mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
2369 lines
58 KiB
C++
2369 lines
58 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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// studio_render.cpp: routines for drawing Half-Life 3DStudio models
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// updates:
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// 1-4-99 fixed AdvanceFrame wraping bug
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#include <string.h>
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#include <assert.h>
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#include <stdio.h>
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#include <stdarg.h>
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#include <windows.h> // for OutputDebugString. . has to be a better way!
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#include "ViewerSettings.h"
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#include "StudioModel.h"
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#include "vphysics/constraints.h"
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#include "physmesh.h"
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#include "materialsystem/imaterialsystem.h"
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#include "materialsystem/imaterial.h"
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#include "materialsystem/imaterialvar.h"
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#include "matsyswin.h"
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#include "istudiorender.h"
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#include "utldict.h"
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#include "filesystem.h"
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#include "studio_render.h"
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#include "materialsystem/imesh.h"
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#include "bone_setup.h"
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#include "materialsystem/MaterialSystem_Config.h"
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#include "MDLViewer.h"
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#include "bone_accessor.h"
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#include "jigglebones.h"
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#include "debugdrawmodel.h"
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// FIXME:
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extern ViewerSettings g_viewerSettings;
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int g_dxlevel = 0;
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#pragma warning( disable : 4244 ) // double to float
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////////////////////////////////////////////////////////////////////////
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CStudioHdr *g_pCacheHdr = NULL;
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Vector g_flexedverts[MAXSTUDIOVERTS];
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Vector g_flexednorms[MAXSTUDIOVERTS];
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int g_flexages[MAXSTUDIOVERTS];
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Vector *g_pflexedverts;
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Vector *g_pflexednorms;
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int *g_pflexages;
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int g_smodels_total; // cookie
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matrix3x4_t g_viewtransform; // view transformation
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//matrix3x4_t g_posetoworld[MAXSTUDIOBONES]; // bone transformation matrix
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matrix3x4_t g_mCachedViewTransform; // copy of view transform for boneMerge passes
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static int maxNumVertices;
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static int first = 1;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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mstudioseqdesc_t &StudioModel::GetSeqDesc( int seq )
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{
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CStudioHdr *pStudioHdr = GetStudioHdr();
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return pStudioHdr->pSeqdesc( seq );
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}
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mstudioanimdesc_t &StudioModel::GetAnimDesc( int anim )
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{
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CStudioHdr *pStudioHdr = GetStudioHdr();
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return pStudioHdr->pAnimdesc( anim );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Keeps a global clock to autoplay sequences to run from
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// Also deals with speedScale changes
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//-----------------------------------------------------------------------------
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float GetAutoPlayTime( void )
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{
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static int g_prevTicks;
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static float g_time;
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int ticks = GetTickCount();
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// limit delta so that float time doesn't overflow
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if (g_prevTicks == 0)
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g_prevTicks = ticks;
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g_time += ( (ticks - g_prevTicks) / 1000.0f ) * g_viewerSettings.speedScale;
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g_prevTicks = ticks;
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return g_time;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Keeps a global clock for "realtime" overlays to run from
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//-----------------------------------------------------------------------------
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float GetRealtimeTime( void )
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{
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// renamed static's so debugger doesn't get confused and show the wrong one
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static int g_prevTicksRT;
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static float g_timeRT;
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int ticks = GetTickCount();
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// limit delta so that float time doesn't overflow
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if (g_prevTicksRT == 0)
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g_prevTicksRT = ticks;
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g_timeRT += ( (ticks - g_prevTicksRT) / 1000.0f );
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g_prevTicksRT = ticks;
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return g_timeRT;
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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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m_dt = dt;
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float t = GetDuration( );
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if (t > 0)
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{
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if (dt > 0)
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{
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m_cycle += dt / t;
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m_sequencetime += dt;
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// wrap
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m_cycle -= (int)(m_cycle);
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}
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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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for (int i = 0; i < MAXSTUDIOANIMLAYERS; i++)
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{
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t = GetDuration( m_Layer[i].m_sequence );
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if (t > 0)
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{
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if (dt > 0)
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{
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m_Layer[i].m_cycle += (dt / t) * m_Layer[i].m_playbackrate;
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m_Layer[i].m_cycle -= (int)(m_Layer[i].m_cycle);
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}
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}
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else
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{
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m_Layer[i].m_cycle = 0;
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}
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}
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}
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float StudioModel::GetInterval( void )
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{
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return m_dt;
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}
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float StudioModel::GetCycle( void )
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{
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return m_cycle;
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}
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float StudioModel::GetFrame( void )
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{
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return GetCycle() * GetMaxFrame();
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}
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int StudioModel::GetMaxFrame( void )
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{
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CStudioHdr *pStudioHdr = GetStudioHdr();
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return Studio_MaxFrame( pStudioHdr, m_sequence, m_poseparameter );
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}
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int StudioModel::SetFrame( int frame )
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{
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CStudioHdr *pStudioHdr = GetStudioHdr();
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if ( !pStudioHdr )
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return 0;
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if ( frame <= 0 )
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frame = 0;
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int maxFrame = GetMaxFrame();
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if ( frame >= maxFrame )
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{
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frame = maxFrame;
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m_cycle = 0.99999;
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return frame;
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}
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m_cycle = frame / (float)maxFrame;
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return frame;
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}
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float StudioModel::GetCycle( int iLayer )
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{
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if (iLayer == 0)
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{
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return m_cycle;
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}
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else if (iLayer <= MAXSTUDIOANIMLAYERS)
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{
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int index = iLayer - 1;
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return m_Layer[index].m_cycle;
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}
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return 0;
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}
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float StudioModel::GetFrame( int iLayer )
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{
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return GetCycle( iLayer ) * GetMaxFrame( iLayer );
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}
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int StudioModel::GetMaxFrame( int iLayer )
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{
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CStudioHdr *pStudioHdr = GetStudioHdr();
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if ( pStudioHdr )
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{
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if (iLayer == 0)
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return Studio_MaxFrame( pStudioHdr, m_sequence, m_poseparameter );
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if (iLayer <= MAXSTUDIOANIMLAYERS)
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{
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int index = iLayer - 1;
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return Studio_MaxFrame( pStudioHdr, m_Layer[index].m_sequence, m_poseparameter );
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}
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}
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return 0;
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}
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int StudioModel::SetFrame( int iLayer, int frame )
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{
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CStudioHdr *pStudioHdr = GetStudioHdr();
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if ( !pStudioHdr )
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return 0;
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if ( frame <= 0 )
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frame = 0;
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int maxFrame = GetMaxFrame( iLayer );
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float cycle = 0;
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if (maxFrame)
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{
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if ( frame >= maxFrame )
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{
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frame = maxFrame;
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cycle = 0.99999;
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}
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cycle = frame / (float)maxFrame;
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}
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if (iLayer == 0)
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{
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m_cycle = cycle;
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}
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else if (iLayer <= MAXSTUDIOANIMLAYERS)
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{
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int index = iLayer - 1;
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m_Layer[index].m_cycle = cycle;
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}
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return frame;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Maps from local axis (X,Y,Z) to Half-Life (PITCH,YAW,ROLL) axis/rotation mappings
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//-----------------------------------------------------------------------------
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static int RemapAxis( int axis )
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{
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switch( axis )
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{
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case 0:
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return 2;
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case 1:
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return 0;
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case 2:
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return 1;
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}
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return 0;
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}
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void StudioModel::Physics_SetPreview( int previewBone, int axis, float t )
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{
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m_physPreviewBone = previewBone;
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m_physPreviewAxis = axis;
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m_physPreviewParam = t;
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}
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void StudioModel::OverrideBones( bool *override )
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{
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matrix3x4_t basematrix;
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matrix3x4_t bonematrix;
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QAngle tmp;
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// offset for the base pose to world transform of 90 degrees around up axis
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tmp[0] = 0; tmp[1] = 90; tmp[2] = 0;
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AngleMatrix( tmp, bonematrix );
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ConcatTransforms( g_viewtransform, bonematrix, basematrix );
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for ( int i = 0; i < m_pPhysics->Count(); i++ )
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{
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CPhysmesh *pmesh = m_pPhysics->GetMesh( i );
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// BUGBUG: Cache this if you care about performance!
