScale )
{
vFillIn->Set( ndelta[0] * flVertAnimFixedPointScale, ndelta[1] * flVertAnimFixedPointScale, ndelta[2] * flVertAnimFixedPointScale, 0.0f );
}
inline Vector GetDeltaFloat()
{
return Vector (flDelta[0].GetFloat(), flDelta[1].GetFloat(), flDelta[2].GetFloat());
}
inline Vector GetNDeltaFloat()
{
return Vector (flNDelta[0].GetFloat(), flNDelta[1].GetFloat(), flNDelta[2].GetFloat());
}
inline void SetDeltaFixed( const Vector& vInput, float flVertAnimFixedPointScale )
{
delta[0] = vInput.x / flVertAnimFixedPointScale;
delta[1] = vInput.y / flVertAnimFixedPointScale;
delta[2] = vInput.z / flVertAnimFixedPointScale;
}
inline void SetNDeltaFixed( const Vector& vInputNormal, float flVertAnimFixedPointScale )
{
ndelta[0] = vInputNormal.x / flVertAnimFixedPointScale;
ndelta[1] = vInputNormal.y / flVertAnimFixedPointScale;
ndelta[2] = vInputNormal.z / flVertAnimFixedPointScale;
}
// Ick...can also force fp16 data into this structure for writing to file in legacy format...
inline void SetDeltaFloat( const Vector& vInput )
{
flDelta[0].SetFloat( vInput.x );
flDelta[1].SetFloat( vInput.y );
flDelta[2].SetFloat( vInput.z );
}
inline void SetNDeltaFloat( const Vector& vInputNormal )
{
flNDelta[0].SetFloat( vInputNormal.x );
flNDelta[1].SetFloat( vInputNormal.y );
flNDelta[2].SetFloat( vInputNormal.z );
}
class CSortByIndex
{
public:
bool operator()(const mstudiovertanim_t &left, const mstudiovertanim_t & right)const
{
return left.index < right.index;
}
};
friend class CSortByIndex;
mstudiovertanim_t(){}
//private:
// No copy constructors allowed, but it's needed for std::sort()
// mstudiovertanim_t(const mstudiovertanim_t& vOther);
};
// this is the memory image of vertex anims (16-bit fixed point)
struct mstudiovertanim_wrinkle_t : public mstudiovertanim_t
{
DECLARE_BYTESWAP_DATADESC();
short wrinkledelta;
inline void SetWrinkleFixed( float flWrinkle, float flVertAnimFixedPointScale )
{
int nWrinkleDeltaInt = flWrinkle / flVertAnimFixedPointScale;
wrinkledelta = clamp( nWrinkleDeltaInt, -32767, 32767 );
}
inline Vector4D GetDeltaFixed( float flVertAnimFixedPointScale )
{
return Vector4D( delta[0] * flVertAnimFixedPointScale, delta[1] * flVertAnimFixedPointScale, delta[2] * flVertAnimFixedPointScale, wrinkledelta * flVertAnimFixedPointScale );
}
inline void GetDeltaFixed4DAligned( Vector4DAligned *vFillIn, float flVertAnimFixedPointScale )
{
vFillIn->Set( delta[0] * flVertAnimFixedPointScale, delta[1] * flVertAnimFixedPointScale, delta[2] * flVertAnimFixedPointScale, wrinkledelta * flVertAnimFixedPointScale );
}
inline float GetWrinkleDeltaFixed( float flVertAnimFixedPointScale )
{
return wrinkledelta * flVertAnimFixedPointScale;
}
};
enum StudioVertAnimType_t
{
STUDIO_VERT_ANIM_NORMAL = 0,
STUDIO_VERT_ANIM_WRINKLE,
};
struct mstudioflex_t
{
DECLARE_BYTESWAP_DATADESC();
int flexdesc; // input value
float target0; // zero
float target1; // one
float target2; // one
float target3; // zero
int numverts;
int vertindex;
inline mstudiovertanim_t *pVertanim( int i ) const { Assert( vertanimtype == STUDIO_VERT_ANIM_NORMAL ); return (mstudiovertanim_t *)(((byte *)this) + vertindex) + i; };
inline mstudiovertanim_wrinkle_t *pVertanimWrinkle( int i ) const { Assert( vertanimtype == STUDIO_VERT_ANIM_WRINKLE ); return (mstudiovertanim_wrinkle_t *)(((byte *)this) + vertindex) + i; };
inline byte *pBaseVertanim( ) const { return ((byte *)this) + vertindex; };
inline int VertAnimSizeBytes() const { return ( vertanimtype == STUDIO_VERT_ANIM_NORMAL ) ? sizeof(mstudiovertanim_t) : sizeof(mstudiovertanim_wrinkle_t); }
int flexpair; // second flex desc
unsigned char vertanimtype; // See StudioVertAnimType_t
unsigned char unusedchar[3];
int unused[6];
};
struct mstudioflexop_t
{
DECLARE_BYTESWAP_DATADESC();
int op;
union
{
int index;
float value;
} d;
};
struct mstudioflexrule_t
{
DECLARE_BYTESWAP_DATADESC();
int flex;
int numops;
int opindex;
inline mstudioflexop_t *iFlexOp( int i ) const { return (mstudioflexop_t *)(((byte *)this) + opindex) + i; };
};
// 16 bytes
struct mstudioboneweight_t
{
DECLARE_BYTESWAP_DATADESC();
float weight[MAX_NUM_BONES_PER_VERT];
char bone[MAX_NUM_BONES_PER_VERT];
byte numbones;
// byte material;
// short firstref;
// short lastref;
};
// NOTE: This is exactly 48 bytes
struct mstudiovertex_t
{
DECLARE_BYTESWAP_DATADESC();
mstudioboneweight_t m_BoneWeights;
Vector m_vecPosition;
Vector m_vecNormal;
Vector2D m_vecTexCoord;
mstudiovertex_t() {}
private:
// No copy constructors allowed
mstudiovertex_t(const mstudiovertex_t& vOther);
};
// skin info
struct mstudiotexture_t
{
DECLARE_BYTESWAP_DATADESC();
int sznameindex;
inline char * const pszName( void ) const { return ((char *)this) + sznameindex; }
int flags;
int used;
int unused1;
mutable IMaterial *material; // fixme: this needs to go away . .isn't used by the engine, but is used by studiomdl
mutable void *clientmaterial; // gary, replace with client material pointer if used
int unused[10];
};
// eyeball
struct mstudioeyeball_t
{
DECLARE_BYTESWAP_DATADESC();
int sznameindex;
inline char * const pszName( void ) const { return ((char *)this) + sznameindex; }
int bone;
Vector org;
float zoffset;
float radius;
Vector up;
Vector forward;
int texture;
int unused1;
float iris_scale;
int unused2;
int upperflexdesc[3]; // index of raiser, neutral, and lowerer flexdesc that is set by flex controllers
int lowerflexdesc[3];
float uppertarget[3]; // angle (radians) of raised, neutral, and lowered lid positions
float lowertarget[3];
int upperlidflexdesc; // index of flex desc that actual lid flexes look to
int lowerlidflexdesc;
int unused[4]; // These were used before, so not guaranteed to be 0
bool m_bNonFACS; // Never used before version 44
char unused3[3];
int unused4[7];
mstudioeyeball_t(){}
private:
// No copy constructors allowed
mstudioeyeball_t(const mstudioeyeball_t& vOther);
};
// ikinfo
struct mstudioiklink_t
{
DECLARE_BYTESWAP_DATADESC();
int bone;
Vector kneeDir; // ideal bending direction (per link, if applicable)
Vector unused0; // unused
mstudioiklink_t(){}
private:
// No copy constructors allowed
mstudioiklink_t(const mstudioiklink_t& vOther);
};
struct mstudioikchain_t
{
DECLARE_BYTESWAP_DATADESC();
int sznameindex;
inline char * const pszName( void ) const { return ((char *)this) + sznameindex; }
int linktype;
int numlinks;
int linkindex;
inline mstudioiklink_t *pLink( int i ) const { return (mstudioiklink_t *)(((byte *)this) + linkindex) + i; };
// FIXME: add unused entries
};
struct mstudioiface_t
{
unsigned short a, b, c; // Indices to vertices
};
struct mstudiomodel_t;
struct mstudio_modelvertexdata_t
{
DECLARE_BYTESWAP_DATADESC();
Vector *Position( int i ) const;
Vector *Normal( int i ) const;
Vector4D *TangentS( int i ) const;
Vector2D *Texcoord( int i ) const;
mstudioboneweight_t *BoneWeights( int i ) const;
mstudiovertex_t *Vertex( int i ) const;
bool HasTangentData( void ) const;
int GetGlobalVertexIndex( int i ) const;
int GetGlobalTangentIndex( int i ) const;
// base of external vertex data stores
const void *pVertexData;
const void *pTangentData;
};
struct mstudio_meshvertexdata_t
{
DECLARE_BYTESWAP_DATADESC();
Vector *Position( int i ) const;
Vector *Normal( int i ) const;
Vector4D *TangentS( int i ) const;
Vector2D *Texcoord( int i ) const;
mstudioboneweight_t *BoneWeights( int i ) const;
mstudiovertex_t *Vertex( int i ) const;
bool HasTangentData( void ) const;
int GetModelVertexIndex( int i ) const;
int GetGlobalVertexIndex( int i ) const;
// indirection to this mesh's model's vertex data
const mstudio_modelvertexdata_t *modelvertexdata;
// used for fixup calcs when culling top level lods
// expected number of mesh verts at desired lod
int numLODVertexes[MAX_NUM_LODS];
};
struct mstudiomesh_t
{
DECLARE_BYTESWAP_DATADESC();
int material;
int modelindex;
mstudiomodel_t *pModel() const;
int numvertices; // number of unique vertices/normals/texcoords
int vertexoffset; // vertex mstudiovertex_t
// Access thin/fat mesh vertex data (only one will return a non-NULL result)
const mstudio_meshvertexdata_t *GetVertexData( void *pModelData = NULL );
const thinModelVertices_t *GetThinVertexData( void *pModelData = NULL );
int numflexes; // vertex animation
int flexindex;
inline mstudioflex_t *pFlex( int i ) const { return (mstudioflex_t *)(((byte *)this) + flexindex) + i; };
// special codes for material operations
int materialtype;
int materialparam;
// a unique ordinal for this mesh
int meshid;
Vector center;
mstudio_meshvertexdata_t vertexdata;
int unused[8]; // remove as appropriate
mstudiomesh_t(){}
private:
// No copy constructors allowed
mstudiomesh_t(const mstudiomesh_t& vOther);
};
// studio models
struct mstudiomodel_t
{
DECLARE_BYTESWAP_DATADESC();
inline const char * pszName( void ) const { return name; }
char name[64];
int type;
float boundingradius;
int nummeshes;
int meshindex;
inline mstudiomesh_t *pMesh( int i ) const { return (mstudiomesh_t *)(((byte *)this) + meshindex) + i; };
// cache purposes
int numvertices; // number of unique vertices/normals/texcoords
int vertexindex; // vertex Vector
int tangentsindex; // tangents Vector
// These functions are defined in application-specific code:
const vertexFileHeader_t *CacheVertexData( void *pModelData );
// Access thin/fat mesh vertex data (only one will return a non-NULL result)
const mstudio_modelvertexdata_t *GetVertexData( void *pModelData = NULL );
const thinModelVertices_t *GetThinVertexData( void *pModelData = NULL );
int numattachments;
int attachmentindex;
int numeyeballs;
int eyeballindex;
inline mstudioeyeball_t *pEyeball( int i ) { return (mstudioeyeball_t *)(((byte *)this) + eyeballindex) + i; };
mstudio_modelvertexdata_t vertexdata;
int unused[8]; // remove as appropriate
