1232 lines
30 KiB
C++
1232 lines
30 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "stdafx.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <malloc.h>
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#include "mapdoc.h"
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#include "MapWorld.h"
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#include "Material.h"
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#include "Render2D.h"
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#include "Render3D.h"
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#include "StudioModel.h"
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#include "ViewerSettings.h"
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#include "materialsystem/IMesh.h"
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#include "TextureSystem.h"
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#include "bone_setup.h"
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#include "IStudioRender.h"
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#include "GlobalFunctions.h"
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#include "UtlMemory.h"
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#include "UtlDict.h"
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#include "bone_accessor.h"
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#include "optimize.h"
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#include "FileSystem.h"
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#include "Hammer.h"
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#include "HammerVGui.h"
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#include <VGuiMatSurface/IMatSystemSurface.h>
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#include "mapview2d.h"
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#include "mapdefs.h"
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#include "camera.h"
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#include "options.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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#pragma warning(disable : 4244) // double to float
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//-----------------------------------------------------------------------------
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// Purpose: Monitors the filesystem for changes to model files and flushes
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// any stuff in memory for the model if necessary.
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//-----------------------------------------------------------------------------
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class CStudioFileChangeWatcher : private CFileChangeWatcher::ICallbacks
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{
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public:
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void Init();
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void Update(); // Call this periodically to update.
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private:
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// CFileChangeWatcher::ICallbacks..
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virtual void OnFileChange( const char *pRelativeFilename, const char *pFullFilename );
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private:
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CFileChangeWatcher m_Watcher;
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CUtlDict<int,int> m_ChangedModels;
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};
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static CStudioFileChangeWatcher g_StudioFileChangeWatcher;
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Vector g_lightvec; // light vector in model reference frame
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Vector g_blightvec[MAXSTUDIOBONES]; // light vectors in bone reference frames
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int g_ambientlight; // ambient world light
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float g_shadelight; // direct world light
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Vector g_lightcolor;
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bool g_bUpdateBones2D = true;
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//-----------------------------------------------------------------------------
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// Model meshes themselves are cached to avoid redundancy. There should never be
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// more than one copy of a given studio model in memory at once.
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//-----------------------------------------------------------------------------
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ModelCache_t CStudioModelCache::m_Cache[MAX_STUDIOMODELCACHE];
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int CStudioModelCache::m_nItems = 0;
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//-----------------------------------------------------------------------------
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// Purpose: Find a model in the cache. Returns null if it's not in the cache.
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//-----------------------------------------------------------------------------
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StudioModel *CStudioModelCache::FindModel(const char *pszModelPath)
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{
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char testPath[MAX_PATH];
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V_strncpy( testPath, pszModelPath, sizeof( testPath ) );
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V_FixSlashes( testPath );
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//
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// First look for the model in the cache. If it's there, increment the
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// reference count and return a pointer to the cached model.
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//
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for (int i = 0; i < m_nItems; i++)
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{
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char testPath2[MAX_PATH];
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V_strncpy( testPath2, m_Cache[i].pszPath, sizeof( testPath2 ) );
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V_FixSlashes( testPath2 );
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if (!stricmp(testPath, testPath2))
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{
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m_Cache[i].nRefCount++;
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return(m_Cache[i].pModel);
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}
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Find all models in the cache with the same model name and reload them
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//-----------------------------------------------------------------------------
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void CStudioModelCache::ReloadModel( const char *pszModelPath )
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{
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// Fix up our name to match what will be in the cache
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char testPath[MAX_PATH];
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V_strncpy( testPath, pszModelPath, sizeof( testPath ) );
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V_FixSlashes( testPath );
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// Look through all models in the cache, updating them as we find them
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for ( int i = 0; i < m_nItems; i++ )
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{
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char testPath2[MAX_PATH];
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V_strncpy( testPath2, m_Cache[i].pszPath, sizeof( testPath2 ) );
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V_FixSlashes( testPath2 );
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// If it's a match, reload it
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if (!stricmp(testPath, testPath2))
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{
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m_Cache[i].pModel->FreeModel();
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m_Cache[i].pModel->LoadModel( pszModelPath );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns an instance of a particular studio model. If the model is
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// in the cache, a pointer to that model is returned. If not, a new one
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// is created and added to the cache.
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// Input : pszModelPath - Full path of the .MDL file.
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//-----------------------------------------------------------------------------
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StudioModel *CStudioModelCache::CreateModel(const char *pszModelPath)
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{
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//
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// If it isn't there, try to create one.
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//
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StudioModel *pModel = new StudioModel;
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if (pModel != NULL)
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{
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bool bLoaded = pModel->LoadModel(pszModelPath);
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if (bLoaded)
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{
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bLoaded = pModel->PostLoadModel(pszModelPath);
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}
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if (!bLoaded)
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{
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delete pModel;
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pModel = NULL;
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}
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}
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//
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// If we successfully created it, add it to the cache.