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int boneIndex = FindBone(pmesh->m_boneName);
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// bone is not constrained, don't override rotations
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if ( pmesh->m_constraint.parentIndex == 0 && pmesh->m_constraint.childIndex == 0 )
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{
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boneIndex = -1;
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}
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if ( boneIndex >= 0 )
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{
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matrix3x4_t *parentMatrix = &basematrix;
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override[boneIndex] = true;
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int parentBone = -1;
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if ( pmesh->m_constraint.parentIndex >= 0 )
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{
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parentBone = FindBone( m_pPhysics->GetMesh(pmesh->m_constraint.parentIndex)->m_boneName );
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}
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if ( parentBone >= 0 )
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{
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parentMatrix = &m_pBoneToWorld[ parentBone ];
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}
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if ( m_physPreviewBone == i )
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{
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matrix3x4_t tmpmatrix;
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QAngle rot;
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constraint_axislimit_t *axis = pmesh->m_constraint.axes + m_physPreviewAxis;
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int hlAxis = RemapAxis( m_physPreviewAxis );
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rot.Init();
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rot[hlAxis] = axis->minRotation + (axis->maxRotation - axis->minRotation) * m_physPreviewParam;
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AngleMatrix( rot, tmpmatrix );
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ConcatTransforms( pmesh->m_matrix, tmpmatrix, bonematrix );
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}
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else
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{
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MatrixCopy( pmesh->m_matrix, bonematrix );
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}
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ConcatTransforms( *parentMatrix, bonematrix, m_pBoneToWorld[ boneIndex ] );
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}
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}
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}
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int StudioModel::BoneMask( void )
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{
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int lod = g_viewerSettings.autoLOD ? 0 : g_viewerSettings.lod;
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int mask = BONE_USED_BY_VERTEX_AT_LOD(lod);
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if (g_viewerSettings.showAttachments || g_viewerSettings.m_iEditAttachment != -1 || m_nSolveHeadTurn != 0 || LookupAttachment( "eyes" ) != -1)
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{
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mask |= BONE_USED_BY_ATTACHMENT;
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}
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if (g_viewerSettings.showHitBoxes)
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{
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mask |= BONE_USED_BY_HITBOX;
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}
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mask |= BONE_USED_BY_BONE_MERGE;
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return mask;
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// return BONE_USED_BY_ANYTHING_AT_LOD( lod );
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// return BONE_USED_BY_ANYTHING;
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}
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void StudioModel::SetUpBones( bool mergeBones )
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{
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int i, j;
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mstudiobone_t *pbones;
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static Vector pos[MAXSTUDIOBONES];
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matrix3x4_t bonematrix;
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static Quaternion q[MAXSTUDIOBONES];
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bool override[MAXSTUDIOBONES];
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static matrix3x4_t boneCache[MAXSTUDIOBONES];
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// For blended transitions
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static Vector pos2[MAXSTUDIOBONES];
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static Quaternion q2[MAXSTUDIOBONES];
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CStudioHdr *pStudioHdr = GetStudioHdr();
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mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( m_sequence );
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QAngle a1;
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Vector p1;
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MatrixAngles( g_viewtransform, a1, p1 );
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CIKContext *pIK = NULL;
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m_ik.Init( pStudioHdr, a1, p1, GetRealtimeTime(), m_iFramecounter, BoneMask( ) );
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if ( g_viewerSettings.enableIK )
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{
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pIK = &m_ik;
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}
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IBoneSetup boneSetup( pStudioHdr, BoneMask(), m_poseparameter );
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boneSetup.InitPose( pos, q );
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boneSetup.AccumulatePose( pos, q, m_sequence, m_cycle, 1.0, GetRealtimeTime(), pIK );
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if ( g_viewerSettings.blendSequenceChanges &&
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m_sequencetime < m_blendtime &&
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m_prevsequence != m_sequence &&
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m_prevsequence < pStudioHdr->GetNumSeq() &&
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!(seqdesc.flags & STUDIO_SNAP) )
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{
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// Make sure frame is valid
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if ( m_prevcycle >= 1.0 )
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{
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m_prevcycle = 0.0f;
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}
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float s = 1.0 - ( m_sequencetime / m_blendtime );
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s = 3 * s * s - 2 * s * s * s;
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boneSetup.AccumulatePose( pos, q, m_prevsequence, m_prevcycle, s, GetRealtimeTime(), NULL );
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// Con_DPrintf("%d %f : %d %f : %f\n", pev->sequence, f, pev->prevsequence, pev->prevframe, s );
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}
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else
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{
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m_prevcycle = m_cycle;
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}
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int iMaxPriority = 0;
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for (i = 0; i < MAXSTUDIOANIMLAYERS; i++)
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{
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if (m_Layer[i].m_weight > 0)
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{
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iMaxPriority = max( m_Layer[i].m_priority, iMaxPriority );
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}
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}
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for (j = 0; j <= iMaxPriority; j++)
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{
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for (i = 0; i < MAXSTUDIOANIMLAYERS; i++)
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{
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if (m_Layer[i].m_priority == j && m_Layer[i].m_weight > 0)
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{
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boneSetup.AccumulatePose( pos, q, m_Layer[i].m_sequence, m_Layer[i].m_cycle, m_Layer[i].m_weight, GetRealtimeTime(), pIK );
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}
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}
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}
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if (m_nSolveHeadTurn != 0)
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{
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GetBodyPoseParametersFromFlex( );
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}
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CalcHeadRotation( pos, q );
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CIKContext auto_ik;
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auto_ik.Init( pStudioHdr, a1, p1, 0.0, 0, BoneMask( ) );
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boneSetup.CalcAutoplaySequences( pos, q, GetAutoPlayTime(), &auto_ik );
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boneSetup.CalcBoneAdj( pos, q, m_controller );
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CBoneBitList boneComputed;
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if (pIK)
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{
