115 lines
4.0 KiB
C++
115 lines
4.0 KiB
C++
//===== Copyright © 2005-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose: A higher level link library for general use in the game and tools.
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//
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//===========================================================================//
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#ifndef MDLUTILS_H
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#define MDLUTILS_H
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#if defined( _WIN32 )
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#pragma once
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#endif
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#include "datacache/imdlcache.h"
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#include "mathlib/vector.h"
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#include "Color.h"
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#include "studio.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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struct matrix3x4_t;
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class CMDLAttachmentData
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{
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public:
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matrix3x4_t m_AttachmentToWorld;
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bool m_bValid;
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};
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struct MDLSquenceLayer_t
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{
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int m_nSequenceIndex;
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float m_flWeight;
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};
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//-----------------------------------------------------------------------------
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// Class containing simplistic MDL state for use in rendering
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//-----------------------------------------------------------------------------
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class CMDL
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{
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public:
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CMDL();
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~CMDL();
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void SetMDL( MDLHandle_t h );
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MDLHandle_t GetMDL() const;
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// Simple version of drawing; sets up bones for you
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void Draw( const matrix3x4_t& rootToWorld );
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/// NOTE: This version of draw assumes you've filled in the bone to world
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/// matrix yourself by calling IStudioRender::LockBoneMatrices. The pointer
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/// returned by that method needs to be passed into here
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/// @param flags allows you to specify additional STUDIORENDER_ flags -- usually never necessary
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/// unless you need to (eg) forcibly disable shadows for some reason.
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void Draw( const matrix3x4_t& rootToWorld, const matrix3x4_t *pBoneToWorld, int flags = 0 );
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void SetUpBones( const matrix3x4_t& shapeToWorld, int nMaxBoneCount, matrix3x4_t *pOutputMatrices, const float *pPoseParameters = NULL, MDLSquenceLayer_t *pSequenceLayers = NULL, int nNumSequenceLayers = 0 );
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void SetupBonesWithBoneMerge( const CStudioHdr *pMergeHdr, matrix3x4_t *pMergeBoneToWorld,
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const CStudioHdr *pFollow, const matrix3x4_t *pFollowBoneToWorld, const matrix3x4_t &matModelToWorld );
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studiohdr_t *GetStudioHdr();
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virtual bool GetAttachment( int number, matrix3x4_t &matrix );
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private:
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void UnreferenceMDL();
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void SetupBones_AttachmentHelper( CStudioHdr *hdr, Vector pos[], Quaternion q[] );
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bool PutAttachment( int number, const matrix3x4_t &attachmentToWorld );
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CUtlVector<CMDLAttachmentData> m_Attachments;
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public:
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MDLHandle_t m_MDLHandle;
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Color m_Color;
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int m_nSkin;
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int m_nBody;
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int m_nSequence;
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int m_nLOD;
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float m_flPlaybackRate;
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float m_flTime;
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float m_pFlexControls[ MAXSTUDIOFLEXCTRL * 4 ];
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Vector m_vecViewTarget;
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bool m_bWorldSpaceViewTarget;
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};
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//-----------------------------------------------------------------------------
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// Returns the bounding box for the model
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//-----------------------------------------------------------------------------
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void GetMDLBoundingBox( Vector *pMins, Vector *pMaxs, MDLHandle_t h, int nSequence );
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//-----------------------------------------------------------------------------
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// Returns the radius of the model as measured from the origin
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//-----------------------------------------------------------------------------
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float GetMDLRadius( MDLHandle_t h, int nSequence );
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//-----------------------------------------------------------------------------
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// Returns a more accurate bounding sphere
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//-----------------------------------------------------------------------------
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void GetMDLBoundingSphere( Vector *pVecCenter, float *pRadius, MDLHandle_t h, int nSequence );
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//-----------------------------------------------------------------------------
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// Determines which pose parameters are used by the specified sequence
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//-----------------------------------------------------------------------------
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void FindSequencePoseParameters( CStudioHdr &hdr, int nSequence, bool *pPoseParameters, int nCount );
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#endif // MDLUTILS_H
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