forked from valve/halflife-sdk
425 lines
11 KiB
C++
425 lines
11 KiB
C++
/***
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*
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* Copyright (c) 1996-2001, 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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// updates:
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// 1-4-99 fixed file texture load and file read bug
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// 2-8-99 fixed demand loaded sequence bug (thanks to Frans 'Otis' Bouma)
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////////////////////////////////////////////////////////////////////////
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#include <stdio.h>
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#include <windows.h>
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#include <gl\gl.h>
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#include <gl\glu.h>
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#include "mathlib.h"
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#include "..\..\engine\studio.h"
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#include "mdlviewer.h"
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#pragma warning( disable : 4244 ) // double to float
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////////////////////////////////////////////////////////////////////////
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static int g_texnum = 1;
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void StudioModel::UploadTexture(mstudiotexture_t *ptexture, byte *data, byte *pal)
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{
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// unsigned *in, int inwidth, int inheight, unsigned *out, int outwidth, int outheight;
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int i, j;
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int row1[256], row2[256], col1[256], col2[256];
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byte *pix1, *pix2, *pix3, *pix4;
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byte *tex, *out;
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// convert texture to power of 2
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for (int outwidth = 1; outwidth < ptexture->width; outwidth <<= 1)
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;
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if (outwidth > 256)
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outwidth = 256;
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for (int outheight = 1; outheight < ptexture->height; outheight <<= 1)
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;
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if (outheight > 256)
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outheight = 256;
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tex = out = (byte *)malloc( outwidth * outheight * 4);
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for (i = 0; i < outwidth; i++)
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{
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col1[i] = (i + 0.25) * (ptexture->width / (float)outwidth);
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col2[i] = (i + 0.75) * (ptexture->width / (float)outwidth);
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}
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for (i = 0; i < outheight; i++)
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{
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row1[i] = (int)((i + 0.25) * (ptexture->height / (float)outheight)) * ptexture->width;
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row2[i] = (int)((i + 0.75) * (ptexture->height / (float)outheight)) * ptexture->width;
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}
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// scale down and convert to 32bit RGB
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for (i=0 ; i<outheight ; i++)
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{
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for (j=0 ; j<outwidth ; j++, out += 4)
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{
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pix1 = &pal[data[row1[i] + col1[j]] * 3];
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pix2 = &pal[data[row1[i] + col2[j]] * 3];
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pix3 = &pal[data[row2[i] + col1[j]] * 3];
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pix4 = &pal[data[row2[i] + col2[j]] * 3];
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out[0] = (pix1[0] + pix2[0] + pix3[0] + pix4[0])>>2;
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out[1] = (pix1[1] + pix2[1] + pix3[1] + pix4[1])>>2;
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out[2] = (pix1[2] + pix2[2] + pix3[2] + pix4[2])>>2;
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out[3] = 0xFF;
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}
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}
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glBindTexture( GL_TEXTURE_2D, g_texnum );
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glTexImage2D( GL_TEXTURE_2D, 0, 3/*??*/, outwidth, outheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex );
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// ptexture->width = outwidth;
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// ptexture->height = outheight;
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ptexture->index = g_texnum;
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g_texnum++;
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free( tex );
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}
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studiohdr_t *StudioModel::LoadModel( char *modelname )
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{
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FILE *fp;
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long size;
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void *buffer;
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// load the model
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if( (fp = fopen( modelname, "rb" )) == NULL)
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{
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printf("unable to open %s\n", modelname );
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exit(1);
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}
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fseek( fp, 0, SEEK_END );
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size = ftell( fp );
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fseek( fp, 0, SEEK_SET );
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buffer = malloc( size );
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fread( buffer, size, 1, fp );
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int i;
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byte *pin;
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studiohdr_t *phdr;
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mstudiotexture_t *ptexture;
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pin = (byte *)buffer;
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phdr = (studiohdr_t *)pin;
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ptexture = (mstudiotexture_t *)(pin + phdr->textureindex);
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if (phdr->textureindex != 0)
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{
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for (i = 0; i < phdr->numtextures; i++)
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{
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// strcpy( name, mod->name );
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// strcpy( name, ptexture[i].name );
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UploadTexture( &ptexture[i], pin + ptexture[i].index, pin + ptexture[i].width * ptexture[i].height + ptexture[i].index );
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}
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}
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// UNDONE: free texture memory
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fclose( fp );
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return (studiohdr_t *)buffer;
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}
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studioseqhdr_t *StudioModel::LoadDemandSequences( char *modelname )