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Vector deltaPos;
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QAngle deltaAngles;
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GetMovement( m_prevIKCycles, deltaPos, deltaAngles );
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Vector tmp;
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VectorRotate( deltaPos, g_viewtransform, tmp );
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deltaPos = tmp;
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pIK->UpdateTargets( pos, q, m_pBoneToWorld, boneComputed );
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// FIXME: check number of slots?
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for (int i = 0; i < pIK->m_target.Count(); i++)
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{
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trace_t tr;
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CIKTarget *pTarget = &pIK->m_target[i];
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switch( pTarget->type )
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{
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case IK_GROUND:
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{
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// drawLine( pTarget->est.pos, pTarget->est.pos + pTarget->offset.pos, 0, 255, 0 );
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// hack in movement
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pTarget->est.pos -= deltaPos;
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matrix3x4_t invViewTransform;
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MatrixInvert( g_viewtransform, invViewTransform );
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Vector tmp;
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VectorTransform( pTarget->est.pos, invViewTransform, tmp );
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tmp.z = pTarget->est.floor;
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VectorTransform( tmp, g_viewtransform, pTarget->est.pos );
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Vector p1;
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Quaternion q1;
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MatrixAngles( g_viewtransform, q1, p1 );
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pTarget->est.q = q1;
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float color[4] = { 0, 0, 0, 0 };
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float wirecolor[4] = { 1, 1, 0, 1 };
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if (pTarget->est.latched > 0.0)
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{
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wirecolor[1] = 1.0 - pTarget->est.flWeight;
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}
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else
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{
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wirecolor[0] = 1.0 - pTarget->est.flWeight;
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}
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float r = max(pTarget->est.radius,1.f);
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Vector p0 = tmp + Vector( -r, -r, 0 );
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Vector p2 = tmp + Vector( r, r, 0 );
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drawTransparentBox( p0, p2, g_viewtransform, color, wirecolor );
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if (!g_viewerSettings.enableTargetIK)
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{
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pTarget->est.flWeight = 0.0;
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}
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}
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break;
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case IK_ATTACHMENT:
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{
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matrix3x4_t m;
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QuaternionMatrix( pTarget->est.q, pTarget->est.pos, m );
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drawTransform( m, 4 );
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}
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break;
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}
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|
|
// drawLine( pTarget->est.pos, pTarget->latched.pos, 255, 0, 0 );
|
|
}
|
|
|
|
pIK->SolveDependencies( pos, q, m_pBoneToWorld, boneComputed );
|
|
}
|
|
|
|
pbones = pStudioHdr->pBone( 0 );
|
|
|
|
memset( override, 0, sizeof(bool)*pStudioHdr->numbones() );
|
|
|
|
if ( g_viewerSettings.showPhysicsPreview )
|
|
{
|
|
OverrideBones( override );
|
|
}
|
|
|
|
for (i = 0; i < pStudioHdr->numbones(); i++)
|
|
{
|
|
if ( !(pStudioHdr->pBone( i )->flags & BoneMask()))
|
|
{
|
|
int j, k;
|
|
for (j = 0; j < 3; j++)
|
|
{
|
|
for (k = 0; k < 4; k++)
|
|
{
|
|
m_pBoneToWorld[i][j][k] = VEC_T_NAN;
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if ( override[i] )
|
|
{
|
|
continue;
|
|
}
|
|
else if (boneComputed.IsBoneMarked(i))
|
|
{
|
|
// already calculated
|
|
}
|
|
else if (CalcProceduralBone( pStudioHdr, i, CBoneAccessor( m_pBoneToWorld ) ))
|
|
{
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
QuaternionMatrix( q[i], bonematrix );
|
|
|
|
bonematrix[0][3] = pos[i][0];
|
|
bonematrix[1][3] = pos[i][1];
|
|
bonematrix[2][3] = pos[i][2];
|
|
|
|
if ( (pStudioHdr->pBone( 0 )[i].flags & BONE_ALWAYS_PROCEDURAL) &&
|
|
(pStudioHdr->pBone( 0 )[i].proctype & STUDIO_PROC_JIGGLE) )
|
|
{
|
|
//
|
|
// Physics-based "jiggle" bone
|
|
// Bone is assumed to be along the Z axis
|
|
// Pitch around X, yaw around Y
|
|
//
|
|
|
|
// compute desired bone orientation
|
|
matrix3x4_t goalMX;
|
|
|
|
if (pbones[i].parent == -1)
|
|
{
|
|
ConcatTransforms( g_viewtransform, bonematrix, goalMX );
|
|
}
|
|
else
|
|
{
|
|
ConcatTransforms( m_pBoneToWorld[ pbones[i].parent ], bonematrix, goalMX );
|
|
}
|
|
|
|
// get jiggle properties from QC data
|
|
mstudiojigglebone_t *jiggleInfo = (mstudiojigglebone_t *)pStudioHdr->pBone( 0 )[i].pProcedure( );
|
|
|
|
if (!m_pJiggleBones)
|
|
{
|
|
m_pJiggleBones = new CJiggleBones;
|
|
}
|
|
|
|
// do jiggle physics
|
|
m_pJiggleBones->BuildJiggleTransformations( i, GetRealtimeTime(), jiggleInfo, goalMX, m_pBoneToWorld[ i ] );
|
|
}
|
|
else if (pbones[i].parent == -1)
|
|
{
|
|
ConcatTransforms( g_viewtransform, bonematrix, m_pBoneToWorld[ i ] );
|
|
// MatrixCopy(bonematrix, g_bonetoworld[i]);
|
|
}
|
|
else
|
|
{
|
|
ConcatTransforms( m_pBoneToWorld[ pbones[i].parent ], bonematrix, m_pBoneToWorld[ i ] );
|
|
}
|
|
}
|
|
|
|
if (!mergeBones)
|
|
{
|
|
g_pCacheHdr = pStudioHdr;
|
|
MatrixCopy( m_pBoneToWorld[ i ], boneCache[i] );
|
|
}
|
|
else if (g_pCacheHdr)
|
|
{
|
|
for (j = 0; j < g_pCacheHdr->numbones(); j++)
|
|
{
|
|
if ( Q_stricmp( pStudioHdr->pBone( i )->pszName(), g_pCacheHdr->pBone( j )->pszName() ) == 0 )
|
|
break;
|
|
}
|
|
if (j < g_pCacheHdr->numbones())
|
|
{
|
|
MatrixCopy( boneCache[j], m_pBoneToWorld[ i ] );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( mergeBones )
|
|
{
|
|
Studio_RunBoneFlexDrivers( m_flexweight, pStudioHdr, pos, m_pBoneToWorld, g_mCachedViewTransform );
|
|
}
|
|
else
|
|
{
|
|
MatrixCopy( g_viewtransform, g_mCachedViewTransform );
|
|
Studio_RunBoneFlexDrivers( m_flexweight, pStudioHdr, pos, m_pBoneToWorld, g_viewtransform );
|
|
}
|
|
|
|
if (g_viewerSettings.showAttachments)
|
|
{
|
|
// drawTransform( m_pBoneToWorld[ 0 ] );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
================
|
|
StudioModel::SetupLighting
|
|
set some global variables based on entity position
|
|
inputs:
|
|
outputs:
|
|
================
|
|
*/
|
|
void StudioModel::SetupLighting ( )
|
|
{
|
|
LightDesc_t light[2];
|
|
|
|
light[0].m_Type = MATERIAL_LIGHT_DIRECTIONAL;
|
|
light[0].m_Attenuation0 = 1.0f;
|
|
light[0].m_Attenuation1 = 0.0;
|
|
light[0].m_Attenuation2 = 0.0;
|
|
light[0].m_Color[0] = g_viewerSettings.lColor[0];
|
|
light[0].m_Color[1] = g_viewerSettings.lColor[1];
|
|
light[0].m_Color[2] = g_viewerSettings.lColor[2];
|
|
light[0].m_Range = 2000;
|
|
|
|
// DEBUG: Spin the light around the head for debugging
|
|
// g_viewerSettings.lightrot = QAngle( 0, 0, 0 );
|
|
// g_viewerSettings.lightrot.y = fmod( (90 * GetTickCount( ) / 1000.0), 360.0);
|
|
|
|
AngleVectors( g_viewerSettings.lightrot, &light[0].m_Direction, NULL, NULL );
|
|
g_pStudioRender->SetLocalLights( 1, light );
|
|
|
|
#if 0
|
|
light[1].m_Type = MATERIAL_LIGHT_DIRECTIONAL;
|
|
light[1].m_Attenuation0 = 1.0f;
|
|
light[1].m_Attenuation1 = 0.0;
|
|
light[1].m_Attenuation2 = 0.0;
|
|
light[1].m_Range = 2000;
|
|
light[1].m_Color[0] = g_viewerSettings.lColor[2];
|
|
light[1].m_Color[1] = g_viewerSettings.lColor[1];
|
|
light[1].m_Color[2] = g_viewerSettings.lColor[0];
|
|
light[1].m_Direction.x = -light[0].m_Direction.y;
|
|
light[1].m_Direction.y = light[0].m_Direction.x;
|
|
light[1].m_Direction.z = light[0].m_Direction.z;
|
|
g_pStudioRender->SetLocalLights( 2, light );
|
|
#endif
|
|
|
|
int i;
|
|
for( i = 0; i < g_pStudioRender->GetNumAmbientLightSamples(); i++ )
|
|
{
|
|
m_AmbientLightColors[i][0] = g_viewerSettings.aColor[0];
|
|
m_AmbientLightColors[i][1] = g_viewerSettings.aColor[1];
|
|
m_AmbientLightColors[i][2] = g_viewerSettings.aColor[2];
|
|
}
|
|
|
|
//m_AmbientLightColors[0][0] = 1.0;
|
|
//m_AmbientLightColors[0][1] = 1.0;
|
|
//m_AmbientLightColors[0][2] = 1.0;
|
|
|
|
g_pStudioRender->SetAmbientLightColors( m_AmbientLightColors );
|
|
}
|
|
|
|
|
|
int FindBoneIndex( CStudioHdr *pstudiohdr, const char *pName )
|
|
{
|
|
mstudiobone_t *pbones = pstudiohdr->pBone( 0 );
|
|
for (int i = 0; i < pstudiohdr->numbones(); i++)
|
|
{
|
|
if ( !strcmpi( pName, pbones[i].pszName() ) )
|
|
return i;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Find the named bone index, -1 if not found
|
|
// Input : *pName - bone name
|
|
//-----------------------------------------------------------------------------
|
|
int StudioModel::FindBone( const char *pName )
|
|
{
|
|
CStudioHdr *pStudioHdr = GetStudioHdr();
|
|
return FindBoneIndex( pStudioHdr, pName );
|
|
}
|
|
|
|
|
|
int StudioModel::Physics_GetBoneIndex( const char *pName )
|
|
{
|
|
for (int i = 0; i < m_pPhysics->Count(); i++)
|
|
{
|
|
CPhysmesh *pmesh = m_pPhysics->GetMesh(i);
|
|
if ( !strcmpi( pName, pmesh[i].m_boneName ) )
|
|
return i;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
StudioModel::SetupModel
|
|
based on the body part, figure out which mesh it should be using.