};
inline bool mstudio_modelvertexdata_t::HasTangentData( void ) const
{
return (pTangentData != NULL);
}
inline int mstudio_modelvertexdata_t::GetGlobalVertexIndex( int i ) const
{
mstudiomodel_t *modelptr = (mstudiomodel_t *)((byte *)this - offsetof(mstudiomodel_t, vertexdata));
Assert( ( modelptr->vertexindex % sizeof( mstudiovertex_t ) ) == 0 );
return ( i + ( modelptr->vertexindex / sizeof( mstudiovertex_t ) ) );
}
inline int mstudio_modelvertexdata_t::GetGlobalTangentIndex( int i ) const
{
mstudiomodel_t *modelptr = (mstudiomodel_t *)((byte *)this - offsetof(mstudiomodel_t, vertexdata));
Assert( ( modelptr->tangentsindex % sizeof( Vector4D ) ) == 0 );
return ( i + ( modelptr->tangentsindex / sizeof( Vector4D ) ) );
}
inline mstudiovertex_t *mstudio_modelvertexdata_t::Vertex( int i ) const
{
return (mstudiovertex_t *)pVertexData + GetGlobalVertexIndex( i );
}
inline Vector *mstudio_modelvertexdata_t::Position( int i ) const
{
return &Vertex(i)->m_vecPosition;
}
inline Vector *mstudio_modelvertexdata_t::Normal( int i ) const
{
return &Vertex(i)->m_vecNormal;
}
inline Vector4D *mstudio_modelvertexdata_t::TangentS( int i ) const
{
// NOTE: The tangents vector is 16-bytes in a separate array
// because it only exists on the high end, and if I leave it out
// of the mstudiovertex_t, the vertex is 64-bytes (good for low end)
return (Vector4D *)pTangentData + GetGlobalTangentIndex( i );
}
inline Vector2D *mstudio_modelvertexdata_t::Texcoord( int i ) const
{
return &Vertex(i)->m_vecTexCoord;
}
inline mstudioboneweight_t *mstudio_modelvertexdata_t::BoneWeights( int i ) const
{
return &Vertex(i)->m_BoneWeights;
}
inline mstudiomodel_t *mstudiomesh_t::pModel() const
{
return (mstudiomodel_t *)(((byte *)this) + modelindex);
}
inline bool mstudio_meshvertexdata_t::HasTangentData( void ) const
{
return modelvertexdata->HasTangentData();
}
inline const mstudio_meshvertexdata_t *mstudiomesh_t::GetVertexData( void *pModelData )
{
// get this mesh's model's vertex data (allow for mstudiomodel_t::GetVertexData
// returning NULL if the data has been converted to 'thin' vertices)
this->pModel()->GetVertexData( pModelData );
vertexdata.modelvertexdata = &( this->pModel()->vertexdata );
if ( !vertexdata.modelvertexdata->pVertexData )
return NULL;
return &vertexdata;
}
inline const thinModelVertices_t * mstudiomesh_t::GetThinVertexData( void *pModelData )
{
// get this mesh's model's thin vertex data
return this->pModel()->GetThinVertexData( pModelData );
}
inline int mstudio_meshvertexdata_t::GetModelVertexIndex( int i ) const
{
mstudiomesh_t *meshptr = (mstudiomesh_t *)((byte *)this - offsetof(mstudiomesh_t,vertexdata));
return meshptr->vertexoffset + i;
}
inline int mstudio_meshvertexdata_t::GetGlobalVertexIndex( int i ) const
{
return modelvertexdata->GetGlobalVertexIndex( GetModelVertexIndex( i ) );
}
inline Vector *mstudio_meshvertexdata_t::Position( int i ) const
{
return modelvertexdata->Position( GetModelVertexIndex( i ) );
};
inline Vector *mstudio_meshvertexdata_t::Normal( int i ) const
{
return modelvertexdata->Normal( GetModelVertexIndex( i ) );
};
inline Vector4D *mstudio_meshvertexdata_t::TangentS( int i ) const
{
return modelvertexdata->TangentS( GetModelVertexIndex( i ) );
}
inline Vector2D *mstudio_meshvertexdata_t::Texcoord( int i ) const
{
return modelvertexdata->Texcoord( GetModelVertexIndex( i ) );
};
inline mstudioboneweight_t *mstudio_meshvertexdata_t::BoneWeights( int i ) const
{
return modelvertexdata->BoneWeights( GetModelVertexIndex( i ) );
};
inline mstudiovertex_t *mstudio_meshvertexdata_t::Vertex( int i ) const
{
return modelvertexdata->Vertex( GetModelVertexIndex( i ) );
}
// a group of studio model data
enum studiomeshgroupflags_t
{
MESHGROUP_IS_FLEXED = 0x1,
MESHGROUP_IS_HWSKINNED = 0x2,
MESHGROUP_IS_DELTA_FLEXED = 0x4
};
// ----------------------------------------------------------
// runtime stuff
// ----------------------------------------------------------
struct studiomeshgroup_t
{
IMesh *m_pMesh;
int m_NumStrips;
int m_Flags; // see studiomeshgroupflags_t
OptimizedModel::StripHeader_t *m_pStripData;
unsigned short *m_pGroupIndexToMeshIndex;
int m_NumVertices;
int *m_pUniqueTris; // for performance measurements
unsigned short *m_pIndices;
bool m_MeshNeedsRestore;
short m_ColorMeshID;
IMorph *m_pMorph;
inline unsigned short MeshIndex( int i ) const { return m_pGroupIndexToMeshIndex[m_pIndices[i]]; }
};
// studio model data
struct studiomeshdata_t
{
int m_NumGroup;
studiomeshgroup_t* m_pMeshGroup;
};
struct studioloddata_t
{
// not needed - this is really the same as studiohwdata_t.m_NumStudioMeshes
//int m_NumMeshes;
studiomeshdata_t *m_pMeshData; // there are studiohwdata_t.m_NumStudioMeshes of these.
float m_SwitchPoint;
// one of these for each lod since we can switch to simpler materials on lower lods.
int numMaterials;
IMaterial **ppMaterials; /* will have studiohdr_t.numtextures elements allocated */
// hack - this needs to go away.
int *pMaterialFlags; /* will have studiohdr_t.numtextures elements allocated */
// For decals on hardware morphing, we must actually do hardware skinning
// For this to work, we have to hope that the total # of bones used by
// hw flexed verts is < than the max possible for the dx level we're running under
int *m_pHWMorphDecalBoneRemap;
int m_nDecalBoneCount;
};
struct studiohwdata_t
{
int m_RootLOD; // calced and clamped, nonzero for lod culling
int m_NumLODs;
studioloddata_t *m_pLODs;
int m_NumStudioMeshes;
inline float LODMetric( float unitSphereSize ) const { return ( unitSphereSize != 0.0f ) ? (100.0f / unitSphereSize) : 0.0f; }
inline int GetLODForMetric( float lodMetric ) const
{
if ( !m_NumLODs )
return 0;
// shadow lod is specified on the last lod with a negative switch
// never consider shadow lod as viable candidate
int numLODs = (m_pLODs[m_NumLODs-1].m_SwitchPoint < 0.0f) ? m_NumLODs-1 : m_NumLODs;
for ( int i = m_RootLOD; i < numLODs-1; i++ )
{
if ( m_pLODs[i+1].m_SwitchPoint > lodMetric )
return i;
}
return numLODs-1;
}
};
// ----------------------------------------------------------
// ----------------------------------------------------------
// body part index
struct mstudiobodyparts_t
{
DECLARE_BYTESWAP_DATADESC();
int sznameindex;
inline char * const pszName( void ) const { return ((char *)this) + sznameindex; }
int nummodels;
int base;
int modelindex; // index into models array
inline mstudiomodel_t *pModel( int i ) const { return (mstudiomodel_t *)(((byte *)this) + modelindex) + i; };
};
struct mstudiomouth_t
{
DECLARE_BYTESWAP_DATADESC();
int bone;
Vector forward;
int flexdesc;
mstudiomouth_t(){}
private:
// No copy constructors allowed
mstudiomouth_t(const mstudiomouth_t& vOther);
};
struct mstudiohitboxset_t
{
DECLARE_BYTESWAP_DATADESC();
int sznameindex;
inline char * const pszName( void ) const { return ((char *)this) + sznameindex; }
int numhitboxes;
int hitboxindex;
inline mstudiobbox_t *pHitbox( int i ) const { return (mstudiobbox_t *)(((byte *)this) + hitboxindex) + i; };
};
//-----------------------------------------------------------------------------
// Src bone transforms are transformations that will convert .dmx or .smd-based animations into .mdl-based animations
// NOTE: The operation you should apply is: pretransform * bone transform * posttransform
//-----------------------------------------------------------------------------
struct mstudiosrcbonetransform_t
{
DECLARE_BYTESWAP_DATADESC();
int sznameindex;
inline const char *pszName( void ) const { return ((char *)this) + sznameindex; }
matrix3x4_t pretransform;
matrix3x4_t posttransform;
};
// ----------------------------------------------------------
// Purpose: Load time results on model compositing
// ----------------------------------------------------------
class virtualgroup_t
{
public:
virtualgroup_t( void ) { cache = NULL; };
// tool dependant. In engine this is a model_t, in tool it's a direct pointer
void *cache;
// converts cache entry into a usable studiohdr_t *
const studiohdr_t *GetStudioHdr( void ) const;
CUtlVector< int > boneMap; // maps global bone to local bone
CUtlVector< int > masterBone; // maps local bone to global bone
CUtlVector< int > masterSeq; // maps local sequence to master sequence
CUtlVector< int > masterAnim; // maps local animation to master animation
CUtlVector< int > masterAttachment; // maps local attachment to global
CUtlVector< int > masterPose; // maps local pose parameter to global
CUtlVector< int > masterNode; // maps local transition nodes to global
};
struct virtualsequence_t
{
#ifdef _XBOX
short flags;
short activity;
short group;
short index;
#else
int flags;
int activity;
int group;
int index;
#endif
};
struct virtualgeneric_t
{
#ifdef _XBOX
short group;
short index;
#else
int group;
int index;
#endif
};
struct virtualmodel_t
{
void AppendSequences( int group, const studiohdr_t *pStudioHdr );
void AppendAnimations( int group, const studiohdr_t *pStudioHdr );
void AppendAttachments( int ground, const studiohdr_t *pStudioHdr );
void AppendPoseParameters( int group, const studiohdr_t *pStudioHdr );
void AppendBonemap( int group, const studiohdr_t *pStudioHdr );
void AppendNodes( int group, const studiohdr_t *pStudioHdr );
void AppendTransitions( int group, const studiohdr_t *pStudioHdr );
void AppendIKLocks( int group, const studiohdr_t *pStudioHdr );
void AppendModels( int group, const studiohdr_t *pStudioHdr );
void UpdateAutoplaySequences( const studiohdr_t *pStudioHdr );
virtualgroup_t *pAnimGroup( int animation ) { return &m_group[ m_anim[ animation ].group ]; } // Note: user must manage mutex for this
virtualgroup_t *pSeqGroup( int sequence )
{
// Check for out of range access that is causing crashes on some servers.