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//
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if (pModel != NULL)
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{
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CStudioModelCache::AddModel(pModel, pszModelPath);
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}
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return(pModel);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Adds the model to the cache, setting the reference count to one.
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// Input : pModel - Model to add to the cache.
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// pszModelPath - The full path of the .MDL file, which is used as a
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// key in the model cache.
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// Output : Returns TRUE if the model was successfully added, FALSE if we ran
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// out of memory trying to add the model to the cache.
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//-----------------------------------------------------------------------------
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BOOL CStudioModelCache::AddModel(StudioModel *pModel, const char *pszModelPath)
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{
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if ( m_nItems < MAX_STUDIOMODELCACHE )
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{
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//
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// Copy the model pointer.
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//
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m_Cache[m_nItems].pModel = pModel;
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//
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// Allocate space for and copy the model path.
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//
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m_Cache[m_nItems].pszPath = new char [strlen(pszModelPath) + 1];
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if (m_Cache[m_nItems].pszPath != NULL)
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{
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strcpy(m_Cache[m_nItems].pszPath, pszModelPath);
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}
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else
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{
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return(FALSE);
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}
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m_Cache[m_nItems].nRefCount = 1;
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m_nItems++;
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return(TRUE);
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}
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return(FALSE);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Advances the animation of all models in the cache for the given interval.
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// Input : flInterval - delta time in seconds.
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//-----------------------------------------------------------------------------
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void CStudioModelCache::AdvanceAnimation(float flInterval)
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{
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for (int i = 0; i < m_nItems; i++)
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{
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m_Cache[i].pModel->AdvanceFrame(flInterval);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Increments the reference count on a model in the cache. Called by
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// client code when a pointer to the model is copied, making that
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// reference independent.
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// Input : pModel - Model for which to increment the reference count.
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//-----------------------------------------------------------------------------
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void CStudioModelCache::AddRef(StudioModel *pModel)
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{
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for (int i = 0; i < m_nItems; i++)
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{
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if (m_Cache[i].pModel == pModel)
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{
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m_Cache[i].nRefCount++;
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return;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called by client code to release an instance of a model. If the
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// model's reference count is zero, the model is freed.
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// Input : pModel - Pointer to the model to release.
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//-----------------------------------------------------------------------------
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void CStudioModelCache::Release(StudioModel *pModel)
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{
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for (int i = 0; i < m_nItems; i++)
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{
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if (m_Cache[i].pModel == pModel)
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{
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m_Cache[i].nRefCount--;
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Assert(m_Cache[i].nRefCount >= 0);
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//
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// If this model is no longer referenced, free it and remove it
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// from the cache.
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//
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if (m_Cache[i].nRefCount <= 0)
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{
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//
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// Free the path, which was allocated by AddModel.
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//
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delete [] m_Cache[i].pszPath;
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delete m_Cache[i].pModel;
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//
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// Decrement the item count and copy the last element in the cache over
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// this element.
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//
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m_nItems--;
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m_Cache[i].pModel = m_Cache[m_nItems].pModel;
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m_Cache[i].pszPath = m_Cache[m_nItems].pszPath;
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m_Cache[i].nRefCount = m_Cache[m_nItems].nRefCount;
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}
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break;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Watch for changes to studio models and reload them if necessary.
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//-----------------------------------------------------------------------------
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void CStudioFileChangeWatcher::Init()
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{
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m_Watcher.Init( this );
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char searchPaths[1024 * 16];
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if ( g_pFullFileSystem->GetSearchPath( "GAME", false, searchPaths, sizeof( searchPaths ) ) > 0 )
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{
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CSplitString searchPathList( searchPaths, ";" );
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for ( int i=0; i < searchPathList.Count(); i++ )
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{
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m_Watcher.AddDirectory( searchPathList[i], "models", true );
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}
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}
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else
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{
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Warning( "Error in GetSearchPath. Hammer will not automatically reload modified models." );
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}
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}
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void CStudioFileChangeWatcher::OnFileChange( const char *pRelativeFilename, const char *pFullFilename )
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{
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char relativeFilename[MAX_PATH];
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V_ComposeFileName( "models", pRelativeFilename, relativeFilename, sizeof( relativeFilename ) );
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V_FixSlashes( relativeFilename );
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// Check the cache.
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const char *pExt = V_GetFileExtension( relativeFilename );
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if ( !pExt )
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return;
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if ( V_stricmp( pExt, "mdl" ) == 0 ||
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V_stricmp( pExt, "vtx" ) == 0 ||
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V_stricmp( pExt, "phy" ) == 0 ||
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V_stricmp( pExt, "vvd" ) == 0 )
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{
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// Ok, it's at least related to a model. Flush out the model.
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char tempFilename[MAX_PATH];
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V_strncpy( tempFilename, relativeFilename, pExt - relativeFilename );
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// Now it might have a "dx80" or "dx90" or some other extension. Get rid of that too.