|
|
inputs:
|
|
currententity
|
|
outputs:
|
|
pstudiomesh
|
|
pmdl
|
|
=================
|
|
*/
|
|
|
|
void StudioModel::SetupModel ( int bodypart )
|
|
{
|
|
int index;
|
|
|
|
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 );
|
|
|
|
if(first){
|
|
maxNumVertices = m_pmodel->numvertices;
|
|
first = 0;
|
|
}
|
|
}
|
|
|
|
|
|
static IMaterial *g_pAlpha;
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws a box, not wireframed
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void StudioModel::drawBox (Vector const *v, float const * color )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( );
|
|
|
|
CMeshBuilder meshBuilder;
|
|
|
|
// The four sides
|
|
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, 2 * 4 );
|
|
for (int i = 0; i < 10; i++)
|
|
{
|
|
meshBuilder.Position3fv (v[i & 7].Base() );
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
|
|
// top and bottom
|
|
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, 2 );
|
|
|
|
meshBuilder.Position3fv (v[6].Base());
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv (v[0].Base());
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv (v[4].Base());
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv (v[2].Base());
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
|
|
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, 2 );
|
|
|
|
meshBuilder.Position3fv (v[1].Base());
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv (v[7].Base());
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv (v[3].Base());
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv (v[5].Base());
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws a wireframed box
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void StudioModel::drawWireframeBox (Vector const *v, float const* color )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( );
|
|
|
|
CMeshBuilder meshBuilder;
|
|
|
|
// The four sides
|
|
meshBuilder.Begin( pMesh, MATERIAL_LINES, 4 );
|
|
for (int i = 0; i < 10; i++)
|
|
{
|
|
meshBuilder.Position3fv (v[i & 7].Base());
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
|
|
// top and bottom
|
|
meshBuilder.Begin( pMesh, MATERIAL_LINE_STRIP, 4 );
|
|
|
|
meshBuilder.Position3fv (v[6].Base());
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv (v[0].Base());
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv (v[2].Base());
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv (v[4].Base());
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv (v[6].Base());
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
|
|
meshBuilder.Begin( pMesh, MATERIAL_LINE_STRIP, 4 );
|
|
|
|
meshBuilder.Position3fv (v[1].Base());
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv (v[7].Base());
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv (v[5].Base());
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv (v[3].Base());
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv (v[1].Base());
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws the position and axies of a transformation matrix, x=red,y=green,z=blue
|
|
//-----------------------------------------------------------------------------
|
|
void StudioModel::drawTransform( matrix3x4_t& m, float flLength )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( );
|
|
CMeshBuilder meshBuilder;
|
|
|
|
for (int k = 0; k < 3; k++)
|
|
{
|
|
static unsigned char color[3][3] =
|
|
{
|
|
{ 255, 0, 0 },
|
|
{ 0, 255, 0 },
|
|
{ 0, 0, 255 }
|
|
};
|
|
|
|
meshBuilder.Begin( pMesh, MATERIAL_LINES, 1 );
|
|
|
|
meshBuilder.Color3ubv( color[k] );
|
|
meshBuilder.Position3f( m[0][3], m[1][3], m[2][3]);
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color3ubv( color[k] );
|
|
meshBuilder.Position3f( m[0][3] + m[0][k] * flLength, m[1][3] + m[1][k] * flLength, m[2][3] + m[2][k] * flLength);
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
}
|
|
}
|
|
|
|
void drawLine( Vector const &p1, Vector const &p2, int r, int g, int b, bool noDepthTest, float duration )
|
|
{
|
|
g_pStudioModel->drawLine( p1, p2, r, g, b );
|
|
}
|
|
|
|
|
|
void StudioModel::drawLine( Vector const &p1, Vector const &p2, int r, int g, int b )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
|
pRenderContext->Bind( g_materialVertexColor );
|
|
|
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( );
|
|
CMeshBuilder meshBuilder;
|
|
|
|
meshBuilder.Begin( pMesh, MATERIAL_LINES, 1 );
|
|
|
|
meshBuilder.Color3ub( r, g, b );
|
|
meshBuilder.Position3f( p1.x, p1.y, p1.z );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color3ub( r, g, b );
|
|
meshBuilder.Position3f( p2.x, p2.y, p2.z );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws a transparent box with a wireframe outline
|
|
//-----------------------------------------------------------------------------
|
|
void StudioModel::drawTransparentBox( Vector const &bbmin, Vector const &bbmax,
|
|
const matrix3x4_t& m, float const *color, float const *wirecolor )
|
|
{
|
|
Vector v[8], v2[8];
|
|
|
|
v[0][0] = bbmin[0];
|
|
v[0][1] = bbmax[1];
|
|
v[0][2] = bbmin[2];
|
|
|
|
v[1][0] = bbmin[0];
|
|
v[1][1] = bbmin[1];
|
|
v[1][2] = bbmin[2];
|
|
|
|
v[2][0] = bbmax[0];
|
|
v[2][1] = bbmax[1];
|
|
v[2][2] = bbmin[2];
|
|
|
|
v[3][0] = bbmax[0];
|
|
v[3][1] = bbmin[1];
|
|
v[3][2] = bbmin[2];
|
|
|
|
v[4][0] = bbmax[0];
|
|
v[4][1] = bbmax[1];
|
|
v[4][2] = bbmax[2];
|
|
|
|
v[5][0] = bbmax[0];
|
|
v[5][1] = bbmin[1];
|
|
v[5][2] = bbmax[2];
|
|
|
|
v[6][0] = bbmin[0];
|
|
v[6][1] = bbmax[1];
|
|
v[6][2] = bbmax[2];
|
|
|
|
v[7][0] = bbmin[0];
|
|
v[7][1] = bbmin[1];
|
|
v[7][2] = bbmax[2];
|
|
|
|
VectorTransform (v[0], m, v2[0]);
|
|
VectorTransform (v[1], m, v2[1]);
|
|
VectorTransform (v[2], m, v2[2]);
|
|
VectorTransform (v[3], m, v2[3]);
|
|
VectorTransform (v[4], m, v2[4]);
|
|
VectorTransform (v[5], m, v2[5]);
|
|
VectorTransform (v[6], m, v2[6]);
|
|
VectorTransform (v[7], m, v2[7]);
|
|
|
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
|
pRenderContext->Bind( g_pAlpha );
|
|
drawBox( v2, color );
|
|
|
|
pRenderContext->Bind( g_materialBones );
|
|
drawWireframeBox( v2, wirecolor );
|
|
}
|
|
|
|
|
|
|
|
void StudioModel::UpdateStudioRenderConfig( bool bWireframe, bool bZBufferWireframe, bool bNormals, bool bTangentFrame )
|
|
{
|
|
StudioRenderConfig_t config;
|
|
memset( &config, 0, sizeof( config ) );
|
|
config.fEyeShiftX = 0.0f;
|
|
config.fEyeShiftY = 0.0f;
|
|
config.fEyeShiftZ = 0.0f;
|
|
config.fEyeSize = 0;
|
|
config.drawEntities = 1;
|
|
config.skin = 0;
|
|
config.fullbright = 0;
|
|
config.bEyeMove = true;
|
|
config.bWireframe = bWireframe;
|
|
|
|
if ( g_viewerSettings.renderMode == RM_WIREFRAME || g_viewerSettings.softwareSkin || config.bWireframe || bNormals || bTangentFrame )
|
|
{
|
|
config.bSoftwareSkin = true;
|
|
}
|
|
else
|
|
{
|
|
config.bSoftwareSkin = false;
|
|
}
|
|
|
|
config.bSoftwareLighting = false;
|
|
config.bNoHardware = false;
|
|
config.bNoSoftware = false;
|
|
config.bTeeth = true;
|
|
config.bEyes = true;
|
|
config.bFlex = true;
|
|
config.bDrawNormals = bNormals;
|
|
config.bDrawTangentFrame = bTangentFrame;
|
|
config.bDrawZBufferedWireframe = bZBufferWireframe;
|
|
config.bShowEnvCubemapOnly = false;
|
|
g_pStudioRender->UpdateConfig( config );
|
|
|
|
MaterialSystem_Config_t matSysConfig = g_pMaterialSystem->GetCurrentConfigForVideoCard();
|
|
extern void InitMaterialSystemConfig(MaterialSystem_Config_t *pConfig);
|
|
InitMaterialSystemConfig( &matSysConfig );
|
|
matSysConfig.nFullbright = 0;
|
|
if( g_viewerSettings.renderMode == RM_SMOOTHSHADED )
|
|
{
|
|
matSysConfig.nFullbright = 2;
|
|
}