// Perhaps caused by sourcemod bugs. Typical sequence in these cases is ~292
// when the count is 234. Using unsigned math allows for free range
// checking against zero.
if ( (unsigned)sequence >= (unsigned)m_seq.Count() )
{
Assert( 0 );
return 0;
}
return &m_group[ m_seq[ sequence ].group ];
} // Note: user must manage mutex for this
CThreadFastMutex m_Lock;
CUtlVector< virtualsequence_t > m_seq;
CUtlVector< virtualgeneric_t > m_anim;
CUtlVector< virtualgeneric_t > m_attachment;
CUtlVector< virtualgeneric_t > m_pose;
CUtlVector< virtualgroup_t > m_group;
CUtlVector< virtualgeneric_t > m_node;
CUtlVector< virtualgeneric_t > m_iklock;
CUtlVector< unsigned short > m_autoplaySequences;
};
// 'thin' vertex data, used to do model decals (see Studio_CreateThinVertexes())
struct thinModelVertices_t
{
void Init( int numBoneInfluences, Vector *positions, unsigned short *normals, float *boneWeights, char *boneIndices )
{
Assert( positions != NULL );
Assert( normals != NULL );
Assert( ( numBoneInfluences >= 0 ) && ( numBoneInfluences <= 3 ) );
Assert( numBoneInfluences > 0 ? !!boneIndices : !boneIndices );
Assert( numBoneInfluences > 1 ? !!boneWeights : !boneWeights );
m_numBoneInfluences = numBoneInfluences;
m_vecPositions = positions;
m_vecNormals = normals;
m_boneWeights = boneWeights;
m_boneIndices = boneIndices;
}
void SetPosition( int vertIndex, const Vector & position )
{
Assert( m_vecPositions );
m_vecPositions[ vertIndex ] = position;
}
void SetNormal( int vertIndex, const Vector & normal )
{
Assert( m_vecNormals );
unsigned int packedNormal;
PackNormal_UBYTE4( normal.x, normal.y, normal.z, &packedNormal );
m_vecNormals[ vertIndex ] = (unsigned short)( 0x0000FFFF & packedNormal );
}
void SetBoneWeights( int vertIndex, const mstudioboneweight_t & boneWeights )
{
Assert( ( m_numBoneInfluences >= 1 ) && ( m_numBoneInfluences <= 3 ) );
Assert( ( boneWeights.numbones >= 1 ) && ( boneWeights.numbones <= m_numBoneInfluences ) );
int numStoredWeights = max( 0, ( m_numBoneInfluences - 1 ) );
float *pBaseWeight = m_boneWeights + vertIndex*numStoredWeights;
char *pBaseIndex = m_boneIndices + vertIndex*m_numBoneInfluences;
for ( int i = 0; i < m_numBoneInfluences; i++ )
{
pBaseIndex[i] = boneWeights.bone[i];
}
for ( int i = 0; i < numStoredWeights; i++ )
{
pBaseWeight[i] = boneWeights.weight[i];
}
}
void GetMeshPosition( mstudiomesh_t *pMesh, int meshIndex, Vector *pPosition ) const
{
Assert( pMesh );
GetPosition( pMesh->vertexdata.GetGlobalVertexIndex( meshIndex ), pPosition );
}
void GetMeshNormal( mstudiomesh_t *pMesh, int meshIndex, Vector *pNormal ) const
{
Assert( pMesh );
GetNormal( pMesh->vertexdata.GetGlobalVertexIndex( meshIndex ), pNormal );
}
void GetMeshBoneWeights( mstudiomesh_t *pMesh, int meshIndex, mstudioboneweight_t *pBoneWeights ) const
{
Assert( pMesh );
GetBoneWeights( pMesh->vertexdata.GetGlobalVertexIndex( meshIndex ), pBoneWeights );
}
void GetModelPosition( mstudiomodel_t *pModel, int modelIndex, Vector *pPosition ) const
{
Assert( pModel );
GetPosition( pModel->vertexdata.GetGlobalVertexIndex( modelIndex ), pPosition );
}
void GetModelNormal( mstudiomodel_t *pModel, int modelIndex, Vector *pNormal ) const
{
Assert( pModel );
GetNormal( pModel->vertexdata.GetGlobalVertexIndex( modelIndex ), pNormal );
}
void GetModelBoneWeights( mstudiomodel_t *pModel, int modelIndex, mstudioboneweight_t *pBoneWeights ) const
{
Assert( pModel );
GetBoneWeights( pModel->vertexdata.GetGlobalVertexIndex( modelIndex ), pBoneWeights );
}
private:
void GetPosition( int vertIndex, Vector *pPosition ) const
{
Assert( pPosition );
Assert( m_vecPositions );
*pPosition = m_vecPositions[ vertIndex ];
}
void GetNormal( int vertIndex, Vector *pNormal ) const
{
Assert( pNormal );
Assert( m_vecNormals );
unsigned int packedNormal = 0x0000FFFF & m_vecNormals[ vertIndex ];
UnpackNormal_UBYTE4( &packedNormal, pNormal->Base() );
}
void GetBoneWeights( int vertIndex, mstudioboneweight_t *pBoneWeights ) const
{
Assert( pBoneWeights );
Assert( ( m_numBoneInfluences <= 1 ) || ( m_boneWeights != NULL ) );
Assert( ( m_numBoneInfluences <= 0 ) || ( m_boneIndices != NULL ) );
int numStoredWeights = max( 0, ( m_numBoneInfluences - 1 ) );
float *pBaseWeight = m_boneWeights + vertIndex*numStoredWeights;
char *pBaseIndex = m_boneIndices + vertIndex*m_numBoneInfluences;
float sum = 0.0f;
for (int i = 0;i < MAX_NUM_BONES_PER_VERT;i++)
{
if ( i < ( m_numBoneInfluences - 1 ) )
pBoneWeights->weight[i] = pBaseWeight[i];
else
pBoneWeights->weight[i] = 1.0f - sum;
sum += pBoneWeights->weight[i];
pBoneWeights->bone[i] = ( i < m_numBoneInfluences ) ? pBaseIndex[i] : 0;
}
// Treat 'zero weights' as '100% binding to bone zero':
pBoneWeights->numbones = m_numBoneInfluences ? m_numBoneInfluences : 1;
}
int m_numBoneInfluences;// Number of bone influences per vertex, N
float *m_boneWeights; // This array stores (N-1) weights per vertex (unless N is zero)
char *m_boneIndices; // This array stores N indices per vertex
Vector *m_vecPositions;
unsigned short *m_vecNormals; // Normals are compressed into 16 bits apiece (see PackNormal_UBYTE4() )
};
// ----------------------------------------------------------
// Studio Model Vertex Data File
// Position independent flat data for cache manager
// ----------------------------------------------------------
// little-endian "IDSV"
#define MODEL_VERTEX_FILE_ID (('V'<<24)+('S'<<16)+('D'<<8)+'I')
#define MODEL_VERTEX_FILE_VERSION 4
// this id (IDCV) is used once the vertex data has been compressed (see CMDLCache::CreateThinVertexes)
#define MODEL_VERTEX_FILE_THIN_ID (('V'<<24)+('C'<<16)+('D'<<8)+'I')
struct vertexFileHeader_t
{
DECLARE_BYTESWAP_DATADESC();
int id; // MODEL_VERTEX_FILE_ID
int version; // MODEL_VERTEX_FILE_VERSION
int checksum; // same as studiohdr_t, ensures sync
int numLODs; // num of valid lods
int numLODVertexes[MAX_NUM_LODS]; // num verts for desired root lod
int numFixups; // num of vertexFileFixup_t
int fixupTableStart; // offset from base to fixup table
int vertexDataStart; // offset from base to vertex block
int tangentDataStart; // offset from base to tangent block
public:
// Accessor to fat vertex data
const mstudiovertex_t *GetVertexData() const
{
if ( ( id == MODEL_VERTEX_FILE_ID ) && ( vertexDataStart != 0 ) )
return ( mstudiovertex_t * ) ( vertexDataStart + (byte *)this );
else
return NULL;
}
// Accessor to (fat) tangent vertex data (tangents aren't stored in compressed data)
const Vector4D *GetTangentData() const
{
if ( ( id == MODEL_VERTEX_FILE_ID ) && ( tangentDataStart != 0 ) )
return ( Vector4D * ) ( tangentDataStart + (byte *)this );
else
return NULL;
}
// Accessor to thin vertex data
const thinModelVertices_t *GetThinVertexData() const
{
if ( ( id == MODEL_VERTEX_FILE_THIN_ID ) && ( vertexDataStart != 0 ) )
return ( thinModelVertices_t * ) ( vertexDataStart + (byte *)this );
else
return NULL;
}
};
// model vertex data accessor (defined here so vertexFileHeader_t can be used)
inline const mstudio_modelvertexdata_t * mstudiomodel_t::GetVertexData( void *pModelData )
{
const vertexFileHeader_t * pVertexHdr = CacheVertexData( pModelData );
if ( !pVertexHdr )
{
vertexdata.pVertexData = NULL;
vertexdata.pTangentData = NULL;
return NULL;
}
vertexdata.pVertexData = pVertexHdr->GetVertexData();
vertexdata.pTangentData = pVertexHdr->GetTangentData();
if ( !vertexdata.pVertexData )
return NULL;
return &vertexdata;
}
// model thin vertex data accessor (defined here so vertexFileHeader_t can be used)
inline const thinModelVertices_t * mstudiomodel_t::GetThinVertexData( void *pModelData )
{
const vertexFileHeader_t * pVertexHdr = CacheVertexData( pModelData );
if ( !pVertexHdr )
return NULL;
return pVertexHdr->GetThinVertexData();
}
// apply sequentially to lod sorted vertex and tangent pools to re-establish mesh order
struct vertexFileFixup_t
{
DECLARE_BYTESWAP_DATADESC();
int lod; // used to skip culled root lod
int sourceVertexID; // absolute index from start of vertex/tangent blocks
int numVertexes;
};
// This flag is set if no hitbox information was specified
#define STUDIOHDR_FLAGS_AUTOGENERATED_HITBOX ( 1 << 0 )
// NOTE: This flag is set at loadtime, not mdl build time so that we don't have to rebuild
// models when we change materials.