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{
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FILE *fp;
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long size;
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void *buffer;
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// load the model
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if( (fp = fopen( modelname, "rb" )) == NULL)
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{
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printf("unable to open %s\n", modelname );
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exit(1);
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}
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fseek( fp, 0, SEEK_END );
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size = ftell( fp );
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fseek( fp, 0, SEEK_SET );
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buffer = malloc( size );
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fread( buffer, size, 1, fp );
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fclose( fp );
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return (studioseqhdr_t *)buffer;
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}
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void StudioModel::Init( char *modelname )
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{
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m_pstudiohdr = LoadModel( modelname );
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// preload textures
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if (m_pstudiohdr->numtextures == 0)
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{
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char texturename[256];
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strcpy( texturename, modelname );
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strcpy( &texturename[strlen(texturename) - 4], "T.mdl" );
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m_ptexturehdr = LoadModel( texturename );
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}
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else
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{
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m_ptexturehdr = m_pstudiohdr;
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}
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// preload animations
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if (m_pstudiohdr->numseqgroups > 1)
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{
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for (int i = 1; i < m_pstudiohdr->numseqgroups; i++)
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{
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char seqgroupname[256];
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strcpy( seqgroupname, modelname );
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sprintf( &seqgroupname[strlen(seqgroupname) - 4], "%02d.mdl", i );
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m_panimhdr[i] = LoadDemandSequences( seqgroupname );
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}
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}
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}
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////////////////////////////////////////////////////////////////////////
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int StudioModel::GetSequence( )
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{
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return m_sequence;
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}
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int StudioModel::SetSequence( int iSequence )
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{
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if (iSequence > m_pstudiohdr->numseq)
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iSequence = 0;
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if (iSequence < 0)
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iSequence = m_pstudiohdr->numseq-1;
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m_sequence = iSequence;
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m_frame = 0;
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return m_sequence;
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}
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void StudioModel::ExtractBbox( float *mins, float *maxs )
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{
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mstudioseqdesc_t *pseqdesc;
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pseqdesc = (mstudioseqdesc_t *)((byte *)m_pstudiohdr + m_pstudiohdr->seqindex);
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mins[0] = pseqdesc[ m_sequence ].bbmin[0];
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mins[1] = pseqdesc[ m_sequence ].bbmin[1];
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mins[2] = pseqdesc[ m_sequence ].bbmin[2];
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maxs[0] = pseqdesc[ m_sequence ].bbmax[0];
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maxs[1] = pseqdesc[ m_sequence ].bbmax[1];
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maxs[2] = pseqdesc[ m_sequence ].bbmax[2];
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}
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void StudioModel::GetSequenceInfo( float *pflFrameRate, float *pflGroundSpeed )
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{
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mstudioseqdesc_t *pseqdesc;
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pseqdesc = (mstudioseqdesc_t *)((byte *)m_pstudiohdr + m_pstudiohdr->seqindex) + (int)m_sequence;
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if (pseqdesc->numframes > 1)
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{
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*pflFrameRate = 256 * pseqdesc->fps / (pseqdesc->numframes - 1);
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*pflGroundSpeed = sqrt( pseqdesc->linearmovement[0]*pseqdesc->linearmovement[0]+ pseqdesc->linearmovement[1]*pseqdesc->linearmovement[1]+ pseqdesc->linearmovement[2]*pseqdesc->linearmovement[2] );
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*pflGroundSpeed = *pflGroundSpeed * pseqdesc->fps / (pseqdesc->numframes - 1);
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}
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else
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{
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*pflFrameRate = 256.0;
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*pflGroundSpeed = 0.0;
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}
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}
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float StudioModel::SetController( int iController, float flValue )
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{
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mstudiobonecontroller_t *pbonecontroller = (mstudiobonecontroller_t *)((byte *)m_pstudiohdr + m_pstudiohdr->bonecontrollerindex);
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// find first controller that matches the index
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for (int i = 0; i < m_pstudiohdr->numbonecontrollers; i++, pbonecontroller++)
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{
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if (pbonecontroller->index == iController)
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break;
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}
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if (i >= m_pstudiohdr->numbonecontrollers)
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return flValue;
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// wrap 0..360 if it's a rotational controller
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if (pbonecontroller->type & (STUDIO_XR | STUDIO_YR | STUDIO_ZR))
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{
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// ugly hack, invert value if end < start
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if (pbonecontroller->end < pbonecontroller->start)
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flValue = -flValue;
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// does the controller not wrap?