|
|
|
|
if ( g_dxlevel != 0 )
|
|
{
|
|
matSysConfig.dxSupportLevel = g_dxlevel;
|
|
}
|
|
g_pMaterialSystem->OverrideConfig( matSysConfig, false );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws the skeleton
|
|
//-----------------------------------------------------------------------------
|
|
void StudioModel::DrawBones( )
|
|
{
|
|
// draw bones
|
|
if (!g_viewerSettings.showBones && (g_viewerSettings.highlightBone < 0))
|
|
return;
|
|
|
|
CStudioHdr *pStudioHdr = GetStudioHdr();
|
|
mstudiobone_t *pbones = pStudioHdr->pBone( 0 );
|
|
|
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
|
pRenderContext->Bind( g_materialBones );
|
|
|
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( );
|
|
CMeshBuilder meshBuilder;
|
|
|
|
bool drawRed = (g_viewerSettings.highlightBone >= 0);
|
|
|
|
for (int i = 0; i < pStudioHdr->numbones(); i++)
|
|
{
|
|
if ( !(pStudioHdr->pBone( i )->flags & BoneMask()))
|
|
continue;
|
|
|
|
if ( pbones[i].parent >= 0 )
|
|
{
|
|
int j = pbones[i].parent;
|
|
if ( (g_viewerSettings.highlightBone < 0 ) || (j == g_viewerSettings.highlightBone) )
|
|
{
|
|
meshBuilder.Begin( pMesh, MATERIAL_LINES, 1 );
|
|
|
|
if (drawRed)
|
|
meshBuilder.Color3ub( 255, 255, 0 );
|
|
else
|
|
meshBuilder.Color3ub( 0, 255, 255 );
|
|
meshBuilder.Position3f( m_pBoneToWorld[j][0][3], m_pBoneToWorld[j][1][3], m_pBoneToWorld[j][2][3]);
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
if (drawRed)
|
|
meshBuilder.Color3ub( 255, 255, 0 );
|
|
else
|
|
meshBuilder.Color3ub( 0, 255, 255 );
|
|
meshBuilder.Position3f( m_pBoneToWorld[i][0][3], m_pBoneToWorld[i][1][3], m_pBoneToWorld[i][2][3]);
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
}
|
|
}
|
|
|
|
if (g_viewerSettings.highlightBone >= 0)
|
|
{
|
|
if (i != g_viewerSettings.highlightBone)
|
|
continue;
|
|
}
|
|
|
|
drawTransform( m_pBoneToWorld[i] );
|
|
}
|
|
|
|
// manadatory to access correct verts
|
|
SetCurrentModel();
|
|
|
|
// highlight used vertices with point
|
|
/*
|
|
if (g_viewerSettings.highlightBone >= 0)
|
|
{
|
|
int k, j, n;
|
|
for (i = 0; i < pStudioHdr->numbodyparts; i++)
|
|
{
|
|
for (j = 0; j < pStudioHdr->pBodypart( i )->nummodels; j++)
|
|
{
|
|
mstudiomodel_t *pModel = pStudioHdr->pBodypart( i )->pModel( j );
|
|
|
|
const mstudio_modelvertexdata_t *vertData = pModel->GetVertexData();
|
|
Assert( vertData ); // This can only return NULL on X360 for now
|
|
|
|
meshBuilder.Begin( pMesh, MATERIAL_POINTS, 1 );
|
|
|
|
for (k = 0; k < pModel->numvertices; k++)
|
|
{
|
|
for (n = 0; n < vertData->BoneWeights( k )->numbones; n++)
|
|
{
|
|
if (vertData->BoneWeights( k )->bone[n] == g_viewerSettings.highlightBone)
|
|
{
|
|
Vector tmp;
|
|
Transform( *vertData->Position( k ), vertData->BoneWeights( k ), tmp );
|
|
|
|
meshBuilder.Color3ub( 0, 255, 255 );
|
|
meshBuilder.Position3f( tmp.x, tmp.y, tmp.z );
|
|
meshBuilder.AdvanceVertex();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws attachments
|
|
//-----------------------------------------------------------------------------
|
|
void StudioModel::DrawAttachments( )
|
|
{
|
|
if ( !g_viewerSettings.showAttachments )
|
|
return;
|
|
|
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
|
pRenderContext->Bind( g_materialBones );
|
|
|
|
CStudioHdr *pStudioHdr = GetStudioHdr();
|
|
for (int i = 0; i < pStudioHdr->GetNumAttachments(); i++)
|
|
{
|
|
mstudioattachment_t &pattachments = (mstudioattachment_t &)pStudioHdr->pAttachment( i );
|
|
|
|
matrix3x4_t world;
|
|
ConcatTransforms( m_pBoneToWorld[ pStudioHdr->GetAttachmentBone( i ) ], pattachments.local, world );
|
|
|
|
drawTransform( world );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws Axis
|
|
//-----------------------------------------------------------------------------
|
|
void StudioModel::DrawOriginAxis( )
|
|
{
|
|
if ( !g_viewerSettings.showOriginAxis )
|
|
return;
|
|
|
|
const float fAxisLength = g_viewerSettings.originAxisLength;
|
|
if ( fAxisLength <= 0.0f )
|
|
return;
|
|
|
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
|
pRenderContext->Bind( g_materialBones );
|
|
|
|
pRenderContext->MatrixMode(MATERIAL_MODEL);
|
|
pRenderContext->PushMatrix();;
|
|
pRenderContext->LoadIdentity();
|
|
|
|
pRenderContext->MatrixMode(MATERIAL_VIEW);
|
|
pRenderContext->PushMatrix();;
|
|
pRenderContext->LoadIdentity();
|
|
|
|
pRenderContext->MatrixMode( MATERIAL_VIEW );
|
|
pRenderContext->LoadIdentity( );
|
|
|
|
pRenderContext->Rotate( -90, 1, 0, 0 ); // put Z going up
|
|
pRenderContext->Rotate( -90, 0, 0, 1 );
|
|
|
|
pRenderContext->Translate( -g_pStudioModel->m_origin[0], -g_pStudioModel->m_origin[1], -g_pStudioModel->m_origin[2] );
|
|
|
|
pRenderContext->Rotate( g_pStudioModel->m_angles[1], 0, 0, 1 );
|
|
pRenderContext->Rotate( g_pStudioModel->m_angles[0], 0, 1, 0 );
|
|
pRenderContext->Rotate( g_pStudioModel->m_angles[2], 1, 0, 0 );
|
|
|
|
IMesh *pMesh = pRenderContext->GetDynamicMesh( );
|
|
|
|
CMeshBuilder meshBuilder;
|
|
meshBuilder.Begin( pMesh, MATERIAL_LINES, 3 );
|
|
|
|
meshBuilder.Position3f( 0.0f, 0.0f, 0.0f );
|
|
meshBuilder.Color4ub( 255, 0, 0, 255 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3f( fAxisLength, 0.0f, 0.0f );
|
|
meshBuilder.Color4ub( 255, 0, 0, 255 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3f( 0.0f, 0.0f, 0.0f );
|
|
meshBuilder.Color4ub( 0, 255, 0, 255 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3f( 0.0f, fAxisLength, 0.0f );
|
|
meshBuilder.Color4ub( 0, 255, 0, 255 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3f( 0.0f, 0.0f, 0.0f );
|
|
meshBuilder.Color4ub( 0, 0, 255, 255 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3f( 0.0f, 0.0f, fAxisLength );
|
|
meshBuilder.Color4ub( 0, 0, 255, 255 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
|
|
pRenderContext->MatrixMode(MATERIAL_MODEL);
|
|
pRenderContext->PopMatrix();
|
|
pRenderContext->MatrixMode(MATERIAL_VIEW);
|
|
pRenderContext->PopMatrix();
|
|
}
|
|
|
|
|
|
void StudioModel::DrawEditAttachment()
|
|
{
|
|
CStudioHdr *pStudioHdr = GetStudioHdr();
|
|
int iEditAttachment = g_viewerSettings.m_iEditAttachment;
|
|
if ( iEditAttachment >= 0 && iEditAttachment < pStudioHdr->GetNumAttachments() )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
|
pRenderContext->Bind( g_materialBones );
|
|
|
|
mstudioattachment_t &pAttachment = (mstudioattachment_t &)pStudioHdr->pAttachment( iEditAttachment );
|
|
|
|
matrix3x4_t world;
|
|
ConcatTransforms( m_pBoneToWorld[ pStudioHdr->GetAttachmentBone( iEditAttachment ) ], pAttachment.local, world );
|
|
|
|
drawTransform( world );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws hitboxes
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
static float hullcolor[8][4] =
|
|
{
|
|
{ 1.0, 1.0, 1.0, 1.0 },
|
|
{ 1.0, 0.5, 0.5, 1.0 },
|
|
{ 0.5, 1.0, 0.5, 1.0 },
|
|
{ 1.0, 1.0, 0.5, 1.0 },
|
|
{ 0.5, 0.5, 1.0, 1.0 },
|
|
{ 1.0, 0.5, 1.0, 1.0 },
|
|
{ 0.5, 1.0, 1.0, 1.0 },
|
|
{ 1.0, 1.0, 1.0, 1.0 }
|
|
};
|
|
|
|
|
|
void StudioModel::DrawHitboxes( )
|
|
{
|
|
CStudioHdr *pStudioHdr = GetStudioHdr();
|
|
if (!g_pAlpha)
|
|
{
|
|
g_pAlpha = g_pMaterialSystem->FindMaterial("debug/debughitbox", TEXTURE_GROUP_OTHER, false);
|
|
if ( g_pAlpha )
|
|
{
|
|
g_pAlpha->AddRef();
|
|
}
|
|
}
|
|
|
|
if (g_viewerSettings.showHitBoxes || (g_viewerSettings.highlightHitbox >= 0))
|
|
{
|
|
int hitboxset = g_MDLViewer->GetCurrentHitboxSet();
|
|
|
|
HitboxList_t &list = g_pStudioModel->m_HitboxSets[ hitboxset ].m_Hitboxes;
|
|
for (unsigned short j = list.Head(); j != list.InvalidIndex(); j = list.Next(j) )
|
|
{
|
|
// Only draw one hitbox if we've selected it.