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const char *pTestFilename = V_UnqualifiedFileName( tempFilename );
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const char *pExt = V_GetFileExtension( pTestFilename );
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char filename[MAX_PATH];
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if ( pExt )
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V_strncpy( filename, tempFilename, pExt - tempFilename );
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else
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V_strncpy( filename, tempFilename, sizeof( filename ) );
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// Now we've got the filename with any extension or "dx80"-type stuff at the end.
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V_strncat( filename, ".mdl", sizeof( filename ) );
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// Queue up the list of changes because if they copied all the files for a model,
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// we'd like to only reload it once.
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if ( m_ChangedModels.Find( filename ) == m_ChangedModels.InvalidIndex() )
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m_ChangedModels.Insert( filename );
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}
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}
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void CStudioFileChangeWatcher::Update()
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{
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if ( !g_pMDLCache )
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return;
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m_Watcher.Update();
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if ( m_ChangedModels.Count() > 0 )
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{
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// Reload whatever models were changed.
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for ( int i=m_ChangedModels.First(); i != m_ChangedModels.InvalidIndex(); i=m_ChangedModels.Next( i ) )
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{
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const char *pName = m_ChangedModels.GetElementName( i );
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MDLHandle_t hModel = g_pMDLCache->FindMDL( pName );
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g_pMDLCache->Flush( hModel );
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g_pMDLCache->ResetErrorModelStatus( hModel );
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// Find all studio models and refresh their data
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CStudioModelCache::ReloadModel( pName );
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}
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m_ChangedModels.Purge();
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for ( int i=0; i < CMapDoc::GetDocumentCount(); i++ )
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{
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CMapDoc *pDoc = CMapDoc::GetDocument( i );
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pDoc->GetMapWorld()->CalcBounds( true );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Loads up the IStudioRender interface.
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool StudioModel::Initialize()
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{
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return true;
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}
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void StudioModel::Shutdown( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor.
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//-----------------------------------------------------------------------------
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StudioModel::StudioModel(void) : m_pModelName(0)
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{
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int i;
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m_origin.Init();
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m_angles.Init();
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m_sequence = 0;
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m_cycle = 0;
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m_bodynum = 0;
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m_skinnum = 0;
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for (i = 0; i < sizeof(m_controller) / sizeof(m_controller[0]); i++)
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{
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m_controller[i] = 0;
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}
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for (i = 0; i < sizeof(m_poseParameter) / sizeof(m_poseParameter[0]); i++)
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{
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m_poseParameter[i] = 0;
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}
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m_mouth = 0;
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m_MDLHandle = MDLHANDLE_INVALID;
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m_pModel = NULL;
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m_pStudioHdr = NULL;
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m_pPosePos = NULL;
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m_pPoseAng = NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor. Frees dynamically allocated data.
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//-----------------------------------------------------------------------------
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StudioModel::~StudioModel(void)
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{
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FreeModel();
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if (m_pModelName)
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{
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delete[] m_pModelName;
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}
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delete m_pStudioHdr;
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delete []m_pPosePos;
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delete []m_pPoseAng;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets the Euler angles for the model.
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// Input : fAngles - A pointer to engine PITCH, YAW, and ROLL angles.
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//-----------------------------------------------------------------------------
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void StudioModel::SetAngles(QAngle& pfAngles)
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{
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m_angles[PITCH] = pfAngles[PITCH];
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m_angles[YAW] = pfAngles[YAW];
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m_angles[ROLL] = pfAngles[ROLL];
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}
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void StudioModel::AdvanceFrame( float dt )
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{
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if (dt > 0.1)
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dt = 0.1f;
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CStudioHdr *pStudioHdr = GetStudioHdr();
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float t = Studio_Duration( pStudioHdr, m_sequence, m_poseParameter );
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if (t > 0)
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{
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m_cycle += dt / t;
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// wrap
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m_cycle -= (int)(m_cycle);
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}
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else
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{
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m_cycle = 0;
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}
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}
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void StudioModel::SetUpBones( bool bUpdatePose, matrix3x4a_t *pBoneToWorld )
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{
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CStudioHdr *pStudioHdr = GetStudioHdr();
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if ( m_pPosePos == NULL )
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{
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bUpdatePose = true;
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m_pPosePos = new Vector[pStudioHdr->numbones()] ;
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m_pPoseAng = new QuaternionAligned[pStudioHdr->numbones()];
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}
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if ( bUpdatePose )
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{
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IBoneSetup boneSetup( pStudioHdr, BONE_USED_BY_ANYTHING, m_poseParameter );
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boneSetup.InitPose( m_pPosePos, m_pPoseAng );
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boneSetup.AccumulatePose( m_pPosePos, m_pPoseAng, m_sequence, m_cycle, 1.0f, 0.0f, NULL );
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}
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const mstudiobone_t *pbones = pStudioHdr->pBone( 0 );
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matrix3x4_t cameraTransform;
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AngleMatrix( m_angles, cameraTransform );
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cameraTransform[0][3] = m_origin[0];
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cameraTransform[1][3] = m_origin[1];
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cameraTransform[2][3] = m_origin[2];
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for (int i = 0; i < pStudioHdr->numbones(); i++)
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{
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if ( CalcProceduralBone( pStudioHdr, i, CBoneAccessor( pBoneToWorld ) ))
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continue;
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matrix3x4_t bonematrix;
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QuaternionMatrix( m_pPoseAng[i], bonematrix );
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bonematrix[0][3] = m_pPosePos[i][0];
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bonematrix[1][3] = m_pPosePos[i][1];
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bonematrix[2][3] = m_pPosePos[i][2];
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if (pbones[i].parent == -1)
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{
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ConcatTransforms( cameraTransform, bonematrix, pBoneToWorld[ i ] );
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}
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else
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{
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ConcatTransforms ( pBoneToWorld[ pbones[i].parent ], bonematrix, pBoneToWorld[ i ] );
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}
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}
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}
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/*
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=================
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StudioModel::SetupModel
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based on the body part, figure out which mesh it should be using.