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if (pbonecontroller->start + 359.0 >= pbonecontroller->end)
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{
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if (flValue > ((pbonecontroller->start + pbonecontroller->end) / 2.0) + 180)
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flValue = flValue - 360;
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if (flValue < ((pbonecontroller->start + pbonecontroller->end) / 2.0) - 180)
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flValue = flValue + 360;
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}
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else
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{
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if (flValue > 360)
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flValue = flValue - (int)(flValue / 360.0) * 360.0;
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else if (flValue < 0)
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flValue = flValue + (int)((flValue / -360.0) + 1) * 360.0;
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}
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}
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int setting = 255 * (flValue - pbonecontroller->start) / (pbonecontroller->end - pbonecontroller->start);
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if (setting < 0) setting = 0;
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if (setting > 255) setting = 255;
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m_controller[iController] = setting;
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return setting * (1.0 / 255.0) * (pbonecontroller->end - pbonecontroller->start) + pbonecontroller->start;
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}
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float StudioModel::SetMouth( float flValue )
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{
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mstudiobonecontroller_t *pbonecontroller = (mstudiobonecontroller_t *)((byte *)m_pstudiohdr + m_pstudiohdr->bonecontrollerindex);
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// find first controller that matches the mouth
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for (int i = 0; i < m_pstudiohdr->numbonecontrollers; i++, pbonecontroller++)
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{
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if (pbonecontroller->index == 4)
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break;
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}
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// wrap 0..360 if it's a rotational controller
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if (pbonecontroller->type & (STUDIO_XR | STUDIO_YR | STUDIO_ZR))
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{
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// ugly hack, invert value if end < start
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if (pbonecontroller->end < pbonecontroller->start)
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flValue = -flValue;
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// does the controller not wrap?
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if (pbonecontroller->start + 359.0 >= pbonecontroller->end)
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{
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if (flValue > ((pbonecontroller->start + pbonecontroller->end) / 2.0) + 180)
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flValue = flValue - 360;
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if (flValue < ((pbonecontroller->start + pbonecontroller->end) / 2.0) - 180)
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flValue = flValue + 360;
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}
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else
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{
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if (flValue > 360)
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flValue = flValue - (int)(flValue / 360.0) * 360.0;
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else if (flValue < 0)
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flValue = flValue + (int)((flValue / -360.0) + 1) * 360.0;
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}
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}
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int setting = 64 * (flValue - pbonecontroller->start) / (pbonecontroller->end - pbonecontroller->start);
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if (setting < 0) setting = 0;
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if (setting > 64) setting = 64;
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m_mouth = setting;
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return setting * (1.0 / 64.0) * (pbonecontroller->end - pbonecontroller->start) + pbonecontroller->start;
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}
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float StudioModel::SetBlending( int iBlender, float flValue )
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{
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mstudioseqdesc_t *pseqdesc;
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pseqdesc = (mstudioseqdesc_t *)((byte *)m_pstudiohdr + m_pstudiohdr->seqindex) + (int)m_sequence;
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if (pseqdesc->blendtype[iBlender] == 0)
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return flValue;
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if (pseqdesc->blendtype[iBlender] & (STUDIO_XR | STUDIO_YR | STUDIO_ZR))
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{
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// ugly hack, invert value if end < start
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if (pseqdesc->blendend[iBlender] < pseqdesc->blendstart[iBlender])
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flValue = -flValue;
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// does the controller not wrap?
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if (pseqdesc->blendstart[iBlender] + 359.0 >= pseqdesc->blendend[iBlender])
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{
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if (flValue > ((pseqdesc->blendstart[iBlender] + pseqdesc->blendend[iBlender]) / 2.0) + 180)
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flValue = flValue - 360;
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if (flValue < ((pseqdesc->blendstart[iBlender] + pseqdesc->blendend[iBlender]) / 2.0) - 180)
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flValue = flValue + 360;
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}
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}
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int setting = 255 * (flValue - pseqdesc->blendstart[iBlender]) / (pseqdesc->blendend[iBlender] - pseqdesc->blendstart[iBlender]);
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if (setting < 0) setting = 0;
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if (setting > 255) setting = 255;
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m_blending[iBlender] = setting;
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return setting * (1.0 / 255.0) * (pseqdesc->blendend[iBlender] - pseqdesc->blendstart[iBlender]) + pseqdesc->blendstart[iBlender];
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}
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int StudioModel::SetBodygroup( int iGroup, int iValue )
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{
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if (iGroup > m_pstudiohdr->numbodyparts)
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return -1;
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mstudiobodyparts_t *pbodypart = (mstudiobodyparts_t *)((byte *)m_pstudiohdr + m_pstudiohdr->bodypartindex) + iGroup;
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int iCurrent = (m_bodynum / pbodypart->base) % pbodypart->nummodels;
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if (iValue >= pbodypart->nummodels)
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return iCurrent;
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m_bodynum = (m_bodynum - (iCurrent * pbodypart->base) + (iValue * pbodypart->base));
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return iValue;
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}
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int StudioModel::SetSkin( int iValue )
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{
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if (iValue < m_pstudiohdr->numskinfamilies)
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{
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return m_skinnum;
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}
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m_skinnum = iValue;
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return iValue;
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}
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