|
|
if ((g_viewerSettings.highlightHitbox >= 0) &&
|
|
(g_viewerSettings.highlightHitbox != j))
|
|
continue;
|
|
|
|
mstudiobbox_t *pBBox = &list[j].m_BBox;
|
|
|
|
float interiorcolor[4];
|
|
int c = pBBox->group % 8;
|
|
interiorcolor[0] = hullcolor[c][0] * 0.7;
|
|
interiorcolor[1] = hullcolor[c][1] * 0.7;
|
|
interiorcolor[2] = hullcolor[c][2] * 0.7;
|
|
interiorcolor[3] = hullcolor[c][3] * 0.4;
|
|
|
|
drawTransparentBox( pBBox->bbmin, pBBox->bbmax, m_pBoneToWorld[ pBBox->bone ], interiorcolor, hullcolor[ c ] );
|
|
}
|
|
}
|
|
|
|
/*
|
|
float color2[] = { 0, 0.7, 1, 0.6 };
|
|
float wirecolor2[] = { 0, 1, 1, 1.0 };
|
|
drawTransparentBox( pStudioHdr->min, pStudioHdr->max, g_viewtransform, color2, wirecolor2 );
|
|
*/
|
|
|
|
if (g_viewerSettings.showSequenceBoxes)
|
|
{
|
|
float color[] = { 0.7, 1, 0, 0.6 };
|
|
float wirecolor[] = { 1, 1, 0, 1.0 };
|
|
|
|
drawTransparentBox( pStudioHdr->pSeqdesc( m_sequence ).bbmin, pStudioHdr->pSeqdesc( m_sequence ).bbmax, g_viewtransform, color, wirecolor );
|
|
}
|
|
}
|
|
|
|
void StudioModel::DrawIllumPosition( )
|
|
{
|
|
if( !g_viewerSettings.showIllumPosition )
|
|
return;
|
|
|
|
CStudioHdr *pStudioHdr = GetStudioHdr();
|
|
|
|
Vector modelPt0;
|
|
Vector modelPt1;
|
|
Vector worldPt0;
|
|
Vector worldPt1;
|
|
|
|
// draw axis through illum position
|
|
VectorCopy(pStudioHdr->illumposition(), modelPt0);
|
|
VectorCopy(pStudioHdr->illumposition(), modelPt1);
|
|
modelPt0.x -= 4;
|
|
modelPt1.x += 4;
|
|
VectorTransform (modelPt0, g_viewtransform, worldPt0);
|
|
VectorTransform (modelPt1, g_viewtransform, worldPt1);
|
|
drawLine( worldPt0, worldPt1, 255, 0, 0 );
|
|
|
|
VectorCopy(pStudioHdr->illumposition(), modelPt0);
|
|
VectorCopy(pStudioHdr->illumposition(), modelPt1);
|
|
modelPt0.y -= 4;
|
|
modelPt1.y += 4;
|
|
VectorTransform (modelPt0, g_viewtransform, worldPt0);
|
|
VectorTransform (modelPt1, g_viewtransform, worldPt1);
|
|
drawLine( worldPt0, worldPt1, 0, 255, 0 );
|
|
|
|
VectorCopy(pStudioHdr->illumposition(), modelPt0);
|
|
VectorCopy(pStudioHdr->illumposition(), modelPt1);
|
|
modelPt0.z -= 4;
|
|
modelPt1.z += 4;
|
|
VectorTransform (modelPt0, g_viewtransform, worldPt0);
|
|
VectorTransform (modelPt1, g_viewtransform, worldPt1);
|
|
drawLine( worldPt0, worldPt1, 0, 0, 255 );
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws the physics model
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void StudioModel::DrawPhysicsModel( )
|
|
{
|
|
if (!g_viewerSettings.showPhysicsModel)
|
|
return;
|
|
|
|
if ( g_viewerSettings.renderMode == RM_WIREFRAME && m_pPhysics->Count() == 1 )
|
|
{
|
|
// show the convex pieces in solid
|
|
DrawPhysConvex( m_pPhysics->GetMesh(0), g_materialFlatshaded );
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i < m_pPhysics->Count(); i++)
|
|
{
|
|
float red[] = { 1.0, 0, 0, 0.25 };
|
|
float yellow[] = { 1.0, 1.0, 0, 0.5 };
|
|
|
|
CPhysmesh *pmesh = m_pPhysics->GetMesh(i);
|
|
int boneIndex = FindBone(pmesh->m_boneName);
|
|
|
|
if ( boneIndex >= 0 )
|
|
{
|
|
if ( (i+1) == g_viewerSettings.highlightPhysicsBone )
|
|
{
|
|
DrawPhysmesh( pmesh, boneIndex, g_materialBones, red );
|
|
}
|
|
else
|
|
{
|
|
if ( g_viewerSettings.highlightPhysicsBone < 1 )
|
|
{
|
|
// yellow for most
|
|
DrawPhysmesh( pmesh, boneIndex, g_materialBones, yellow );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
DrawPhysmesh( pmesh, -1, g_materialBones, red );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
void StudioModel::SetViewTarget( void )
|
|
{
|
|
// only valid if the attachment bones are used
|
|
if ((BoneMask() & BONE_USED_BY_ATTACHMENT) == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
int iEyeAttachment = LookupAttachment( "eyes" );
|
|
|
|
if (iEyeAttachment == -1)
|
|
return;
|
|
|
|
Vector local;
|
|
Vector tmp;
|
|
|
|
// look forward
|
|
CStudioHdr *pStudioHdr = GetStudioHdr();
|
|
mstudioattachment_t &patt = (mstudioattachment_t &)pStudioHdr->pAttachment( iEyeAttachment );
|
|
matrix3x4_t attToWorld;
|
|
ConcatTransforms( m_pBoneToWorld[ pStudioHdr->GetAttachmentBone( iEyeAttachment ) ], patt.local, attToWorld );
|
|
local = Vector( 32, 0, 0 );
|
|
Vector vEyes;
|
|
MatrixPosition( attToWorld, vEyes );
|
|
|
|
// aim the eyes if there's a target
|
|
if (m_vecHeadTargets.Count() > 0 && !m_vecHeadTargets.Tail().m_bSelf)
|
|
{
|
|
VectorITransform( m_vecHeadTargets.Tail().m_vecPosition - vEyes, attToWorld, local );
|
|
}
|
|
|
|
float flDist = local.Length();
|
|
|
|
VectorNormalize( local );
|
|
|
|
// calculate animated eye deflection
|
|
Vector eyeDeflect;
|
|
QAngle eyeAng( GetFlexController("eyes_updown"), GetFlexController("eyes_rightleft"), 0 );
|
|
|
|
// debugoverlay->AddTextOverlay( m_vecOrigin + Vector( 0, 0, 64 ), 0, 0, "%.2f %.2f", eyeAng.x, eyeAng.y );
|
|
|
|
AngleVectors( eyeAng, &eyeDeflect );
|
|
eyeDeflect.x = 0;
|
|
|
|
// reduce deflection the more the eye is off center
|
|
// FIXME: this angles make no damn sense
|
|
eyeDeflect = eyeDeflect * (local.x * local.x);
|
|
local = local + eyeDeflect;
|
|
VectorNormalize( local );
|
|
|
|
// check to see if the eye is aiming outside the max eye deflection
|
|
float flMaxEyeDeflection = pStudioHdr->MaxEyeDeflection();
|
|
if ( local.x < flMaxEyeDeflection )
|
|
{
|
|
// if so, clamp it to 30 degrees offset
|
|
// debugoverlay->AddTextOverlay( GetAbsOrigin() + Vector( 0, 0, 64 ), 1, 0, "%5.3f %5.3f %5.3f", local.x, local.y, local.z );
|
|
local.x = 0;
|
|
float d = local.LengthSqr();
|
|
if ( d > 0.0f )
|
|
{
|
|
d = sqrtf( ( 1.0f - flMaxEyeDeflection * flMaxEyeDeflection ) / ( local.y*local.y + local.z*local.z ) );
|
|
local.x = flMaxEyeDeflection;
|
|
local.y = local.y * d;
|
|
