mirror of
https://github.com/shawns-valve/halflife.git
synced 2024-11-22 12:31:51 +00:00
79 lines
2.5 KiB
C
79 lines
2.5 KiB
C
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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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****/
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typedef unsigned char byte;
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class StudioModel
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{
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public:
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void Init( char *modelname );
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void DrawModel( void );
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void AdvanceFrame( float dt );
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void ExtractBbox( float *mins, float *maxs );
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int SetSequence( int iSequence );
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int GetSequence( void );
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void GetSequenceInfo( float *pflFrameRate, float *pflGroundSpeed );
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float SetController( int iController, float flValue );
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float SetMouth( float flValue );
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float SetBlending( int iBlender, float flValue );
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int SetBodygroup( int iGroup, int iValue );
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int SetSkin( int iValue );
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private:
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// entity settings
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vec3_t m_origin;
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vec3_t m_angles;
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int m_sequence; // sequence index
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float m_frame; // frame
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int m_bodynum; // bodypart selection
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int m_skinnum; // skin group selection
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byte m_controller[4]; // bone controllers
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byte m_blending[2]; // animation blending
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byte m_mouth; // mouth position
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// internal data
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studiohdr_t *m_pstudiohdr;
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mstudiomodel_t *m_pmodel;
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studiohdr_t *m_ptexturehdr;
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studioseqhdr_t *m_panimhdr[32];
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vec4_t m_adj; // FIX: non persistant, make static
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studiohdr_t *LoadModel( char *modelname );
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studioseqhdr_t *LoadDemandSequences( char *modelname );
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void CalcBoneAdj( void );
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void CalcBoneQuaternion( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *q );
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void CalcBonePosition( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *pos );
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void CalcRotations ( vec3_t *pos, vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f );
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mstudioanim_t *GetAnim( mstudioseqdesc_t *pseqdesc );
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void SlerpBones( vec4_t q1[], vec3_t pos1[], vec4_t q2[], vec3_t pos2[], float s );
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void SetUpBones ( void );
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void DrawPoints( void );
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void Lighting (float *lv, int bone, int flags, vec3_t normal);
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void Chrome (int *chrome, int bone, vec3_t normal);
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void SetupLighting( void );
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void SetupModel ( int bodypart );
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void UploadTexture( mstudiotexture_t *ptexture, byte *data, byte *pal );
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};
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extern vec3_t g_vright; // needs to be set to viewer's right in order for chrome to work
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extern float g_lambert; // modifier for pseudo-hemispherical lighting
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