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halflife-sdk-steam/utils/mdlviewer/mdlviewer.h

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1999-04-07 00:00:00 +00:00
/***
*
2002-12-23 00:00:00 +00:00
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
1999-04-07 00:00:00 +00:00
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
****/
typedef unsigned char byte;
class StudioModel
{
public:
void Init( char *modelname );
void DrawModel( void );
void AdvanceFrame( float dt );
void ExtractBbox( float *mins, float *maxs );
int SetSequence( int iSequence );
int GetSequence( void );
void GetSequenceInfo( float *pflFrameRate, float *pflGroundSpeed );
float SetController( int iController, float flValue );
float SetMouth( float flValue );
float SetBlending( int iBlender, float flValue );
int SetBodygroup( int iGroup, int iValue );
int SetSkin( int iValue );
private:
// entity settings
vec3_t m_origin;
vec3_t m_angles;
int m_sequence; // sequence index
float m_frame; // frame
int m_bodynum; // bodypart selection
int m_skinnum; // skin group selection
byte m_controller[4]; // bone controllers
byte m_blending[2]; // animation blending
byte m_mouth; // mouth position
// internal data
studiohdr_t *m_pstudiohdr;
mstudiomodel_t *m_pmodel;
studiohdr_t *m_ptexturehdr;
studioseqhdr_t *m_panimhdr[32];
vec4_t m_adj; // FIX: non persistant, make static
studiohdr_t *LoadModel( char *modelname );
studioseqhdr_t *LoadDemandSequences( char *modelname );
void CalcBoneAdj( void );
void CalcBoneQuaternion( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *q );
void CalcBonePosition( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *pos );
void CalcRotations ( vec3_t *pos, vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f );
mstudioanim_t *GetAnim( mstudioseqdesc_t *pseqdesc );
void SlerpBones( vec4_t q1[], vec3_t pos1[], vec4_t q2[], vec3_t pos2[], float s );
void SetUpBones ( void );
void DrawPoints( void );
void Lighting (float *lv, int bone, int flags, vec3_t normal);
void Chrome (int *chrome, int bone, vec3_t normal);
void SetupLighting( void );
void SetupModel ( int bodypart );
void UploadTexture( mstudiotexture_t *ptexture, byte *data, byte *pal );
};
extern vec3_t g_vright; // needs to be set to viewer's right in order for chrome to work
extern float g_lambert; // modifier for pseudo-hemispherical lighting