#define STUDIOHDR_FLAGS_USES_ENV_CUBEMAP ( 1 << 1 )
// Use this when there are translucent parts to the model but we're not going to sort it
#define STUDIOHDR_FLAGS_FORCE_OPAQUE ( 1 << 2 )
// Use this when we want to render the opaque parts during the opaque pass
// and the translucent parts during the translucent pass
#define STUDIOHDR_FLAGS_TRANSLUCENT_TWOPASS ( 1 << 3 )
// This is set any time the .qc files has $staticprop in it
// Means there's no bones and no transforms
#define STUDIOHDR_FLAGS_STATIC_PROP ( 1 << 4 )
// NOTE: This flag is set at loadtime, not mdl build time so that we don't have to rebuild
// models when we change materials.
#define STUDIOHDR_FLAGS_USES_FB_TEXTURE ( 1 << 5 )
// This flag is set by studiomdl.exe if a separate "$shadowlod" entry was present
// for the .mdl (the shadow lod is the last entry in the lod list if present)
#define STUDIOHDR_FLAGS_HASSHADOWLOD ( 1 << 6 )
// NOTE: This flag is set at loadtime, not mdl build time so that we don't have to rebuild
// models when we change materials.
#define STUDIOHDR_FLAGS_USES_BUMPMAPPING ( 1 << 7 )
// NOTE: This flag is set when we should use the actual materials on the shadow LOD
// instead of overriding them with the default one (necessary for translucent shadows)
#define STUDIOHDR_FLAGS_USE_SHADOWLOD_MATERIALS ( 1 << 8 )
// NOTE: This flag is set when we should use the actual materials on the shadow LOD
// instead of overriding them with the default one (necessary for translucent shadows)
#define STUDIOHDR_FLAGS_OBSOLETE ( 1 << 9 )
#define STUDIOHDR_FLAGS_UNUSED ( 1 << 10 )
// NOTE: This flag is set at mdl build time
#define STUDIOHDR_FLAGS_NO_FORCED_FADE ( 1 << 11 )
// NOTE: The npc will lengthen the viseme check to always include two phonemes
#define STUDIOHDR_FLAGS_FORCE_PHONEME_CROSSFADE ( 1 << 12 )
// This flag is set when the .qc has $constantdirectionallight in it
// If set, we use constantdirectionallightdot to calculate light intensity
// rather than the normal directional dot product
// only valid if STUDIOHDR_FLAGS_STATIC_PROP is also set
#define STUDIOHDR_FLAGS_CONSTANT_DIRECTIONAL_LIGHT_DOT ( 1 << 13 )
// Flag to mark delta flexes as already converted from disk format to memory format
#define STUDIOHDR_FLAGS_FLEXES_CONVERTED ( 1 << 14 )
// Indicates the studiomdl was built in preview mode
#define STUDIOHDR_FLAGS_BUILT_IN_PREVIEW_MODE ( 1 << 15 )
// Ambient boost (runtime flag)
#define STUDIOHDR_FLAGS_AMBIENT_BOOST ( 1 << 16 )
// Don't cast shadows from this model (useful on first-person models)
#define STUDIOHDR_FLAGS_DO_NOT_CAST_SHADOWS ( 1 << 17 )
// alpha textures should cast shadows in vrad on this model (ONLY prop_static!)
#define STUDIOHDR_FLAGS_CAST_TEXTURE_SHADOWS ( 1 << 18 )
// flagged on load to indicate no animation events on this model
#define STUDIOHDR_FLAGS_VERT_ANIM_FIXED_POINT_SCALE ( 1 << 21 )
// NOTE! Next time we up the .mdl file format, remove studiohdr2_t
// and insert all fields in this structure into studiohdr_t.
struct studiohdr2_t
{
// NOTE: For forward compat, make sure any methods in this struct
// are also available in studiohdr_t so no leaf code ever directly references
// a studiohdr2_t structure
DECLARE_BYTESWAP_DATADESC();
int numsrcbonetransform;
int srcbonetransformindex;
int illumpositionattachmentindex;
inline int IllumPositionAttachmentIndex() const { return illumpositionattachmentindex; }
float flMaxEyeDeflection;
inline float MaxEyeDeflection() const { return flMaxEyeDeflection != 0.0f ? flMaxEyeDeflection : 0.866f; } // default to cos(30) if not set
int linearboneindex;
inline mstudiolinearbone_t *pLinearBones() const { return (linearboneindex) ? (mstudiolinearbone_t *)(((byte *)this) + linearboneindex) : NULL; }
int sznameindex;
inline char *pszName() { return (sznameindex) ? (char *)(((byte *)this) + sznameindex ) : NULL; }
int m_nBoneFlexDriverCount;
int m_nBoneFlexDriverIndex;
inline mstudioboneflexdriver_t *pBoneFlexDriver( int i ) const { Assert( i >= 0 && i < m_nBoneFlexDriverCount ); return (mstudioboneflexdriver_t *)(((byte *)this) + m_nBoneFlexDriverIndex) + i; }
int reserved[56];
};
struct studiohdr_t
{
DECLARE_BYTESWAP_DATADESC();
int id;
int version;
int checksum; // this has to be the same in the phy and vtx files to load!
inline const char * pszName( void ) const { if (studiohdr2index && pStudioHdr2()->pszName()) return pStudioHdr2()->pszName(); else return name; }
char name[64];
int length;
Vector eyeposition; // ideal eye position
Vector illumposition; // illumination center
Vector hull_min; // ideal movement hull size
Vector hull_max;
Vector view_bbmin; // clipping bounding box
Vector view_bbmax;
int flags;
int numbones; // bones
int boneindex;
inline mstudiobone_t *pBone( int i ) const { Assert( i >= 0 && i < numbones); return (mstudiobone_t *)(((byte *)this) + boneindex) + i; };
int RemapSeqBone( int iSequence, int iLocalBone ) const; // maps local sequence bone to global bone
int RemapAnimBone( int iAnim, int iLocalBone ) const; // maps local animations bone to global bone
int numbonecontrollers; // bone controllers
int bonecontrollerindex;
inline mstudiobonecontroller_t *pBonecontroller( int i ) const { Assert( i >= 0 && i < numbonecontrollers); return (mstudiobonecontroller_t *)(((byte *)this) + bonecontrollerindex) + i; };
int numhitboxsets;
int hitboxsetindex;
// Look up hitbox set by index
mstudiohitboxset_t *pHitboxSet( int i ) const
{
Assert( i >= 0 && i < numhitboxsets);
return (mstudiohitboxset_t *)(((byte *)this) + hitboxsetindex ) + i;
};
// Calls through to hitbox to determine size of specified set
inline mstudiobbox_t *pHitbox( int i, int set ) const
{
mstudiohitboxset_t const *s = pHitboxSet( set );
if ( !s )
return NULL;
return s->pHitbox( i );
};
// Calls through to set to get hitbox count for set
inline int iHitboxCount( int set ) const
{
mstudiohitboxset_t const *s = pHitboxSet( set );
if ( !s )
return 0;
return s->numhitboxes;
};
// file local animations? and sequences
//private:
int numlocalanim; // animations/poses
int localanimindex; // animation descriptions
inline mstudioanimdesc_t *pLocalAnimdesc( int i ) const { if (i < 0 || i >= numlocalanim) i = 0; return (mstudioanimdesc_t *)(((byte *)this) + localanimindex) + i; };
int numlocalseq; // sequences
int localseqindex;
inline mstudioseqdesc_t *pLocalSeqdesc( int i ) const { if (i < 0 || i >= numlocalseq) i = 0; return (mstudioseqdesc_t *)(((byte *)this) + localseqindex) + i; };
//public:
bool SequencesAvailable() const;
int GetNumSeq() const;
mstudioanimdesc_t &pAnimdesc( int i ) const;
mstudioseqdesc_t &pSeqdesc( int i ) const;
int iRelativeAnim( int baseseq, int relanim ) const; // maps seq local anim reference to global anim index
int iRelativeSeq( int baseseq, int relseq ) const; // maps seq local seq reference to global seq index
//private:
mutable int activitylistversion; // initialization flag - have the sequences been indexed?
