/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #ifndef _STUDIO_H_ #define _STUDIO_H_ /* ============================================================================== STUDIO MODELS Studio models are position independent, so the cache manager can move them. ============================================================================== */ #define MAXSTUDIOTRIANGLES 20000 // TODO: tune this #define MAXSTUDIOVERTS 2048 // TODO: tune this #define MAXSTUDIOSEQUENCES 2048 // total animation sequences -- KSH incremented #define MAXSTUDIOSKINS 100 // total textures #define MAXSTUDIOSRCBONES 512 // bones allowed at source movement #define MAXSTUDIOBONES 128 // total bones actually used #define MAXSTUDIOMODELS 32 // sub-models per model #define MAXSTUDIOBODYPARTS 32 #define MAXSTUDIOGROUPS 16 #define MAXSTUDIOANIMATIONS 2048 #define MAXSTUDIOMESHES 256 #define MAXSTUDIOEVENTS 1024 #define MAXSTUDIOPIVOTS 256 #define MAXSTUDIOCONTROLLERS 8 typedef struct { int id; int version; char name[64]; int length; vec3_t eyeposition; // ideal eye position vec3_t min; // ideal movement hull size vec3_t max; vec3_t bbmin; // clipping bounding box vec3_t bbmax; int flags; int numbones; // bones int boneindex; int numbonecontrollers; // bone controllers int bonecontrollerindex; int numhitboxes; // complex bounding boxes int hitboxindex; int numseq; // animation sequences int seqindex; int numseqgroups; // demand loaded sequences int seqgroupindex; int numtextures; // raw textures int textureindex; int texturedataindex; int numskinref; // replaceable textures int numskinfamilies; int skinindex; int numbodyparts; int bodypartindex; int numattachments; // queryable attachable points int attachmentindex; int soundtable; int soundindex; int soundgroups; int soundgroupindex; int numtransitions; // animation node to animation node transition graph int transitionindex; } studiohdr_t; // header for demand loaded sequence group data typedef struct { int id; int version; char name[64]; int length; } studioseqhdr_t; // bones typedef struct { char name[32]; // bone name for symbolic links int parent; // parent bone int flags; // ?? int bonecontroller[6]; // bone controller index, -1 == none float value[6]; // default DoF values float scale[6]; // scale for delta DoF values } mstudiobone_t; // bone controllers typedef struct { 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 index; // 0-3 user set controller, 4 mouth } mstudiobonecontroller_t; // intersection boxes typedef struct { int bone; int group; // intersection group vec3_t bbmin; // bounding box vec3_t bbmax; } mstudiobbox_t; #if !defined( CACHE_USER ) && !defined( QUAKEDEF_H ) #define CACHE_USER typedef struct cache_user_s { void *data; } cache_user_t; #endif // // demand loaded sequence groups // typedef struct { char label[32]; // textual name char name[64]; // file name //@2014 int32 unused1; // was "cache" - index pointer int unused2; // was "data" - hack for group 0 } mstudioseqgroup_t; // sequence descriptions typedef struct { char label[32]; // sequence label float fps; // frames per second int flags; // looping/non-looping flags int activity; int actweight; int numevents; int eventindex; int numframes; // number of frames per sequence int numpivots; // number of foot pivots int pivotindex; int motiontype; int motionbone; vec3_t linearmovement; int automoveposindex; int automoveangleindex; vec3_t bbmin; // per sequence bounding box vec3_t bbmax; int numblends; int animindex; // mstudioanim_t pointer relative to start of sequence group data // [blend][bone][X, Y, Z, XR, YR, ZR] int blendtype[2]; // X, Y, Z, XR, YR, ZR float blendstart[2]; // starting value float blendend[2]; // ending value int blendparent; int seqgroup; // sequence group for demand loading int entrynode; // transition node at entry int exitnode; // transition node at exit int nodeflags; // transition rules int nextseq; // auto advancing sequences } mstudioseqdesc_t; // events #include "studio_event.h" /* typedef struct { int frame; int event; int type; char options[64]; } mstudioevent_t; */ // pivots typedef struct { vec3_t org; // pivot point int start; int end; } mstudiopivot_t; // attachment typedef struct { char name[32]; int type; int bone; vec3_t org; // attachment point vec3_t vectors[3]; } mstudioattachment_t; typedef struct { unsigned short offset[6]; } mstudioanim_t; // animation frames typedef union { struct { byte valid; byte total; } num; short value; } mstudioanimvalue_t; // body part index typedef struct { char name[64]; int nummodels; int base; int modelindex; // index into models array } mstudiobodyparts_t; // skin info typedef struct { char name[64]; int flags; int width; int height; int index; } mstudiotexture_t; // skin families // short index[skinfamilies][skinref] // studio models typedef struct { char name[64]; int type; float boundingradius; int nummesh; int meshindex; int numverts; // number of unique vertices int vertinfoindex; // vertex bone info int vertindex; // vertex vec3_t int numnorms; // number of unique surface normals int norminfoindex; // normal bone info int normindex; // normal vec3_t int numgroups; // deformation groups int groupindex; } mstudiomodel_t; // vec3_t boundingbox[model][bone][2]; // complex intersection info // meshes typedef struct { int numtris; int triindex; int skinref; int numnorms; // per mesh normals int normindex; // normal vec3_t } mstudiomesh_t; // triangles #if 0 typedef struct { short vertindex; // index into vertex array short normindex; // index into normal array short s,t; // s,t position on skin } mstudiotrivert_t; #endif // lighting options #define STUDIO_NF_FLATSHADE 0x0001 #define STUDIO_NF_CHROME 0x0002 #define STUDIO_NF_FULLBRIGHT 0x0004 #define STUDIO_NF_NOMIPS 0x0008 #define STUDIO_NF_ALPHA 0x0010 #define STUDIO_NF_ADDITIVE 0x0020 #define STUDIO_NF_MASKED 0x0040 // motion flags #define STUDIO_X 0x0001 #define STUDIO_Y 0x0002 #define STUDIO_Z 0x0004 #define STUDIO_XR 0x0008 #define STUDIO_YR 0x0010 #define STUDIO_ZR 0x0020 #define STUDIO_LX 0x0040 #define STUDIO_LY 0x0080 #define STUDIO_LZ 0x0100 #define STUDIO_AX 0x0200 #define STUDIO_AY 0x0400 #define STUDIO_AZ 0x0800 #define STUDIO_AXR 0x1000 #define STUDIO_AYR 0x2000 #define STUDIO_AZR 0x4000 #define STUDIO_TYPES 0x7FFF #define STUDIO_RLOOP 0x8000 // controller that wraps shortest distance // sequence flags #define STUDIO_LOOPING 0x0001 // bone flags #define STUDIO_HAS_NORMALS 0x0001 #define STUDIO_HAS_VERTICES 0x0002 #define STUDIO_HAS_BBOX 0x0004 #define STUDIO_HAS_CHROME 0x0008 // if any of the textures have chrome on them #define RAD_TO_STUDIO (32768.0/M_PI) #define STUDIO_TO_RAD (M_PI/32768.0) #endif