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460 lines
13 KiB
C++
460 lines
13 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Utility methods for mdl files
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//
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//===========================================================================//
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#include "tier3/mdlutils.h"
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#include "tier0/dbg.h"
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#include "tier1/callqueue.h"
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#include "tier3/tier3.h"
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#include "studio.h"
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#include "istudiorender.h"
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#include "bone_setup.h"
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//-----------------------------------------------------------------------------
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// Returns the bounding box for the model
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//-----------------------------------------------------------------------------
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void GetMDLBoundingBox( Vector *pMins, Vector *pMaxs, MDLHandle_t h, int nSequence )
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{
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if ( h == MDLHANDLE_INVALID || !g_pMDLCache )
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{
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pMins->Init();
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pMaxs->Init();
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return;
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}
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pMins->Init( FLT_MAX, FLT_MAX );
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pMaxs->Init( -FLT_MAX, -FLT_MAX );
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studiohdr_t *pStudioHdr = g_pMDLCache->GetStudioHdr( h );
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if ( !VectorCompare( vec3_origin, pStudioHdr->view_bbmin ) || !VectorCompare( vec3_origin, pStudioHdr->view_bbmax ))
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{
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// look for view clip
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*pMins = pStudioHdr->view_bbmin;
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*pMaxs = pStudioHdr->view_bbmax;
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}
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else if ( !VectorCompare( vec3_origin, pStudioHdr->hull_min ) || !VectorCompare( vec3_origin, pStudioHdr->hull_max ))
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{
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// look for hull
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*pMins = pStudioHdr->hull_min;
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*pMaxs = pStudioHdr->hull_max;
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}
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// Else use the sequence box
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mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( nSequence );
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VectorMin( seqdesc.bbmin, *pMins, *pMins );
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VectorMax( seqdesc.bbmax, *pMaxs, *pMaxs );
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}
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//-----------------------------------------------------------------------------
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// Returns the radius of the model as measured from the origin
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//-----------------------------------------------------------------------------
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float GetMDLRadius( MDLHandle_t h, int nSequence )
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{
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Vector vecMins, vecMaxs;
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GetMDLBoundingBox( &vecMins, &vecMaxs, h, nSequence );
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float flRadius = vecMaxs.Length();
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float flRadius2 = vecMins.Length();
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if ( flRadius2 > flRadius )
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{
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flRadius = flRadius2;
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}
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return flRadius;
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}
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//-----------------------------------------------------------------------------
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// Returns a more accurate bounding sphere
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//-----------------------------------------------------------------------------
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void GetMDLBoundingSphere( Vector *pVecCenter, float *pRadius, MDLHandle_t h, int nSequence )
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{
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Vector vecMins, vecMaxs;
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GetMDLBoundingBox( &vecMins, &vecMaxs, h, nSequence );
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VectorAdd( vecMins, vecMaxs, *pVecCenter );
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*pVecCenter *= 0.5f;
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*pRadius = vecMaxs.DistTo( *pVecCenter );
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}
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CMDL::CMDL()
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{
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m_MDLHandle = MDLHANDLE_INVALID;
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m_Color.SetColor( 255, 255, 255, 255 );
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m_nSkin = 0;
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m_nBody = 0;
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m_nSequence = 0;
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m_nLOD = 0;
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m_flPlaybackRate = 30.0f;
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m_flTime = 0.0f;
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m_vecViewTarget.Init( 0, 0, 0 );
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m_bWorldSpaceViewTarget = false;
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memset( m_pFlexControls, 0, sizeof(m_pFlexControls) );
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m_pProxyData = NULL;
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}
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CMDL::~CMDL()
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{
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UnreferenceMDL();
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}
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void CMDL::SetMDL( MDLHandle_t h )
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{
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UnreferenceMDL();