mutable int eventsindexed;
//public:
int GetSequenceActivity( int iSequence );
void SetSequenceActivity( int iSequence, int iActivity );
int GetActivityListVersion( void );
void SetActivityListVersion( int version ) const;
int GetEventListVersion( void );
void SetEventListVersion( int version );
// raw textures
int numtextures;
int textureindex;
inline mstudiotexture_t *pTexture( int i ) const { Assert( i >= 0 && i < numtextures ); return (mstudiotexture_t *)(((byte *)this) + textureindex) + i; };
// raw textures search paths
int numcdtextures;
int cdtextureindex;
inline char *pCdtexture( int i ) const { return (((char *)this) + *((int *)(((byte *)this) + cdtextureindex) + i)); };
// replaceable textures tables
int numskinref;
int numskinfamilies;
int skinindex;
inline short *pSkinref( int i ) const { return (short *)(((byte *)this) + skinindex) + i; };
int numbodyparts;
int bodypartindex;
inline mstudiobodyparts_t *pBodypart( int i ) const { return (mstudiobodyparts_t *)(((byte *)this) + bodypartindex) + i; };
// queryable attachable points
//private:
int numlocalattachments;
int localattachmentindex;
inline mstudioattachment_t *pLocalAttachment( int i ) const { Assert( i >= 0 && i < numlocalattachments); return (mstudioattachment_t *)(((byte *)this) + localattachmentindex) + i; };
//public:
int GetNumAttachments( void ) const;
const mstudioattachment_t &pAttachment( int i ) const;
int GetAttachmentBone( int i );
// used on my tools in hlmv, not persistant
void SetAttachmentBone( int iAttachment, int iBone );
// animation node to animation node transition graph
//private:
int numlocalnodes;
int localnodeindex;
int localnodenameindex;
inline char *pszLocalNodeName( int iNode ) const { Assert( iNode >= 0 && iNode < numlocalnodes); return (((char *)this) + *((int *)(((byte *)this) + localnodenameindex) + iNode)); }
inline byte *pLocalTransition( int i ) const { Assert( i >= 0 && i < (numlocalnodes * numlocalnodes)); return (byte *)(((byte *)this) + localnodeindex) + i; };
//public:
int EntryNode( int iSequence );
int ExitNode( int iSequence );
char *pszNodeName( int iNode );
int GetTransition( int iFrom, int iTo ) const;
int numflexdesc;
int flexdescindex;
inline mstudioflexdesc_t *pFlexdesc( int i ) const { Assert( i >= 0 && i < numflexdesc); return (mstudioflexdesc_t *)(((byte *)this) + flexdescindex) + i; };
int numflexcontrollers;
int flexcontrollerindex;
inline mstudioflexcontroller_t *pFlexcontroller( LocalFlexController_t i ) const { Assert( numflexcontrollers == 0 || ( i >= 0 && i < numflexcontrollers ) ); return (mstudioflexcontroller_t *)(((byte *)this) + flexcontrollerindex) + i; };
int numflexrules;
int flexruleindex;
inline mstudioflexrule_t *pFlexRule( int i ) const { Assert( i >= 0 && i < numflexrules); return (mstudioflexrule_t *)(((byte *)this) + flexruleindex) + i; };
int numikchains;
int ikchainindex;
inline mstudioikchain_t *pIKChain( int i ) const { Assert( i >= 0 && i < numikchains); return (mstudioikchain_t *)(((byte *)this) + ikchainindex) + i; };
int nummouths;
int mouthindex;
inline mstudiomouth_t *pMouth( int i ) const { Assert( i >= 0 && i < nummouths); return (mstudiomouth_t *)(((byte *)this) + mouthindex) + i; };
//private:
int numlocalposeparameters;
int localposeparamindex;
inline mstudioposeparamdesc_t *pLocalPoseParameter( int i ) const { Assert( i >= 0 && i < numlocalposeparameters); return (mstudioposeparamdesc_t *)(((byte *)this) + localposeparamindex) + i; };
//public:
int GetNumPoseParameters( void ) const;
const mstudioposeparamdesc_t &pPoseParameter( int i );
int GetSharedPoseParameter( int iSequence, int iLocalPose ) const;
int surfacepropindex;
inline char * const pszSurfaceProp( void ) const { return ((char *)this) + surfacepropindex; }
// Key values
int keyvalueindex;
int keyvaluesize;
inline const char * KeyValueText( void ) const { return keyvaluesize != 0 ? ((char *)this) + keyvalueindex : NULL; }
int numlocalikautoplaylocks;
int localikautoplaylockindex;
inline mstudioiklock_t *pLocalIKAutoplayLock( int i ) const { Assert( i >= 0 && i < numlocalikautoplaylocks); return (mstudioiklock_t *)(((byte *)this) + localikautoplaylockindex) + i; };
int GetNumIKAutoplayLocks( void ) const;
const mstudioiklock_t &pIKAutoplayLock( int i );
int CountAutoplaySequences() const;
int CopyAutoplaySequences( unsigned short *pOut, int outCount ) const;
int GetAutoplayList( unsigned short **pOut ) const;
// The collision model mass that jay wanted
float mass;
int contents;
// external animations, models, etc.
int numincludemodels;
int includemodelindex;
inline mstudiomodelgroup_t *pModelGroup( int i ) const { Assert( i >= 0 && i < numincludemodels); return (mstudiomodelgroup_t *)(((byte *)this) + includemodelindex) + i; };
// implementation specific call to get a named model
const studiohdr_t *FindModel( void **cache, char const *modelname ) const;
// implementation specific back pointer to virtual data
mutable void *virtualModel;
virtualmodel_t *GetVirtualModel( void ) const;
// for demand loaded animation blocks
int szanimblocknameindex;
inline char * const pszAnimBlockName( void ) const { return ((char *)this) + szanimblocknameindex; }
int numanimblocks;
int animblockindex;
inline mstudioanimblock_t *pAnimBlock( int i ) const { Assert( i > 0 && i < numanimblocks); return (mstudioanimblock_t *)(((byte *)this) + animblockindex) + i; };
mutable void *animblockModel;
byte * GetAnimBlock( int i ) const;
int bonetablebynameindex;
inline const byte *GetBoneTableSortedByName() const { return (byte *)this + bonetablebynameindex; }
// used by tools only that don't cache, but persist mdl's peer data
// engine uses virtualModel to back link to cache pointers
void *pVertexBase;
void *pIndexBase;
// if STUDIOHDR_FLAGS_CONSTANT_DIRECTIONAL_LIGHT_DOT is set,
// this value is used to calculate directional components of lighting
// on static props
byte constdirectionallightdot;
// set during load of mdl data to track *desired* lod configuration (not actual)
// the *actual* clamped root lod is found in studiohwdata
// this is stored here as a global store to ensure the staged loading matches the rendering
byte rootLOD;
// set in the mdl data to specify that lod configuration should only allow first numAllowRootLODs
// to be set as root LOD:
// numAllowedRootLODs = 0 means no restriction, any lod can be set as root lod.
// numAllowedRootLODs = N means that lod0 - lod(N-1) can be set as root lod, but not lodN or lower.
byte numAllowedRootLODs;
byte unused[1];
int unused4; // zero out if version < 47
int numflexcontrollerui;
int flexcontrolleruiindex;
mstudioflexcontrollerui_t *pFlexControllerUI( int i ) const { Assert( i >= 0 && i < numflexcontrollerui); return (mstudioflexcontrollerui_t *)(((byte *)this) + flexcontrolleruiindex) + i; }
float flVertAnimFixedPointScale;
inline float VertAnimFixedPointScale() const { return ( flags & STUDIOHDR_FLAGS_VERT_ANIM_FIXED_POINT_SCALE ) ? flVertAnimFixedPointScale : 1.0f / 4096.0f; }
int unused3[1];
// FIXME: Remove when we up the model version. Move all fields of studiohdr2_t into studiohdr_t.
int studiohdr2index;
studiohdr2_t* pStudioHdr2() const { return (studiohdr2_t *)( ( (byte *)this ) + studiohdr2index ); }
// Src bone transforms are transformations that will convert .dmx or .smd-based animations into .mdl-based animations
int NumSrcBoneTransforms() const { return studiohdr2index ? pStudioHdr2()->numsrcbonetransform : 0; }
const mstudiosrcbonetransform_t* SrcBoneTransform( int i ) const { Assert( i >= 0 && i < NumSrcBoneTransforms()); return (mstudiosrcbonetransform_t *)(((byte *)this) + pStudioHdr2()->srcbonetransformindex) + i; }
inline int IllumPositionAttachmentIndex() const { return studiohdr2index ? pStudioHdr2()->IllumPositionAttachmentIndex() : 0; }
inline float MaxEyeDeflection() const { return studiohdr2index ? pStudioHdr2()->MaxEyeDeflection() : 0.866f; } // default to cos(30) if not set
inline mstudiolinearbone_t *pLinearBones() const { return studiohdr2index ? pStudioHdr2()->pLinearBones() : NULL; }
inline int BoneFlexDriverCount() const { return studiohdr2index ? pStudioHdr2()->m_nBoneFlexDriverCount : 0; }
inline const mstudioboneflexdriver_t* BoneFlexDriver( int i ) const { Assert( i >= 0 && i < BoneFlexDriverCount() ); return studiohdr2index ? pStudioHdr2()->pBoneFlexDriver( i ) : NULL; }
// NOTE: No room to add stuff? Up the .mdl file format version
// [and move all fields in studiohdr2_t into studiohdr_t and kill studiohdr2_t],
// or add your stuff to studiohdr2_t. See NumSrcBoneTransforms/SrcBoneTransform for the pattern to use.