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inputs:
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currententity
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outputs:
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pstudiomesh
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pmdl
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=================
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*/
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void StudioModel::SetupModel ( int bodypart )
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{
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int index;
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|
|
|
CStudioHdr *pStudioHdr = GetStudioHdr();
|
|
if (bodypart > pStudioHdr->numbodyparts())
|
|
{
|
|
// Con_DPrintf ("StudioModel::SetupModel: no such bodypart %d\n", bodypart);
|
|
bodypart = 0;
|
|
}
|
|
|
|
mstudiobodyparts_t *pbodypart = pStudioHdr->pBodypart( bodypart );
|
|
|
|
index = m_bodynum / pbodypart->base;
|
|
index = index % pbodypart->nummodels;
|
|
|
|
m_pModel = pbodypart->pModel( index );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void StudioModel::DrawModel3D( CRender3D *pRender, const Color &color, float flAlpha, bool bWireframe )
|
|
{
|
|
studiohdr_t *pStudioHdr = GetStudioRenderHdr();
|
|
if (!pStudioHdr)
|
|
return;
|
|
|
|
if (pStudioHdr->numbodyparts == 0)
|
|
return;
|
|
|
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
|
|
|
DrawModelInfo_t info;
|
|
info.m_pStudioHdr = pStudioHdr;
|
|
info.m_pHardwareData = GetHardwareData();
|
|
info.m_Decals = STUDIORENDER_DECAL_INVALID;
|
|
info.m_Skin = m_skinnum;
|
|
info.m_Body = m_bodynum;
|
|
info.m_HitboxSet = 0;
|
|
|
|
info.m_pClientEntity = NULL;
|
|
info.m_Lod = -1;
|
|
info.m_pColorMeshes = NULL;
|
|
|
|
if ( pRender->IsInLocalTransformMode() )
|
|
{
|
|
// WHACKY HACKY
|
|
Vector orgOrigin = m_origin;
|
|
QAngle orgAngles = m_angles;
|
|
|
|
VMatrix matrix;
|
|
pRender->GetLocalTranform(matrix);
|
|
|
|
// baseclass rotates the origin
|
|
matrix.V3Mul( orgOrigin, m_origin );
|
|
|
|
matrix3x4_t fCurrentMatrix,fMatrixNew;
|
|
AngleMatrix(m_angles, fCurrentMatrix);
|
|
ConcatTransforms(matrix.As3x4(), fCurrentMatrix, fMatrixNew);
|
|
|
|
QAngle newAngles;
|
|
MatrixAngles(fMatrixNew, m_angles);
|
|
|
|
CMatRenderData< matrix3x4a_t > rdBoneToWorld( pRenderContext, GetStudioHdr()->numbones() );
|
|
SetUpBones( false, rdBoneToWorld.Base() );
|
|
pRender->DrawModel( &info, rdBoneToWorld.Base(), m_origin, flAlpha, bWireframe, color );
|
|
|
|
m_origin = orgOrigin;
|
|
m_angles = orgAngles;
|
|
}
|
|
else
|
|
{
|
|
CMatRenderData< matrix3x4a_t > rdBoneToWorld( pRenderContext, GetStudioHdr()->numbones() );
|
|
SetUpBones( true, rdBoneToWorld.Base() );
|
|
pRender->DrawModel( &info, rdBoneToWorld.Base(), m_origin, flAlpha, bWireframe, color );
|
|
|
|
if ( Options.general.bShowCollisionModels )
|
|
{
|
|
VMatrix mViewMatrix = SetupMatrixOrgAngles( m_origin, m_angles );
|
|
pRender->DrawCollisionModel( m_MDLHandle, mViewMatrix );
|
|
}
|
|
}
|
|
}
|
|
|
|
void StudioModel::DrawModel2D( CRender2D *pRender, float flAlpha, bool bWireFrame )
|
|
{
|
|
studiohdr_t *pStudioHdr = GetStudioRenderHdr();
|
|
if (!pStudioHdr)
|
|
return;
|
|
|
|
if (pStudioHdr->numbodyparts == 0)
|
|
return;
|
|
|
|
Vector orgOrigin = m_origin;
|
|
QAngle orgAngles = m_angles;
|
|
|
|
|
|
DrawModelInfo_t info;
|
|
info.m_pStudioHdr = pStudioHdr;
|
|
info.m_pHardwareData = GetHardwareData();
|
|