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m_MDLHandle = h;
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if ( m_MDLHandle != MDLHANDLE_INVALID )
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{
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g_pMDLCache->AddRef( m_MDLHandle );
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studiohdr_t *pHdr = g_pMDLCache->LockStudioHdr( m_MDLHandle );
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if ( pHdr )
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{
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for ( LocalFlexController_t i = LocalFlexController_t(0); i < pHdr->numflexcontrollers; ++i )
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{
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if ( pHdr->pFlexcontroller( i )->localToGlobal == -1 )
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{
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pHdr->pFlexcontroller( i )->localToGlobal = 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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MDLHandle_t CMDL::GetMDL() const
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{
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return m_MDLHandle;
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}
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//-----------------------------------------------------------------------------
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// Release the MDL handle
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//-----------------------------------------------------------------------------
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void CMDL::UnreferenceMDL()
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{
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if ( !g_pMDLCache )
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return;
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if ( m_MDLHandle != MDLHANDLE_INVALID )
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{
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// XXX need to figure out where it is safe to flush the queue during map change to not crash
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#if 0
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if ( ICallQueue *pCallQueue = materials->GetRenderContext()->GetCallQueue() )
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{
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// Parallel rendering: don't unlock model data until end of rendering
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pCallQueue->QueueCall( g_pMDLCache, &IMDLCache::UnlockStudioHdr, m_MDLHandle );
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pCallQueue->QueueCall( g_pMDLCache, &IMDLCache::Release, m_MDLHandle );
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}
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else
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#endif
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{
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// Immediate-mode rendering, can unlock immediately
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g_pMDLCache->UnlockStudioHdr( m_MDLHandle );
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g_pMDLCache->Release( m_MDLHandle );
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}
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m_MDLHandle = MDLHANDLE_INVALID;
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}
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}
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//-----------------------------------------------------------------------------
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// Gets the studiohdr
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//-----------------------------------------------------------------------------
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studiohdr_t *CMDL::GetStudioHdr()
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{
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if ( !g_pMDLCache )
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return NULL;
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return g_pMDLCache->GetStudioHdr( m_MDLHandle );
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}
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//-----------------------------------------------------------------------------
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// Draws the mesh
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//-----------------------------------------------------------------------------
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void CMDL::Draw( const matrix3x4_t& rootToWorld, const matrix3x4_t *pBoneToWorld )
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{
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if ( !g_pMaterialSystem || !g_pMDLCache || !g_pStudioRender )
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return;
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if ( m_MDLHandle == MDLHANDLE_INVALID )
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return;
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// Color + alpha modulation
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Vector white( m_Color.r() / 255.0f, m_Color.g() / 255.0f, m_Color.b() / 255.0f );
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g_pStudioRender->SetColorModulation( white.Base() );
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g_pStudioRender->SetAlphaModulation( m_Color.a() / 255.0f );
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DrawModelInfo_t info;
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info.m_pStudioHdr = g_pMDLCache->GetStudioHdr( m_MDLHandle );
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info.m_pHardwareData = g_pMDLCache->GetHardwareData( m_MDLHandle );
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info.m_Decals = STUDIORENDER_DECAL_INVALID;
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info.m_Skin = m_nSkin;
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info.m_Body = m_nBody;
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info.m_HitboxSet = 0;
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info.m_pClientEntity = m_pProxyData;
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info.m_pColorMeshes = NULL;
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info.m_bStaticLighting = false;
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info.m_Lod = m_nLOD;
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Vector vecWorldViewTarget;
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if ( m_bWorldSpaceViewTarget )
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{
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vecWorldViewTarget = m_vecViewTarget;
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}
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else
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{
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VectorTransform( m_vecViewTarget, rootToWorld, vecWorldViewTarget );
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}
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g_pStudioRender->SetEyeViewTarget( info.m_pStudioHdr, info.m_Body, vecWorldViewTarget );
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// FIXME: Why is this necessary!?!?!?