int unused2[1];
studiohdr_t() {}
private:
// No copy constructors allowed
studiohdr_t(const studiohdr_t& vOther);
friend struct virtualmodel_t;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class IDataCache;
class IMDLCache;
class CStudioHdr
{
public:
CStudioHdr( void );
CStudioHdr( const studiohdr_t *pStudioHdr, IMDLCache *mdlcache = NULL );
~CStudioHdr() { Term(); }
void Init( const studiohdr_t *pStudioHdr, IMDLCache *mdlcache = NULL );
void Term();
public:
inline bool IsVirtual( void ) { return (m_pVModel != NULL); };
inline bool IsValid( void ) { return (m_pStudioHdr != NULL); };
inline bool IsReadyForAccess( void ) const { return (m_pStudioHdr != NULL); };
inline virtualmodel_t *GetVirtualModel( void ) const { return m_pVModel; };
inline const studiohdr_t *GetRenderHdr( void ) const { return m_pStudioHdr; };
const studiohdr_t *pSeqStudioHdr( int sequence );
const studiohdr_t *pAnimStudioHdr( int animation );
private:
mutable const studiohdr_t *m_pStudioHdr;
mutable virtualmodel_t *m_pVModel;
const virtualmodel_t * ResetVModel( const virtualmodel_t *pVModel ) const;
const studiohdr_t *GroupStudioHdr( int group );
mutable CUtlVector< const studiohdr_t * > m_pStudioHdrCache;
mutable int m_nFrameUnlockCounter;
int * m_pFrameUnlockCounter;
CThreadFastMutex m_FrameUnlockCounterMutex;
public:
inline int numbones( void ) const { return m_pStudioHdr->numbones; };
inline mstudiobone_t *pBone( int i ) const { return m_pStudioHdr->pBone( i ); };
int RemapAnimBone( int iAnim, int iLocalBone ) const; // maps local animations bone to global bone
int RemapSeqBone( int iSequence, int iLocalBone ) const; // maps local sequence bone to global bone
bool SequencesAvailable() const;
int GetNumSeq( void ) const;
mstudioanimdesc_t &pAnimdesc( int i );
mstudioseqdesc_t &pSeqdesc( int iSequence );
int iRelativeAnim( int baseseq, int relanim ) const; // maps seq local anim reference to global anim index
int iRelativeSeq( int baseseq, int relseq ) const; // maps seq local seq reference to global seq index
int GetSequenceActivity( int iSequence );
void SetSequenceActivity( int iSequence, int iActivity );
int GetActivityListVersion( void );
void SetActivityListVersion( int version );
int GetEventListVersion( void );
void SetEventListVersion( int version );
int GetNumAttachments( void ) const;
const mstudioattachment_t &pAttachment( int i );
int GetAttachmentBone( int i );
// used on my tools in hlmv, not persistant
void SetAttachmentBone( int iAttachment, int iBone );
int EntryNode( int iSequence );
int ExitNode( int iSequence );
char *pszNodeName( int iNode );
// FIXME: where should this one be?
int GetTransition( int iFrom, int iTo ) const;
int GetNumPoseParameters( void ) const;
const mstudioposeparamdesc_t &pPoseParameter( int i );
int GetSharedPoseParameter( int iSequence, int iLocalPose ) const;
int GetNumIKAutoplayLocks( void ) const;
const mstudioiklock_t &pIKAutoplayLock( int i );
inline int CountAutoplaySequences() const { return m_pStudioHdr->CountAutoplaySequences(); };
inline int CopyAutoplaySequences( unsigned short *pOut, int outCount ) const { return m_pStudioHdr->CopyAutoplaySequences( pOut, outCount ); };
inline int GetAutoplayList( unsigned short **pOut ) const { return m_pStudioHdr->GetAutoplayList( pOut ); };
inline int GetNumBoneControllers( void ) const { return m_pStudioHdr->numbonecontrollers; };
inline mstudiobonecontroller_t *pBonecontroller( int i ) const { return m_pStudioHdr->pBonecontroller( i ); };
inline int numikchains() const { return m_pStudioHdr->numikchains; };
inline int GetNumIKChains( void ) const { return m_pStudioHdr->numikchains; };
inline mstudioikchain_t *pIKChain( int i ) const { return m_pStudioHdr->pIKChain( i ); };
inline int numflexrules() const { return m_pStudioHdr->numflexrules; };
inline mstudioflexrule_t *pFlexRule( int i ) const { return m_pStudioHdr->pFlexRule( i ); };
inline int numflexdesc() const{ return m_pStudioHdr->numflexdesc; };
inline mstudioflexdesc_t *pFlexdesc( int i ) const { return m_pStudioHdr->pFlexdesc( i ); };
inline LocalFlexController_t numflexcontrollers() const{ return (LocalFlexController_t)m_pStudioHdr->numflexcontrollers; };
inline mstudioflexcontroller_t *pFlexcontroller( LocalFlexController_t i ) const { return m_pStudioHdr->pFlexcontroller( i ); };
inline int numflexcontrollerui() const{ return m_pStudioHdr->numflexcontrollerui; };
inline mstudioflexcontrollerui_t *pFlexcontrollerUI( int i ) const { return m_pStudioHdr->pFlexControllerUI( i ); };
//inline const char *name() const { return m_pStudioHdr->name; }; // deprecated -- remove after full xbox merge
inline const char *pszName() const { return m_pStudioHdr->pszName(); };
inline int numbonecontrollers() const { return m_pStudioHdr->numbonecontrollers; };
inline int numhitboxsets() const { return m_pStudioHdr->numhitboxsets; };
inline mstudiohitboxset_t *pHitboxSet( int i ) const { return m_pStudioHdr->pHitboxSet( i ); };
inline mstudiobbox_t *pHitbox( int i, int set ) const { return m_pStudioHdr->pHitbox( i, set ); };
inline int iHitboxCount( int set ) const { return m_pStudioHdr->iHitboxCount( set ); };
inline int numbodyparts() const { return m_pStudioHdr->numbodyparts; };
inline mstudiobodyparts_t *pBodypart( int i ) const { return m_pStudioHdr->pBodypart( i ); };
inline int numskinfamilies() const { return m_pStudioHdr->numskinfamilies; }
inline Vector eyeposition() const { return m_pStudioHdr->eyeposition; };
inline int flags() const { return m_pStudioHdr->flags; };
inline char *const pszSurfaceProp( void ) const { return m_pStudioHdr->pszSurfaceProp(); };
inline float mass() const { return m_pStudioHdr->mass; };
inline int contents() const { return m_pStudioHdr->contents; }
inline const byte *GetBoneTableSortedByName() const { return m_pStudioHdr->GetBoneTableSortedByName(); };
inline Vector illumposition() const { return m_pStudioHdr->illumposition; };
inline Vector hull_min() const { return m_pStudioHdr->hull_min; }; // ideal movement hull size
inline Vector hull_max() const { return m_pStudioHdr->hull_max; };
inline Vector view_bbmin() const { return m_pStudioHdr->view_bbmin; }; // clipping bounding box
inline Vector view_bbmax() const { return m_pStudioHdr->view_bbmax; };
inline int numtextures() const { return m_pStudioHdr->numtextures; };
inline int IllumPositionAttachmentIndex() const { return m_pStudioHdr->IllumPositionAttachmentIndex(); }
inline float MaxEyeDeflection() const { return m_pStudioHdr->MaxEyeDeflection(); }
inline mstudiolinearbone_t *pLinearBones() const { return m_pStudioHdr->pLinearBones(); }
inline int BoneFlexDriverCount() const { return m_pStudioHdr->BoneFlexDriverCount(); }
inline const mstudioboneflexdriver_t *BoneFlexDriver( int i ) const { return m_pStudioHdr->BoneFlexDriver( i ); }
inline float VertAnimFixedPointScale() const { return m_pStudioHdr->VertAnimFixedPointScale(); }
public:
int IsSequenceLooping( int iSequence );
float GetSequenceCycleRate( int iSequence );
void RunFlexRules( const float *src, float *dest );
public:
inline int boneFlags( int iBone ) const { return m_boneFlags[ iBone ]; }
inline int boneParent( int iBone ) const { return m_boneParent[ iBone ]; }
private:
CUtlVector< int > m_boneFlags;
CUtlVector< int > m_boneParent;
public:
// This class maps an activity to sequences allowed for that activity, accelerating the resolution
// of SelectWeightedSequence(), especially on PowerPC. Iterating through every sequence
// attached to a model turned out to be a very destructive cache access pattern on 360.
//
// I've encapsulated this behavior inside a nested class for organizational reasons; there is
// no particular programmatic or efficiency benefit to it. It just makes clearer what particular
// code in the otherwise very complicated StudioHdr class has to do with this particular
// optimization, and it lets you collapse the whole definition down to a single line in Visual
// Studio.
class CActivityToSequenceMapping /* final */
{
public:
// A tuple of a sequence and its corresponding weight. Lists of these correspond to activities.
struct SequenceTuple
{
short seqnum;
short weight; // the absolute value of the weight from the sequence header
};
// The type of the hash's stored data, a composite of both key and value
// (because that's how CUtlHash works):
// key: an int, the activity #
// values: an index into the m_pSequenceTuples array, a count of the
// total sequences present for an activity, and the sum of their
// weights.
// Note this struct is 128-bits wide, exactly coincident to a PowerPC
// cache line and VMX register. Please consider very carefully the
// performance implications before adding any additional fields to this.
// You could probably do away with totalWeight if you really had to.
struct HashValueType
{
// KEY (hashed)
int activityIdx;
// VALUE (not hashed)
int startingIdx;
int count;
int totalWeight;
HashValueType(int _actIdx, int _stIdx, int _ct, int _tW) :
activityIdx(_actIdx), startingIdx(_stIdx), count(_ct), totalWeight(_tW) {}
// default constructor (ought not to be actually used)
HashValueType() : activityIdx(-1), startingIdx(-1), count(-1), totalWeight(-1)
{ AssertMsg(false, "Don't use default HashValueType()!"); }
class HashFuncs
{
public:
// dummy constructor (gndn)
HashFuncs( int ) {}
// COMPARE
// compare two entries for uniqueness. We should never have two different
// entries for the same activity, so we only compare the activity index;
// this allows us to use the utlhash as a dict by constructing dummy entries
// as hash lookup keys.
bool operator()( const HashValueType &lhs, const HashValueType &rhs ) const
{
return lhs.activityIdx == rhs.activityIdx;
}
// HASH
// We only hash on the activity index; everything else is data.
unsigned int operator()( const HashValueType &item ) const
{
return HashInt( item.activityIdx );
}
};
};
typedef CUtlHash<HashValueType, HashValueType::HashFuncs, HashValueType::HashFuncs> ActivityToValueIdxHash;
// These must be here because IFM does not compile/link studio.cpp (?!?)
// ctor
CActivityToSequenceMapping( void )
: m_pSequenceTuples(NULL), m_iSequenceTuplesCount(0), m_ActToSeqHash(8,0,0), m_expectedPStudioHdr(NULL), m_expectedVModel(NULL)
#if STUDIO_SEQUENCE_ACTIVITY_LAZY_INITIALIZE
, m_bIsInitialized(false)
#endif
{};
// dtor -- not virtual because this class has no inheritors
~CActivityToSequenceMapping()
{
if ( m_pSequenceTuples != NULL )
{
delete[] m_pSequenceTuples;
}
}
/// Get the list of sequences for an activity. Returns the pointer to the
/// first sequence tuple. Output parameters are a count of sequences present,
/// and the total weight of all the sequences. (it would be more LHS-friendly
/// to return these on registers, if only C++ offered more than one return
/// value....)
const SequenceTuple *GetSequences( int forActivity, int *outSequenceCount, int *outTotalWeight );
/// The number of sequences available for an activity.
int NumSequencesForActivity( int forActivity );
#if STUDIO_SEQUENCE_ACTIVITY_LAZY_INITIALIZE
inline bool IsInitialized( void ) { return m_bIsInitialized; }
#endif
private:
/// Allocate my internal array. (It is freed in the destructor.) Also,
/// build the hash of activities to sequences and populate m_pSequenceTuples.
void Initialize( CStudioHdr *pstudiohdr );
/// Force Initialize() to occur again, even if it has already occured.
void Reinitialize( CStudioHdr *pstudiohdr );
/// A more efficient version of the old SelectWeightedSequence() function in animation.cpp.
int SelectWeightedSequence( CStudioHdr *pstudiohdr, int activity, int curSequence );
// Actually a big array, into which the hash values index.