info.m_Decals = STUDIORENDER_DECAL_INVALID;
|
|
info.m_Skin = m_skinnum;
|
|
info.m_Body = m_bodynum;
|
|
info.m_HitboxSet = 0;
|
|
|
|
info.m_pClientEntity = NULL;
|
|
info.m_Lod = -1;
|
|
info.m_pColorMeshes = NULL;
|
|
|
|
bool bTransform = pRender->IsInLocalTransformMode();
|
|
|
|
if ( bTransform )
|
|
{
|
|
// WHACKY HACKY
|
|
VMatrix matrix; pRender->GetLocalTranform(matrix);
|
|
|
|
// baseclass rotates the origin
|
|
matrix.V3Mul( orgOrigin, m_origin );
|
|
|
|
matrix3x4_t fCurrentMatrix,fMatrixNew;
|
|
AngleMatrix(m_angles, fCurrentMatrix);
|
|
ConcatTransforms(matrix.As3x4(), fCurrentMatrix, fMatrixNew);
|
|
|
|
QAngle newAngles;
|
|
MatrixAngles(fMatrixNew, m_angles);
|
|
}
|
|
|
|
if ( Options.general.bShowCollisionModels )
|
|
{
|
|
VMatrix mViewMatrix = SetupMatrixOrgAngles( orgOrigin, orgAngles );
|
|
pRender->DrawCollisionModel( m_MDLHandle, mViewMatrix );
|
|
}
|
|
else
|
|
{
|
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
|
CMatRenderData< matrix3x4a_t > rdBoneToWorld( pRenderContext, GetStudioHdr()->numbones() );
|
|
SetUpBones( false, rdBoneToWorld.Base() );
|
|
pRender->DrawModel( &info, rdBoneToWorld.Base(), m_origin, flAlpha, bWireFrame );
|
|
}
|
|
|
|
|
|
if ( bTransform )
|
|
{
|
|
// restore original position and angles
|
|
m_origin = orgOrigin;
|
|
m_angles = orgAngles;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// It's translucent if any its materials are translucent
|
|
//-----------------------------------------------------------------------------
|
|
bool StudioModel::IsTranslucent()
|
|
{
|
|
// garymcthack - shouldn't crack hardwaredata
|
|
studiohwdata_t *pHardwareData = GetHardwareData();
|
|
if ( pHardwareData == NULL )
|
|
return false;
|
|
|
|
int lodID;
|
|
for( lodID = pHardwareData->m_RootLOD; lodID < pHardwareData->m_NumLODs; lodID++ )
|
|
{
|
|
for (int i = 0; i < pHardwareData->m_pLODs[lodID].numMaterials; ++i)
|
|
{
|
|
if (pHardwareData->m_pLODs[lodID].ppMaterials[i]->IsTranslucent())
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Frees the model data and releases textures from OpenGL.
|
|
//-----------------------------------------------------------------------------
|
|
void StudioModel::FreeModel(void)
|
|
{
|
|
/*int nRef = */g_pMDLCache->Release( m_MDLHandle );
|
|
// Assert( nRef == 0 );
|
|
m_MDLHandle = MDLHANDLE_INVALID;
|
|
m_pModel = NULL;
|
|
}
|
|
|
|
CStudioHdr *StudioModel::GetStudioHdr() const
|
|
{
|
|
// return g_pMDLCache->GetStudioHdr( m_MDLHandle );
|
|
|
|
if (m_pStudioHdr->IsValid())
|
|
return m_pStudioHdr;
|
|
|
|
studiohdr_t *hdr = g_pMDLCache->GetStudioHdr( m_MDLHandle );
|
|
|
|
m_pStudioHdr->Init( hdr );
|
|
|
|
Assert(m_pStudioHdr->IsValid());
|
|
|
|
return m_pStudioHdr;
|
|
}
|
|
|
|
|
|
studiohdr_t *StudioModel::GetStudioRenderHdr() const
|
|
{
|
|
CStudioHdr *pStudioHdr = GetStudioHdr();
|
|
|
|
if (pStudioHdr)
|
|
{
|
|
return (studiohdr_t *)pStudioHdr->GetRenderHdr();
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
studiohwdata_t* StudioModel::GetHardwareData()
|
|
{
|
|
return g_pMDLCache->GetHardwareData( m_MDLHandle );
|
|
}
|
|
|
|
|
|
bool StudioModel::LoadModel( const char *modelname )
|
|
{
|
|
// Load the MDL file data
|
|
Assert( m_MDLHandle == MDLHANDLE_INVALID );
|
|
|
|
// for easier fall through cleanup
|
|
m_MDLHandle = MDLHANDLE_INVALID;
|
|
|
|
if ( !g_pStudioRender || !modelname )
|
|
return false;
|
|
|
|
// In the case of restore, m_pModelName == modelname
|
|
if (m_pModelName != modelname)
|
|
{
|
|
// Copy over the model name; we'll need it later...