local.z = local.z * d;
|
|
}
|
|
else
|
|
{
|
|
local.x = 1.0;
|
|
}
|
|
}
|
|
local = local * flDist;
|
|
VectorTransform( local, attToWorld, tmp );
|
|
|
|
g_pStudioRender->SetEyeViewTarget( pStudioHdr->GetRenderHdr(), m_bodynum, tmp );
|
|
}
|
|
|
|
|
|
float UTIL_VecToYaw( const matrix3x4_t& matrix, const Vector &vec )
|
|
{
|
|
Vector tmp = vec;
|
|
VectorNormalize( tmp );
|
|
|
|
float x = matrix[0][0] * tmp.x + matrix[1][0] * tmp.y + matrix[2][0] * tmp.z;
|
|
float y = matrix[0][1] * tmp.x + matrix[1][1] * tmp.y + matrix[2][1] * tmp.z;
|
|
|
|
if (x == 0.0f && y == 0.0f)
|
|
return 0.0f;
|
|
|
|
float yaw = atan2( -y, x );
|
|
|
|
yaw = RAD2DEG(yaw);
|
|
|
|
if (yaw < 0)
|
|
yaw += 360;
|
|
|
|
return yaw;
|
|
}
|
|
|
|
|
|
float UTIL_VecToPitch( const matrix3x4_t& matrix, const Vector &vec )
|
|
{
|
|
Vector tmp = vec;
|
|
VectorNormalize( tmp );
|
|
|
|
float x = matrix[0][0] * tmp.x + matrix[1][0] * tmp.y + matrix[2][0] * tmp.z;
|
|
float z = matrix[0][2] * tmp.x + matrix[1][2] * tmp.y + matrix[2][2] * tmp.z;
|
|
|
|
if (x == 0.0f && z == 0.0f)
|
|
return 0.0f;
|
|
|
|
float pitch = atan2( z, x );
|
|
|
|
pitch = RAD2DEG(pitch);
|
|
|
|
if (pitch < 0)
|
|
pitch += 360;
|
|
|
|
return pitch;
|
|
}
|
|
|
|
|
|
float UTIL_AngleDiff( float destAngle, float srcAngle )
|
|
{
|
|
float delta;
|
|
|
|
delta = destAngle - srcAngle;
|
|
if ( destAngle > srcAngle )
|
|
{
|
|
while ( delta >= 180 )
|
|
delta -= 360;
|
|
}
|
|
else
|
|
{
|
|
while ( delta <= -180 )
|
|
delta += 360;
|
|
}
|
|
return delta;
|
|
}
|
|
|
|
|
|
void StudioModel::UpdateBoneChain(
|
|
Vector pos[],
|
|
Quaternion q[],
|
|
int iBone,
|
|
matrix3x4_t *pBoneToWorld )
|
|
{
|
|
matrix3x4_t bonematrix;
|
|
|
|
QuaternionMatrix( q[iBone], pos[iBone], bonematrix );
|
|
|
|
CStudioHdr *pStudioHdr = GetStudioHdr();
|
|
int parent = pStudioHdr->pBone( iBone )->parent;
|
|
if (parent == -1)
|
|
{
|
|
ConcatTransforms( g_viewtransform, bonematrix, pBoneToWorld[iBone] );
|
|
}
|
|
else
|
|
{
|
|
// evil recursive!!!
|
|
UpdateBoneChain( pos, q, parent, pBoneToWorld );
|
|
ConcatTransforms( pBoneToWorld[parent], bonematrix, pBoneToWorld[iBone] );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
void StudioModel::GetBodyPoseParametersFromFlex( )
|
|
{
|
|
float flGoal;
|
|
|
|
flGoal = GetFlexController( "move_rightleft" );
|
|
SetPoseParameter( "body_trans_Y", flGoal );
|
|
|
|
flGoal = GetFlexController( "move_forwardback" );
|
|
SetPoseParameter( "body_trans_X", flGoal );
|
|
|
|
flGoal = GetFlexController( "move_updown" );
|
|
SetPoseParameter( "body_lift", flGoal );
|
|
|
|
flGoal = GetFlexController( "body_rightleft" ) + GetBodyYaw();
|
|
SetPoseParameter( "body_yaw", flGoal );
|
|
|
|
flGoal = GetFlexController( "body_updown" );
|
|
SetPoseParameter( "body_pitch", flGoal );
|
|
|
|
flGoal = GetFlexController( "body_tilt" );
|
|
SetPoseParameter( "body_roll", flGoal );
|
|
|
|
flGoal = GetFlexController( "chest_rightleft" ) + GetSpineYaw();
|
|
SetPoseParameter( "spine_yaw", flGoal );
|
|
|
|
flGoal = GetFlexController( "chest_updown" );
|
|
SetPoseParameter( "spine_pitch", flGoal );
|
|
|
|
flGoal = GetFlexController( "chest_tilt" );
|
|
SetPoseParameter( "spine_roll", flGoal );
|
|
|
|
flGoal = GetFlexController( "head_forwardback" );
|
|
SetPoseParameter( "neck_trans", flGoal );
|
|
|
|
flGoal = GetFlexController( "gesture_updown" );
|
|
SetPoseParameter( "gesture_height", flGoal );
|
|
|
|
flGoal = GetFlexController( "gesture_rightleft" );
|
|
SetPoseParameter( "gesture_width", flGoal );
|
|
}
|
|
|
|
|
|
|
|
|
|
void StudioModel::CalcHeadRotation( Vector pos[], Quaternion q[] )
|
|
{
|
|
static Vector pos2[MAXSTUDIOBONES];
|
|
static Quaternion q2[MAXSTUDIOBONES];
|
|
|
|
if (m_nSolveHeadTurn == 0)
|
|
return;
|
|
|
|
if (m_dt == 0.0f)
|
|
{
|
|
m_dt = 0.1;
|
|
}
|
|
|
|
// GetAttachment( "eyes", vEyePosition, vEyeAngles );
|
|
int iForwardAttachment = LookupAttachment( "forward" );
|
|
if (iForwardAttachment == -1)
|
|
return;
|
|
|
|
CStudioHdr *pStudioHdr = GetStudioHdr();
|
|
mstudioattachment_t &patt = (mstudioattachment_t &)pStudioHdr->pAttachment( iForwardAttachment );
|
|
|
|
matrix3x4_t attToWorld;
|
|
int iBone = pStudioHdr->GetAttachmentBone( iForwardAttachment );
|
|
BuildBoneChain( pStudioHdr, g_viewtransform, pos, q, iBone, m_pBoneToWorld );
|
|
ConcatTransforms( m_pBoneToWorld[ iBone ], patt.local, attToWorld );
|
|
|
|
Vector vForward;
|
|
VectorRotate( Vector( 1, 0, 0 ), attToWorld, vForward );
|
|
|
|
float dt = m_dt;
|
|
if (m_nSolveHeadTurn == 2)
|
|
{
|
|
dt = 0.1;
|
|
}
|
|
|
|
Vector vEyes;
|
|
MatrixPosition( attToWorld, vEyes );
|
|
|
|
Vector vHead = vForward;
|
|
float flHeadInfluence = 0.0;
|
|
int i;
|
|
for (i = 0; i < m_vecHeadTargets.Count(); i++)
|
|
{
|
|
Vector dir;
|
|
|
|
if (m_vecHeadTargets[i].m_bSelf)
|
|
{
|
|
dir = vForward;
|
|
}
|
|
else
|
|
{
|
|
dir = m_vecHeadTargets[i].m_vecPosition - vEyes;
|
|
}
|
|
VectorNormalize( dir );
|
|
float flInterest = m_vecHeadTargets[i].m_flWeight;
|
|
if (flInterest > 0.0)
|
|
{
|
|
if (flHeadInfluence == 0.0)
|
|
{
|
|
vHead = dir;
|
|
flHeadInfluence = flInterest;
|
|
}
|
|
else
|
|
{
|
|
flHeadInfluence = flHeadInfluence * (1 - flInterest) + flInterest;
|
|
float w = flInterest / flHeadInfluence;
|
|
vHead = vHead * (1 - w) + dir * w;
|
|
}
|
|
}
|
|
}
|
|
|
|
Vector vTargetDir = Vector( 0, 0, 0 );
|
|
vTargetDir = vForward * (1.0 - flHeadInfluence) + vHead * flHeadInfluence;
|
|
VectorNormalize( vTargetDir );
|
|
|
|
SetPoseParameter( "head_pitch", 0.0 );
|
|
SetPoseParameter( "head_yaw", 0.0 );
|
|
SetPoseParameter( "head_roll", 0.0 );
|
|
SetHeadPosition( attToWorld, vTargetDir, dt );
|
|
|
|