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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// Set default flex values
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float *pFlexWeights = NULL;
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const int nFlexDescCount = info.m_pStudioHdr->numflexdesc;
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if ( nFlexDescCount )
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{
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CStudioHdr cStudioHdr( info.m_pStudioHdr, g_pMDLCache );
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g_pStudioRender->LockFlexWeights( info.m_pStudioHdr->numflexdesc, &pFlexWeights );
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cStudioHdr.RunFlexRules( m_pFlexControls, pFlexWeights );
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g_pStudioRender->UnlockFlexWeights();
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}
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Vector vecModelOrigin;
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MatrixGetColumn( rootToWorld, 3, vecModelOrigin );
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g_pStudioRender->DrawModel( NULL, info, const_cast<matrix3x4_t*>( pBoneToWorld ),
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pFlexWeights, NULL, vecModelOrigin, STUDIORENDER_DRAW_ENTIRE_MODEL );
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}
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void CMDL::Draw( const matrix3x4_t &rootToWorld )
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{
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if ( !g_pMaterialSystem || !g_pMDLCache || !g_pStudioRender )
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return;
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if ( m_MDLHandle == MDLHANDLE_INVALID )
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return;
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studiohdr_t *pStudioHdr = g_pMDLCache->GetStudioHdr( m_MDLHandle );
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matrix3x4_t *pBoneToWorld = g_pStudioRender->LockBoneMatrices( pStudioHdr->numbones );
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SetUpBones( rootToWorld, pStudioHdr->numbones, pBoneToWorld );
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g_pStudioRender->UnlockBoneMatrices();
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Draw( rootToWorld, pBoneToWorld );
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}
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void CMDL::SetUpBones( const matrix3x4_t& rootToWorld, int nMaxBoneCount, matrix3x4_t *pBoneToWorld, const float *pPoseParameters, MDLSquenceLayer_t *pSequenceLayers, int nNumSequenceLayers )
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{
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CStudioHdr studioHdr( g_pMDLCache->GetStudioHdr( m_MDLHandle ), g_pMDLCache );
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float pPoseParameter[MAXSTUDIOPOSEPARAM];
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if ( pPoseParameters )
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{
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V_memcpy( pPoseParameter, pPoseParameters, sizeof(pPoseParameter) );
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}
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else
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{
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// Default to middle of the pose parameter range
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int nPoseCount = studioHdr.GetNumPoseParameters();
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for ( int i = 0; i < MAXSTUDIOPOSEPARAM; ++i )
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{
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pPoseParameter[i] = 0.5f;
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if ( i < nPoseCount )
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{
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const mstudioposeparamdesc_t &Pose = studioHdr.pPoseParameter( i );
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// Want to try for a zero state. If one doesn't exist set it to .5 by default.
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if ( Pose.start < 0.0f && Pose.end > 0.0f )
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{
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float flPoseDelta = Pose.end - Pose.start;
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pPoseParameter[i] = -Pose.start / flPoseDelta;
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}
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}
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}
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}
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int nFrameCount = Studio_MaxFrame( &studioHdr, m_nSequence, pPoseParameter );
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if ( nFrameCount == 0 )
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{
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nFrameCount = 1;
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}
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float flCycle = ( m_flTime * m_flPlaybackRate ) / nFrameCount;
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// FIXME: We're always wrapping; may want to determing if we should clamp
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flCycle -= (int)(flCycle);
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Vector pos[MAXSTUDIOBONES];
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Quaternion q[MAXSTUDIOBONES];
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IBoneSetup boneSetup( &studioHdr, BONE_USED_BY_ANYTHING_AT_LOD( m_nLOD ), pPoseParameter, NULL );
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boneSetup.InitPose( pos, q );
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boneSetup.AccumulatePose( pos, q, m_nSequence, flCycle, 1.0f, m_flTime, NULL );
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// Accumulate the additional layers if specified.
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if ( pSequenceLayers )
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{
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int nNumSeq = studioHdr.GetNumSeq();
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for ( int i = 0; i < nNumSequenceLayers; ++i )
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{
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int nSeqIndex = pSequenceLayers[ i ].m_nSequenceIndex;
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if ( ( nSeqIndex >= 0 ) && ( nSeqIndex < nNumSeq ) )
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{
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float flWeight = pSequenceLayers[ i ].m_flWeight;
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float flLayerCycle;
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int nLayerFrameCount = MAX( 1, Studio_MaxFrame( &studioHdr, nSeqIndex, pPoseParameter ) );
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if ( pSequenceLayers[i].m_bNoLoop )
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{
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if ( pSequenceLayers[i].m_flCycleBeganAt == 0 )
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{
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pSequenceLayers[i].m_flCycleBeganAt = m_flTime;
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}
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float flElapsedTime = m_flTime - pSequenceLayers[i].m_flCycleBeganAt;
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flLayerCycle = ( flElapsedTime * m_flPlaybackRate ) / nLayerFrameCount;
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// Should we keep playing layers that have ended?
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//if ( flLayerCycle >= 1.0 )
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//continue;
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}
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else
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{
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flLayerCycle = ( m_flTime * m_flPlaybackRate ) / nLayerFrameCount;
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// FIXME: We're always wrapping; may want to determing if we should clamp
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flLayerCycle -= (int)(flLayerCycle);
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}
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boneSetup.AccumulatePose( pos, q, nSeqIndex, flLayerCycle, flWeight, m_flTime, NULL );
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}
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}
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}
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// FIXME: Try enabling this?