|
|
if (m_pModelName)
|
|
{
|
|
delete[] m_pModelName;
|
|
}
|
|
|
|
m_pModelName = new char[strlen(modelname) + 1];
|
|
strcpy( m_pModelName, modelname );
|
|
}
|
|
|
|
m_MDLHandle = g_pMDLCache->FindMDL( modelname );
|
|
if (m_MDLHandle == MDLHANDLE_INVALID)
|
|
return false;
|
|
|
|
// Cache a bunch of stuff into memory
|
|
g_pMDLCache->GetStudioHdr( m_MDLHandle );
|
|
g_pMDLCache->GetHardwareData( m_MDLHandle );
|
|
|
|
if (m_pStudioHdr)
|
|
{
|
|
delete m_pStudioHdr;
|
|
m_pStudioHdr = NULL;
|
|
}
|
|
|
|
m_pStudioHdr = new CStudioHdr;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
bool StudioModel::PostLoadModel(const char *modelname)
|
|
{
|
|
CStudioHdr *pStudioHdr = GetStudioHdr();
|
|
if (pStudioHdr == NULL)
|
|
{
|
|
return(false);
|
|
}
|
|
|
|
SetSequence (0);
|
|
|
|
for (int n = 0; n < pStudioHdr->numbodyparts(); n++)
|
|
{
|
|
if (SetBodygroup (n, 0) < 0)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
SetSkin (0);
|
|
|
|
|
|
/*
|
|
Vector mins, maxs;
|
|
ExtractBbox (mins, maxs);
|
|
if (mins[2] < 5.0f)
|
|
m_origin[2] = -mins[2];
|
|
*/
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int StudioModel::GetSequenceCount( void )
|
|
{
|
|
CStudioHdr *pStudioHdr = GetStudioHdr();
|
|
return pStudioHdr->GetNumSeq();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : nIndex -
|
|
// szName -
|
|
//-----------------------------------------------------------------------------
|
|
void StudioModel::GetSequenceName( int nIndex, char *szName )
|
|
{
|
|
CStudioHdr *pStudioHdr = GetStudioHdr();
|
|
if (nIndex < pStudioHdr->GetNumSeq())
|
|
{
|
|
strcpy(szName, pStudioHdr->pSeqdesc(nIndex).pszLabel());
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the index of the current sequence.
|
|
//-----------------------------------------------------------------------------
|
|
int StudioModel::GetSequence( )
|
|
{
|
|
return m_sequence;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets the current sequence by index.
|
|
//-----------------------------------------------------------------------------
|
|
int StudioModel::SetSequence( int iSequence )
|
|
{
|
|
CStudioHdr *pStudioHdr = GetStudioHdr();
|
|
if (iSequence > pStudioHdr->GetNumSeq())
|
|
return m_sequence;
|
|
|
|
m_sequence = iSequence;
|
|
m_cycle = 0;
|
|
|
|
return m_sequence;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Rotates the given bounding box by the given angles and computes the
|
|
// bounds of the rotated box. This is used to take the rotation angles
|
|
// into consideration when returning the bounding box. Note that this
|
|
// can produce a larger than optimal bounding box.
|
|
// Input : Mins -
|
|
// Maxs -
|
|
// Angles -
|
|
//-----------------------------------------------------------------------------
|
|
void StudioModel::RotateBbox(Vector &Mins, Vector &Maxs, const QAngle &Angles)
|
|
{
|
|
Vector Points[8];
|
|
|
|
PointsFromBox( Mins, Maxs, Points );
|
|
|
|
//
|
|
// Rotate the corner points by the specified angles, in the same
|
|
// order that our Render code uses.
|
|
//
|
|
VMatrix mMatrix;
|
|
mMatrix.SetupMatrixOrgAngles( vec3_origin, Angles );
|
|
matrix3x4_t fMatrix2 = mMatrix.As3x4();
|
|
|
|
Vector RotatedPoints[8];
|
|
for (int i = 0; i < 8; i++)
|
|
{
|
|
VectorRotate(Points[i], fMatrix2, RotatedPoints[i]);
|
|
}
|
|
|
|
//
|
|
// Calculate the new mins and maxes.