SequenceTuple *m_pSequenceTuples;
unsigned int m_iSequenceTuplesCount; // (size of the whole array)
#if STUDIO_SEQUENCE_ACTIVITY_LAZY_INITIALIZE
bool m_bIsInitialized;
#endif
// we don't store an outer pointer because we can't initialize it at construction time
// (warning c4355) -- there are ways around this but it's easier to just pass in a
// pointer to the CStudioHdr when we need it, since this class isn't supposed to
// export its interface outside the studio header anyway.
// CStudioHdr * const m_pOuter;
ActivityToValueIdxHash m_ActToSeqHash;
// we store these so we can know if the contents of the studiohdr have changed
// from underneath our feet (this is an emergency data integrity check)
const void *m_expectedPStudioHdr;
const void *m_expectedVModel;
// double-check that the data I point to hasn't changed
bool ValidateAgainst( const CStudioHdr * RESTRICT pstudiohdr );
void SetValidationPair( const CStudioHdr *RESTRICT pstudiohdr );
friend class CStudioHdr;
};
CActivityToSequenceMapping m_ActivityToSequence;
/// A more efficient version of the old SelectWeightedSequence() function in animation.cpp.
/// Returns -1 on failure to find a sequence
inline int SelectWeightedSequence( int activity, int curSequence )
{
#if STUDIO_SEQUENCE_ACTIVITY_LAZY_INITIALIZE
// We lazy-initialize the header on demand here, because CStudioHdr::Init() is
// called from the constructor, at which time the this pointer is illegitimate.
if ( !m_ActivityToSequence.IsInitialized() )
{
m_ActivityToSequence.Initialize(this);
}
#endif
return m_ActivityToSequence.SelectWeightedSequence( this, activity, curSequence );
}
/// True iff there is at least one sequence for the given activity.
inline bool HaveSequenceForActivity( int activity )
{
#if STUDIO_SEQUENCE_ACTIVITY_LAZY_INITIALIZE
if ( !m_ActivityToSequence.IsInitialized() )
{
m_ActivityToSequence.Initialize(this);
}
#endif
return (m_ActivityToSequence.NumSequencesForActivity( activity ) > 0);
}
// Force this CStudioHdr's activity-to-sequence mapping to be reinitialized
inline void ReinitializeSequenceMapping(void)
{
m_ActivityToSequence.Reinitialize(this);
}
#ifdef STUDIO_ENABLE_PERF_COUNTERS
public:
inline void ClearPerfCounters( void )
{
m_nPerfAnimatedBones = 0;
m_nPerfUsedBones = 0;
m_nPerfAnimationLayers = 0;
};
// timing info
mutable int m_nPerfAnimatedBones;
mutable int m_nPerfUsedBones;
mutable int m_nPerfAnimationLayers;
#endif
};
/*
class CModelAccess
{
public:
CModelAccess(CStudioHdr *pSemaphore)
: m_pStudioHdr(pSemaphore)
{
m_pStudioHdr->IncrementAccess();
}
~CModelAccess()
{
m_pStudioHdr->DecrementAccess();
}
private:
CStudioHdr *m_pStudioHdr;
};
#define ENABLE_MODEL_ACCESS( a ) \
CModelAccess ModelAccess##__LINE__( a->m_pStudioHdr )
*/
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
struct flexweight_t
{
DECLARE_BYTESWAP_DATADESC();
int key;
float weight;
float influence;
};
struct flexsetting_t
{
DECLARE_BYTESWAP_DATADESC();
int nameindex;
inline char *pszName( void ) const
{
return (char *)(((byte *)this) + nameindex);
}
// Leaving this for legacy support
int obsolete1;
// Number of flex settings
int numsettings;
int index;
// OBSOLETE:
int obsolete2;
// Index of start of contiguous array of flexweight_t structures
int settingindex;
//-----------------------------------------------------------------------------
// Purpose: Retrieves a pointer to the flexweight_t, including resolving
// any markov chain hierarchy. Because of this possibility, we return
// the number of settings in the weights array returned. We'll generally
// call this function with i == 0
// Input : *base -
// i -
// **weights -
// Output : int
//-----------------------------------------------------------------------------
inline int psetting( byte *base, int i, flexweight_t **weights ) const;
};
struct flexsettinghdr_t
{
DECLARE_BYTESWAP_DATADESC();
int id;
int version;
inline const char * pszName( void ) const { return name; }
char name[64];
int length;
int numflexsettings;
int flexsettingindex;
inline flexsetting_t *pSetting( int i ) const { return (flexsetting_t *)(((byte *)this) + flexsettingindex) + i; };
int nameindex;
// look up flex settings by "index"
int numindexes;
int indexindex;
inline flexsetting_t *pIndexedSetting( int index ) const
{
if ( index < 0 || index >= numindexes )
{
return NULL;
}
int i = *((int *)(((byte *)this) + indexindex) + index);
if (i == -1)
{
return NULL;
}
return pSetting( i );
}
// index names of "flexcontrollers"
int numkeys;
int keynameindex;
inline char *pLocalName( int i ) const { return (char *)(((byte *)this) + *((int *)(((byte *)this) + keynameindex) + i)); };
int keymappingindex;
inline int *pLocalToGlobal( int i ) const { return (int *)(((byte *)this) + keymappingindex) + i; };
inline int LocalToGlobal( int i ) const { return *pLocalToGlobal( i ); };
};
//-----------------------------------------------------------------------------
// Purpose: Retrieves a pointer to the flexweight_t.
// Input : *base - flexsettinghdr_t * pointer
// i - index of flex setting to retrieve
// **weights - destination for weights array starting at index i.
// Output : int
//-----------------------------------------------------------------------------
inline int flexsetting_t::psetting( byte *base, int i, flexweight_t **weights ) const
{
// Grab array pointer
*weights = (flexweight_t *)(((byte *)this) + settingindex) + i;
// Return true number of settings
return numsettings;
};
//-----------------------------------------------------------------------------
// For a given flex controller ui struct, these return the index of the
// studiohdr_t flex controller that correspond to the the left and right
// flex controllers if the ui controller is a stereo control.
// nWayValueIndex returns the index of the flex controller that is the value
// flex controller for an NWAY combination
// If these functions are called and the ui controller isn't of the type
// specified then -1 is returned
//-----------------------------------------------------------------------------
inline int mstudioflexcontrollerui_t::controllerIndex( const CStudioHdr &cStudioHdr ) const
{
return !stereo ? pController() - cStudioHdr.pFlexcontroller( (LocalFlexController_t)0 ) : -1;
}
inline int mstudioflexcontrollerui_t::rightIndex( const CStudioHdr &cStudioHdr ) const
{
return stereo ? pRightController() - cStudioHdr.pFlexcontroller( (LocalFlexController_t)0 ) : -1;
}
inline int mstudioflexcontrollerui_t::leftIndex( const CStudioHdr &cStudioHdr ) const
{
return stereo ? pLeftController() - cStudioHdr.pFlexcontroller((LocalFlexController_t) 0 ) : -1;
}
inline int mstudioflexcontrollerui_t::nWayValueIndex( const CStudioHdr &cStudioHdr ) const
{
return remaptype == FLEXCONTROLLER_REMAP_NWAY ? pNWayValueController() - cStudioHdr.pFlexcontroller( (LocalFlexController_t)0 ) : -1;
}
inline const mstudioflexcontroller_t *mstudioflexcontrollerui_t::pController( int index ) const
{
if ( index < 0 || index > Count() )
return NULL;
if ( remaptype == FLEXCONTROLLER_REMAP_NWAY )
{
if ( stereo )
return (mstudioflexcontroller_t *)( ( char * ) this ) + *( &szindex0 + index );
if ( index == 0 )
return pController();
if ( index == 1 )
return pNWayValueController();
return NULL;
}
if ( index > 1 )
return NULL;
if ( stereo )
return (mstudioflexcontroller_t *)( ( char * ) this ) + *( &szindex0 + index );
if ( index > 0 )
return NULL;
return pController();
}
#define STUDIO_CONST 1 // get float
#define STUDIO_FETCH1 2 // get Flexcontroller value
#define STUDIO_FETCH2 3 // get flex weight
#define STUDIO_ADD 4
#define STUDIO_SUB 5
#define STUDIO_MUL 6
#define STUDIO_DIV 7
#define STUDIO_NEG 8 // not implemented
#define STUDIO_EXP 9 // not implemented
#define STUDIO_OPEN 10 // only used in token parsing
#define STUDIO_CLOSE 11
#define STUDIO_COMMA 12 // only used in token parsing
#define STUDIO_MAX 13
#define STUDIO_MIN 14
#define STUDIO_2WAY_0 15 // Fetch a value from a 2 Way slider for the 1st value RemapVal( 0.0, 0.5, 0.0, 1.0 )
#define STUDIO_2WAY_1 16 // Fetch a value from a 2 Way slider for the 2nd value RemapVal( 0.5, 1.0, 0.0, 1.0 )
#define STUDIO_NWAY 17 // Fetch a value from a 2 Way slider for the 2nd value RemapVal( 0.5, 1.0, 0.0, 1.0 )
#define STUDIO_COMBO 18 // Perform a combo operation (essentially multiply the last N values on the stack)
#define STUDIO_DOMINATE 19 // Performs a combination domination operation
#define STUDIO_DME_LOWER_EYELID 20 //
#define STUDIO_DME_UPPER_EYELID 21 //
// motion flags
#define STUDIO_X 0x00000001
#define STUDIO_Y 0x00000002
#define STUDIO_Z 0x00000004
#define STUDIO_XR 0x00000008
#define STUDIO_YR 0x00000010
#define STUDIO_ZR 0x00000020
#define STUDIO_LX 0x00000040
#define STUDIO_LY 0x00000080
#define STUDIO_LZ 0x00000100
#define STUDIO_LXR 0x00000200
#define STUDIO_LYR 0x00000400
#define STUDIO_LZR 0x00000800
#define STUDIO_LINEAR 0x00001000
#define STUDIO_TYPES 0x0003FFFF
#define STUDIO_RLOOP 0x00040000 // controller that wraps shortest distance
// sequence and autolayer flags
#define STUDIO_LOOPING 0x0001 // ending frame should be the same as the starting frame
#define STUDIO_SNAP 0x0002 // do not interpolate between previous animation and this one
#define STUDIO_DELTA 0x0004 // this sequence "adds" to the base sequences, not slerp blends
#define STUDIO_AUTOPLAY 0x0008 // temporary flag that forces the sequence to always play
#define STUDIO_POST 0x0010 //
#define STUDIO_ALLZEROS 0x0020 // this animation/sequence has no real animation data
// 0x0040
#define STUDIO_CYCLEPOSE 0x0080 // cycle index is taken from a pose parameter index
#define STUDIO_REALTIME 0x0100 // cycle index is taken from a real-time clock, not the animations cycle index
#define STUDIO_LOCAL 0x0200 // sequence has a local context sequence
#define STUDIO_HIDDEN 0x0400 // don't show in default selection views
#define STUDIO_OVERRIDE 0x0800 // a forward declared sequence (empty)
#define STUDIO_ACTIVITY 0x1000 // Has been updated at runtime to activity index
#define STUDIO_EVENT 0x2000 // Has been updated at runtime to event index
#define STUDIO_WORLD 0x4000 // sequence blends in worldspace
// autolayer flags
// 0x0001
// 0x0002
// 0x0004
// 0x0008
#define STUDIO_AL_POST 0x0010 //
// 0x0020
#define STUDIO_AL_SPLINE 0x0040 // convert layer ramp in/out curve is a spline instead of linear
#define STUDIO_AL_XFADE 0x0080 // pre-bias the ramp curve to compense for a non-1 weight, assuming a second layer is also going to accumulate
// 0x0100
#define STUDIO_AL_NOBLEND 0x0200 // animation always blends at 1.0 (ignores weight)
// 0x0400
// 0x0800
#define STUDIO_AL_LOCAL 0x1000 // layer is a local context sequence
// 0x2000
#define STUDIO_AL_POSE 0x4000 // layer blends using a pose parameter instead of parent cycle
// Insert this code anywhere that you need to allow for conversion from an old STUDIO_VERSION
// to a new one.