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// CalcAutoplaySequences( pStudioHdr, NULL, pos, q, pPoseParameter, BONE_USED_BY_VERTEX_AT_LOD( m_nLOD ), flTime );
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matrix3x4_t temp;
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if ( nMaxBoneCount > studioHdr.numbones() )
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{
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nMaxBoneCount = studioHdr.numbones();
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}
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for ( int i = 0; i < nMaxBoneCount; i++ )
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{
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// If it's not being used, fill with NAN for errors
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#ifdef _DEBUG
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if ( !(studioHdr.pBone( i )->flags & BONE_USED_BY_ANYTHING_AT_LOD( m_nLOD ) ) )
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{
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int j, k;
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for (j = 0; j < 3; j++)
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{
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for (k = 0; k < 4; k++)
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{
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pBoneToWorld[i][j][k] = VEC_T_NAN;
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}
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}
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continue;
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}
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#endif
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matrix3x4_t boneMatrix;
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QuaternionMatrix( q[i], boneMatrix );
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MatrixSetColumn( pos[i], 3, boneMatrix );
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if ( studioHdr.pBone(i)->parent == -1 )
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{
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ConcatTransforms( rootToWorld, boneMatrix, pBoneToWorld[i] );
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}
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else
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{
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ConcatTransforms( pBoneToWorld[ studioHdr.pBone(i)->parent ], boneMatrix, pBoneToWorld[i] );
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}
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}
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Studio_RunBoneFlexDrivers( m_pFlexControls, &studioHdr, pos, pBoneToWorld, rootToWorld );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMDL::SetupBonesWithBoneMerge( const CStudioHdr *pMergeHdr, matrix3x4_t *pMergeBoneToWorld,
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const CStudioHdr *pFollow, const matrix3x4_t *pFollowBoneToWorld,
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const matrix3x4_t &matModelToWorld )
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{
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// Default to middle of the pose parameter range
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int nPoseCount = pMergeHdr->GetNumPoseParameters();
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float pPoseParameter[MAXSTUDIOPOSEPARAM];
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for ( int i = 0; i < MAXSTUDIOPOSEPARAM; ++i )
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{
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pPoseParameter[i] = 0.5f;
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if ( i < nPoseCount )
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{
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const mstudioposeparamdesc_t &Pose = ((CStudioHdr *)pMergeHdr)->pPoseParameter( i );
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// Want to try for a zero state. If one doesn't exist set it to .5 by default.
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if ( Pose.start < 0.0f && Pose.end > 0.0f )
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{
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float flPoseDelta = Pose.end - Pose.start;
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pPoseParameter[i] = -Pose.start / flPoseDelta;
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}
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}
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}
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int nFrameCount = Studio_MaxFrame( pMergeHdr, m_nSequence, pPoseParameter );
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if ( nFrameCount == 0 )
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{
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nFrameCount = 1;
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}
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float flCycle = ( m_flTime * m_flPlaybackRate ) / nFrameCount;
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// FIXME: We're always wrapping; may want to determing if we should clamp
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flCycle -= (int)(flCycle);
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Vector pos[MAXSTUDIOBONES];
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Quaternion q[MAXSTUDIOBONES];
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IBoneSetup boneSetup( pMergeHdr, BONE_USED_BY_ANYTHING_AT_LOD( m_nLOD ), pPoseParameter );
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boneSetup.InitPose( pos, q );
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boneSetup.AccumulatePose( pos, q, m_nSequence, flCycle, 1.0f, m_flTime, NULL );
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// Get the merge bone list.
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mstudiobone_t *pMergeBones = pMergeHdr->pBone( 0 );
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for ( int iMergeBone = 0; iMergeBone < pMergeHdr->numbones(); ++iMergeBone )
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{
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// Now find the bone in the parent entity.
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bool bMerged = false;
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int iParentBoneIndex = Studio_BoneIndexByName( pFollow, pMergeBones[iMergeBone].pszName() );
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if ( iParentBoneIndex >= 0 )
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{
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MatrixCopy( pFollowBoneToWorld[iParentBoneIndex], pMergeBoneToWorld[iMergeBone] );
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bMerged = true;
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}
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if ( !bMerged )
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{
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// If we get down here, then the bone wasn't merged.
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matrix3x4_t matBone;
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QuaternionMatrix( q[iMergeBone], pos[iMergeBone], matBone );
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if ( pMergeBones[iMergeBone].parent == -1 )
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{
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ConcatTransforms( matModelToWorld, matBone, pMergeBoneToWorld[iMergeBone] );
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}
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else
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{
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ConcatTransforms( pMergeBoneToWorld[pMergeBones[iMergeBone].parent], matBone, pMergeBoneToWorld[iMergeBone] );
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}
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}
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}
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}
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