|
|
//
|
|
for (int i = 0; i < 8; i++)
|
|
{
|
|
for (int nDim = 0; nDim < 3; nDim++)
|
|
{
|
|
if ((i == 0) || (RotatedPoints[i][nDim] < Mins[nDim]))
|
|
{
|
|
Mins[nDim] = RotatedPoints[i][nDim];
|
|
}
|
|
|
|
if ((i == 0) || (RotatedPoints[i][nDim] > Maxs[nDim]))
|
|
{
|
|
Maxs[nDim] = RotatedPoints[i][nDim];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : mins -
|
|
// maxs -
|
|
//-----------------------------------------------------------------------------
|
|
void StudioModel::ExtractBbox(Vector &mins, Vector &maxs)
|
|
{
|
|
CStudioHdr *pStudioHdr = GetStudioHdr();
|
|
mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( m_sequence );
|
|
|
|
mins = seqdesc.bbmin;
|
|
|
|
maxs = seqdesc.bbmax;
|
|
|
|
RotateBbox(mins, maxs, m_angles);
|
|
}
|
|
|
|
|
|
void StudioModel::ExtractClippingBbox( Vector& mins, Vector& maxs )
|
|
{
|
|
studiohdr_t *pStudioHdr = GetStudioRenderHdr();
|
|
mins[0] = pStudioHdr->view_bbmin[0];
|
|
mins[1] = pStudioHdr->view_bbmin[1];
|
|
mins[2] = pStudioHdr->view_bbmin[2];
|
|
|
|
maxs[0] = pStudioHdr->view_bbmax[0];
|
|
maxs[1] = pStudioHdr->view_bbmax[1];
|
|
maxs[2] = pStudioHdr->view_bbmax[2];
|
|
}
|
|
|
|
|
|
void StudioModel::ExtractMovementBbox( Vector& mins, Vector& maxs )
|
|
{
|
|
studiohdr_t *pStudioHdr = GetStudioRenderHdr();
|
|
mins[0] = pStudioHdr->hull_min[0];
|
|
mins[1] = pStudioHdr->hull_min[1];
|
|
mins[2] = pStudioHdr->hull_min[2];
|
|
|
|
maxs[0] = pStudioHdr->hull_max[0];
|
|
maxs[1] = pStudioHdr->hull_max[1];
|
|
maxs[2] = pStudioHdr->hull_max[2];
|
|
}
|
|
|
|
|
|
void StudioModel::GetSequenceInfo( float *pflFrameRate, float *pflGroundSpeed )
|
|
{
|
|
CStudioHdr *pStudioHdr = GetStudioHdr();
|
|
float t = Studio_Duration( pStudioHdr, m_sequence, m_poseParameter );
|
|
|
|
if (t > 0)
|
|
{
|
|
*pflFrameRate = 1.0 / t;
|
|
*pflGroundSpeed = 0; // sqrt( pseqdesc->linearmovement[0]*pseqdesc->linearmovement[0]+ pseqdesc->linearmovement[1]*pseqdesc->linearmovement[1]+ pseqdesc->linearmovement[2]*pseqdesc->linearmovement[2] );
|
|
// *pflGroundSpeed = *pflGroundSpeed * pseqdesc->fps / (pseqdesc->numframes - 1);
|
|
}
|
|
else
|
|
{
|
|
*pflFrameRate = 1.0;
|
|
*pflGroundSpeed = 0.0;
|
|
}
|
|
}
|
|
|
|
|
|
void StudioModel::SetOrigin( float x, float y, float z )
|
|
{
|
|
m_origin[0] = x;
|
|
m_origin[1] = y;
|
|
m_origin[2] = z;
|
|
}
|
|
|
|
|
|
int StudioModel::SetBodygroups( int iValue )
|
|
{
|
|
m_bodynum = iValue;
|
|
return m_bodynum;
|
|
}
|
|
|
|
void StudioModel::SetOrigin( const Vector &v )
|
|
{
|
|
m_origin = v;
|
|
}
|
|
|
|
|
|
void StudioModel::GetOrigin( float &x, float &y, float &z )
|
|
{
|
|
x = m_origin[0];
|
|
y = m_origin[1];
|
|
z = m_origin[2];
|
|
}
|
|
|
|
void StudioModel::GetOrigin( Vector &v )
|
|
{
|
|
v = m_origin;
|
|
}
|
|
|
|
int StudioModel::SetBodygroup( int iGroup, int iValue )
|
|
{
|
|
CStudioHdr *pStudioHdr = GetStudioHdr();
|
|
if (!pStudioHdr)
|
|
return 0;
|
|
|
|
if (iGroup > pStudioHdr->numbodyparts())
|
|
return -1;
|
|
|
|
mstudiobodyparts_t *pbodypart = pStudioHdr->pBodypart( iGroup );
|
|
|
|
if ((pbodypart->base == 0) || (pbodypart->nummodels == 0))
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
int iCurrent = (m_bodynum / pbodypart->base) % pbodypart->nummodels;
|
|
|
|
if (iValue >= pbodypart->nummodels)
|
|
return iCurrent;
|
|
|
|
m_bodynum = (m_bodynum - (iCurrent * pbodypart->base) + (iValue * pbodypart->base));
|
|
|
|
return iValue;
|
|
}
|
|
|
|
int StudioModel::SetSkin( int iValue )
|
|
{
|
|
CStudioHdr *pStudioHdr = GetStudioHdr();
|
|
if (!pStudioHdr)
|
|
return 0;
|
|
|
|
if (iValue >= pStudioHdr->numskinfamilies())
|
|
{
|
|
iValue = 0;
|
|
}
|
|
|
|
m_skinnum = iValue;
|
|
|
|
return iValue;
|
|
}
|
|
|
|
const char *StudioModel::GetModelName( void )
|
|
{
|
|
return m_pModelName;
|
|
}
|
|
|
|
void StudioModel::SetFrame( int nFrame )
|
|
{
|
|
CStudioHdr *pStudioHdr = GetStudioHdr();
|
|
if ( !pStudioHdr )
|
|
return;
|
|
|
|
if ( nFrame <= 0 )
|
|
nFrame = 0;
|
|
|
|
int maxFrame = GetMaxFrame();
|
|
if ( nFrame >= maxFrame )
|
|
{
|
|
nFrame = maxFrame;
|
|
m_cycle = 0.99999;
|
|
return;
|
|
}
|
|
|
|
m_cycle = nFrame / (float)maxFrame;
|
|
return;
|
|
}
|
|
|
|
int StudioModel::GetMaxFrame( void )
|
|
{
|
|
CStudioHdr *pStudioHdr = GetStudioHdr();
|
|
return Studio_MaxFrame( pStudioHdr, m_sequence, NULL );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : pRender -
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//-----------------------------------------------------------------------------
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/*void StudioModel::DrawModel2D(CRender2D *pRender)
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{
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studiohdr_t *pStudioHdr = GetStudioRenderHdr();
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CMapView2D *pView = (CMapView2D*) pRender->GetView();
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DrawModelInfo_t info;
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ZeroMemory(&info, sizeof(info));
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info.m_pStudioHdr = pStudioHdr;
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info.m_pHardwareData = GetHardwareData();
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info.m_Decals = STUDIORENDER_DECAL_INVALID;
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info.m_Skin = m_skinnum;
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info.m_Body = m_bodynum;
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info.m_HitboxSet = 0;