// If we only support the current version, this function should be empty.
inline bool Studio_ConvertStudioHdrToNewVersion( studiohdr_t *pStudioHdr )
{
COMPILE_TIME_ASSERT( STUDIO_VERSION == 48 ); // put this to make sure this code is updated upon changing version.
int version = pStudioHdr->version;
if ( version == STUDIO_VERSION )
return true;
bool bResult = true;
if (version < 46)
{
// some of the anim index data is incompatible
for (int i = 0; i < pStudioHdr->numlocalanim; i++)
{
mstudioanimdesc_t *pAnim = (mstudioanimdesc_t *)pStudioHdr->pLocalAnimdesc( i );
// old ANI files that used sections (v45 only) are not compatible
if ( pAnim->sectionframes != 0 )
{
// zero most everything out
memset( &(pAnim->numframes), 0, (byte *)(pAnim + 1) - (byte *)&(pAnim->numframes) );
pAnim->numframes = 1;
pAnim->animblock = -1; // disable animation fetching
bResult = false;
}
}
}
if (version < 47)
{
// used to contain zeroframe cache data
if (pStudioHdr->unused4 != 0)
{
pStudioHdr->unused4 = 0;
bResult = false;
}
for (int i = 0; i < pStudioHdr->numlocalanim; i++)
{
mstudioanimdesc_t *pAnim = (mstudioanimdesc_t *)pStudioHdr->pLocalAnimdesc( i );
pAnim->zeroframeindex = 0;
pAnim->zeroframespan = 0;
}
}
else if (version == 47)
{
for (int i = 0; i < pStudioHdr->numlocalanim; i++)
{
mstudioanimdesc_t *pAnim = (mstudioanimdesc_t *)pStudioHdr->pLocalAnimdesc( i );
if (pAnim->zeroframeindex != 0)
{
pAnim->zeroframeindex = 0;
pAnim->zeroframespan = 0;
bResult = false;
}
}
}
// for now, just slam the version number since they're compatible
pStudioHdr->version = STUDIO_VERSION;
return bResult;
}
// must be run to fixup with specified rootLOD
inline void Studio_SetRootLOD( studiohdr_t *pStudioHdr, int rootLOD )
{
// honor studiohdr restriction of root lod in case requested root lod exceeds restriction.
if ( pStudioHdr->numAllowedRootLODs > 0 &&
rootLOD >= pStudioHdr->numAllowedRootLODs )
{
rootLOD = pStudioHdr->numAllowedRootLODs - 1;
}
Assert( rootLOD >= 0 && rootLOD < MAX_NUM_LODS );
Clamp( rootLOD, 0, MAX_NUM_LODS - 1 );
// run the lod fixups that culls higher detail lods
// vertexes are external, fixups ensure relative offsets and counts are cognizant of shrinking data
// indexes are built in lodN..lod0 order so higher detail lod data can be truncated at load
// the fixup lookup arrays are filled (or replicated) to ensure all slots valid
int vertexindex = 0;
int tangentsindex = 0;
int bodyPartID;
for ( bodyPartID = 0; bodyPartID < pStudioHdr->numbodyparts; bodyPartID++ )
{
mstudiobodyparts_t *pBodyPart = pStudioHdr->pBodypart( bodyPartID );
int modelID;
for ( modelID = 0; modelID < pBodyPart->nummodels; modelID++ )
{
mstudiomodel_t *pModel = pBodyPart->pModel( modelID );
int totalMeshVertexes = 0;
int meshID;
for ( meshID = 0; meshID < pModel->nummeshes; meshID++ )
{
mstudiomesh_t *pMesh = pModel->pMesh( meshID );
// get the fixup, vertexes are reduced
pMesh->numvertices = pMesh->vertexdata.numLODVertexes[rootLOD];
pMesh->vertexoffset = totalMeshVertexes;
totalMeshVertexes += pMesh->numvertices;
}
// stay in sync
pModel->numvertices = totalMeshVertexes;
pModel->vertexindex = vertexindex;
pModel->tangentsindex = tangentsindex;
vertexindex += totalMeshVertexes*sizeof(mstudiovertex_t);
tangentsindex += totalMeshVertexes*sizeof(Vector4D);
}
}
// track the set desired configuration
pStudioHdr->rootLOD = rootLOD;
}
// Determines allocation requirements for vertexes
inline int Studio_VertexDataSize( const vertexFileHeader_t *pVvdHdr, int rootLOD, bool bNeedsTangentS )
{
// the quantity of vertexes necessary for root lod and all lower detail lods
// add one extra vertex to each section
// the extra vertex allows prefetch hints to read ahead 1 vertex without faulting
int numVertexes = pVvdHdr->numLODVertexes[rootLOD] + 1;
int dataLength = pVvdHdr->vertexDataStart + numVertexes*sizeof(mstudiovertex_t);
if (bNeedsTangentS)
{
dataLength += numVertexes*sizeof(Vector4D);
}
// allocate this much
return dataLength;
}
// Load the minimum quantity of verts and run fixups
inline int Studio_LoadVertexes( const vertexFileHeader_t *pTempVvdHdr, vertexFileHeader_t *pNewVvdHdr, int rootLOD, bool bNeedsTangentS )
{
int i;
int target;
int numVertexes;
vertexFileFixup_t *pFixupTable;
numVertexes = pTempVvdHdr->numLODVertexes[rootLOD];
// copy all data up to start of vertexes
memcpy((void*)pNewVvdHdr, (void*)pTempVvdHdr, pTempVvdHdr->vertexDataStart);
for ( i = 0; i < rootLOD; i++)
{
pNewVvdHdr->numLODVertexes[i] = pNewVvdHdr->numLODVertexes[rootLOD];
}
// fixup data starts
if (bNeedsTangentS)
{
// tangent data follows possibly reduced vertex data
pNewVvdHdr->tangentDataStart = pNewVvdHdr->vertexDataStart + numVertexes*sizeof(mstudiovertex_t);
}
else
{
// no tangent data will be available, mark for identification
pNewVvdHdr->tangentDataStart = 0;
}
if (!pNewVvdHdr->numFixups)
{
// fixups not required
// transfer vertex data
memcpy(
(byte *)pNewVvdHdr+pNewVvdHdr->vertexDataStart,
(byte *)pTempVvdHdr+pTempVvdHdr->vertexDataStart,
numVertexes*sizeof(mstudiovertex_t) );
if (bNeedsTangentS)
{
// transfer tangent data to cache memory
memcpy(
(byte *)pNewVvdHdr+pNewVvdHdr->tangentDataStart,
(byte *)pTempVvdHdr+pTempVvdHdr->tangentDataStart,
numVertexes*sizeof(Vector4D) );
}
return numVertexes;
}
// fixups required
// re-establish mesh ordered vertexes into cache memory, according to table
target = 0;
pFixupTable = (vertexFileFixup_t *)((byte *)pTempVvdHdr + pTempVvdHdr->fixupTableStart);
for (i=0; i<pTempVvdHdr->numFixups; i++)
{
if (pFixupTable[i].lod < rootLOD)
{
// working bottom up, skip over copying higher detail lods
continue;
}
// copy vertexes
memcpy(
(mstudiovertex_t *)((byte *)pNewVvdHdr+pNewVvdHdr->vertexDataStart) + target,
(mstudiovertex_t *)((byte *)pTempVvdHdr+pTempVvdHdr->vertexDataStart) + pFixupTable[i].sourceVertexID,
pFixupTable[i].numVertexes*sizeof(mstudiovertex_t) );
if (bNeedsTangentS)
{
// copy tangents
memcpy(
(Vector4D *)((byte *)pNewVvdHdr+pNewVvdHdr->tangentDataStart) + target,
(Vector4D *)((byte *)pTempVvdHdr+pTempVvdHdr->tangentDataStart) + pFixupTable[i].sourceVertexID,
pFixupTable[i].numVertexes*sizeof(Vector4D) );
}
// data is placed consecutively
target += pFixupTable[i].numVertexes;
}
pNewVvdHdr->numFixups = 0;
return target;
}
#endif // STUDIO_H