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info.m_pClientEntity = NULL;
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info.m_Lod = -1;
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info.m_ppColorMeshes = NULL;
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if ( pView->m_fZoom < 3 )
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info.m_Lod = 3;
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matrix3x4a_t *pBoneToWorld = SetUpBones( g_bUpdateBones2D );
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GetTriangles_Output_t tris;
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g_pStudioRender->GetTriangles( info, tris );
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for ( int batchID = 0; batchID < tris.m_MaterialBatches.Count(); batchID++ )
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{
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GetTriangles_MaterialBatch_t &materialBatch = tris.m_MaterialBatches[batchID];
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int numStrips = materialBatch.m_TriListIndices.Count() / 3;
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int numVertices = materialBatch.m_Verts.Count();
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POINT *points = (POINT*)_alloca( sizeof(POINT) * numVertices );
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// translate all vertices
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for ( int vertID = 0; vertID < numVertices; vertID++)
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{
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GetTriangles_Vertex_t &vert = materialBatch.m_Verts[vertID];
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const Vector &pos = vert.m_Position;
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Vector newPos(0,0,0);
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for ( int k = 0; k < vert.m_NumBones; k++ )
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{
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const matrix3x4_t &poseToWorld = tris.m_PoseToWorld[ vert.m_BoneIndex[k] ];
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Vector tmp;
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VectorTransform( pos, poseToWorld, tmp );
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newPos += vert.m_BoneWeight[k] * tmp;
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}
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pView->WorldToClient( points[vertID], newPos );
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// pRender->TransformPoint3D( points[vertID], newPos );
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}
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// Send the vertices down to the hardware.
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int stripIndex = 0;
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for ( int strip = 0; strip < numStrips; strip++ )
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{
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int ptx[3];
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int pty[3];
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int numPoints = 0;
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POINT lastPt; lastPt.x = lastPt.y = -99999;
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for ( int i = 0; i<3; i++ )
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{
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POINT pt = points[ materialBatch.m_TriListIndices[stripIndex++] ];
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if ( pt.x == lastPt.x && pt.y == lastPt.y )
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continue;
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ptx[numPoints] = pt.x;
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pty[numPoints] = pt.y;
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lastPt = pt;
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numPoints++;
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}
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// for performance sake bypass the renderer interface, buuuhhh
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if ( numPoints == 2 )
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{
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g_pMatSystemSurface->DrawLine( ptx[0], pty[0], ptx[1], pty[1] );
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}
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else if ( numPoints == 3 )
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{
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g_pMatSystemSurface->DrawPolyLine( ptx, pty, 3 );
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}
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}
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}
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} */
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void InitStudioFileChangeWatcher()
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{
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g_StudioFileChangeWatcher.Init();
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}
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void UpdateStudioFileChangeWatcher()
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{
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g_StudioFileChangeWatcher.Update();
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}
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