// Msg( "yaw %f pitch %f\n", vEyeAngles.y, vEyeAngles.x );
|
|
}
|
|
|
|
|
|
|
|
float StudioModel::SetHeadPosition( matrix3x4_t& attToWorld, Vector const &vTargetPos, float dt )
|
|
{
|
|
float flDiff;
|
|
int iPose;
|
|
QAngle vEyeAngles;
|
|
float flMoved = 0.0f;
|
|
matrix3x4_t targetXform, invAttToWorld;
|
|
matrix3x4_t headXform;
|
|
|
|
// align current "forward direction" to target direction
|
|
targetXform = attToWorld;
|
|
Studio_AlignIKMatrix( targetXform, vTargetPos );
|
|
|
|
// calc head movement needed
|
|
MatrixInvert( attToWorld, invAttToWorld );
|
|
ConcatTransforms( invAttToWorld, targetXform, headXform );
|
|
|
|
MatrixAngles( headXform, vEyeAngles );
|
|
|
|
// FIXME: add chest compression
|
|
|
|
// Msg( "yaw %f pitch %f\n", vEyeAngles.y, vEyeAngles.x );
|
|
|
|
float flMin, flMax;
|
|
|
|
#if 1
|
|
//--------------------------------------
|
|
// Set head yaw
|
|
//--------------------------------------
|
|
// flDiff = vEyeAngles.y + GetFlexController( "head_rightleft" );
|
|
iPose = LookupPoseParameter( "head_yaw" );
|
|
GetPoseParameterRange( iPose, &flMin, &flMax );
|
|
flDiff = RangeCompressor( vEyeAngles.y + GetFlexController( "head_rightleft" ), flMin, flMax, 0.0 );
|
|
SetPoseParameter( iPose, flDiff );
|
|
#endif
|
|
|
|
#if 1
|
|
//--------------------------------------
|
|
// Set head pitch
|
|
//--------------------------------------
|
|
iPose = LookupPoseParameter( "head_pitch" );
|
|
GetPoseParameterRange( iPose, &flMin, &flMax );
|
|
flDiff = RangeCompressor( vEyeAngles.x + GetFlexController( "head_updown" ), flMin, flMax, 0.0 );
|
|
SetPoseParameter( iPose, flDiff );
|
|
#endif
|
|
|
|
#if 1
|
|
//--------------------------------------
|
|
// Set head roll
|
|
//--------------------------------------
|
|
iPose = LookupPoseParameter( "head_roll" );
|
|
GetPoseParameterRange( iPose, &flMin, &flMax );
|
|
flDiff = RangeCompressor( vEyeAngles.z + GetFlexController( "head_tilt" ), flMin, flMax, 0.0 );
|
|
SetPoseParameter( iPose, flDiff );
|
|
#endif
|
|
|
|
return flMoved;
|
|
}
|
|
|
|
|
|
DrawModelInfo_t g_DrawModelInfo;
|
|
DrawModelResults_t g_DrawModelResults;
|
|
bool g_bDrawModelInfoValid = false;
|
|
|
|
|
|
void StudioModel::GetModelTransform( matrix3x4_t &mat )
|
|
{
|
|
AngleMatrix( m_angles, mat );
|
|
|
|
Vector vecModelOrigin;
|
|
VectorMultiply( m_origin, -1.0f, vecModelOrigin );
|
|
MatrixSetColumn( vecModelOrigin, 3, mat );
|
|
}
|
|
|
|
void StudioModel::SetModelTransform( const matrix3x4_t &mat )
|
|
{
|
|
m_origin.x = -mat.m_flMatVal[0][3];
|
|
m_origin.y = -mat.m_flMatVal[1][3];
|
|
m_origin.z = -mat.m_flMatVal[2][3];
|
|
|
|
MatrixAngles( mat, m_angles );
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
StudioModel::DrawModel
|
|
inputs:
|
|
currententity
|
|
r_entorigin
|
|
================
|
|
*/
|
|
int StudioModel::DrawModel( bool mergeBones )
|
|
{
|
|
MDLCACHE_CRITICAL_SECTION_( g_pMDLCache );
|
|
|
|
CStudioHdr *pStudioHdr = GetStudioHdr();
|
|
if (!pStudioHdr)
|
|
return 0;
|
|
|
|
g_smodels_total++; // render data cache cookie
|
|
|
|
// JasonM & garymcthack - should really only do this once a frame and at init time.
|
|
UpdateStudioRenderConfig( g_viewerSettings.renderMode == RM_WIREFRAME, false,
|
|
g_viewerSettings.showNormals,
|
|
g_viewerSettings.showTangentFrame );
|
|
|
|
// NOTE: UpdateStudioRenderConfig can delete the studio hdr
|
|
pStudioHdr = GetStudioHdr();
|
|
if ( !pStudioHdr || pStudioHdr->numbodyparts() == 0)
|
|
return 0;
|
|
|
|
// Construct a transform to apply to the model. The camera is stuck in a fixed position
|
|
static Vector vecModelOrigin;
|
|
if ( !mergeBones )
|
|
{
|
|
AngleMatrix( m_angles, g_viewtransform );
|
|
VectorMultiply( m_origin, -1.0f, vecModelOrigin );
|
|
MatrixSetColumn( vecModelOrigin, 3, g_viewtransform );
|
|
}
|
|
|
|
// These values HAVE to be sent down for LOD to work correctly.
|
|
Vector viewOrigin, viewRight, viewUp, viewPlaneNormal;
|
|
g_pStudioRender->SetViewState( vec3_origin, Vector(0, 1, 0), Vector(0, 0, 1), Vector( 1, 0, 0 ) );
|
|
|
|
// g_pStudioRender->SetEyeViewTarget( viewOrigin );
|
|
|
|
SetUpBones( mergeBones );
|
|
|
|
SetupLighting( );
|
|
|
|
SetViewTarget( );
|
|
|
|
|
|
extern float g_flexdescweight[MAXSTUDIOFLEXDESC]; // garymcthack
|
|
extern float g_flexdescweight2[MAXSTUDIOFLEXDESC]; // garymcthack
|
|
|
|
int i;
|
|
for (i = 0; i < pStudioHdr->numflexdesc(); i++)
|
|
{
|
|
g_flexdescweight[i] = 0.0;
|
|
}
|
|
|
|
RunFlexRules( );
|
|
|
|
float d = 0.8;
|
|
|
|
if (m_dt != 0)
|
|
{
|
|
d = ExponentialDecay( 0.8, 0.033, m_dt );
|
|
}
|
|
|
|
float *pFlexWeights, *pFlexDelayedWeights;
|
|
g_pStudioRender->LockFlexWeights( pStudioHdr->numflexdesc(), &pFlexWeights, &pFlexDelayedWeights );
|
|
|
|
for (i = 0; i < pStudioHdr->numflexdesc(); i++)
|
|
{
|
|
g_flexdescweight2[i] = g_flexdescweight2[i] * d + g_flexdescweight[i] * (1 - d);
|
|
|
|
pFlexWeights[i] = g_flexdescweight[i];
|
|
pFlexDelayedWeights[i] = g_flexdescweight2[i];
|
|
}
|
|
|
|
g_pStudioRender->UnlockFlexWeights( );
|
|
|
|
|
|
// draw
|
|
|
|
g_pStudioRender->SetAlphaModulation( 1.0f );
|
|
|
|
g_bDrawModelInfoValid = true;
|
|
memset( &g_DrawModelInfo, 0, sizeof( g_DrawModelInfo ) );
|
|
g_DrawModelInfo.m_pStudioHdr = (studiohdr_t *)pStudioHdr->GetRenderHdr();
|
|
g_DrawModelInfo.m_pHardwareData = GetHardwareData();
|
|
if ( !g_DrawModelInfo.m_pHardwareData )
|
|
return 0;
|
|
g_DrawModelInfo.m_Decals = STUDIORENDER_DECAL_INVALID;
|
|
g_DrawModelInfo.m_Skin = m_skinnum;
|
|
g_DrawModelInfo.m_Body = m_bodynum;
|
|
g_DrawModelInfo.m_HitboxSet = g_MDLViewer->GetCurrentHitboxSet();
|
|
g_DrawModelInfo.m_pClientEntity = NULL;
|
|
g_DrawModelInfo.m_Lod = g_viewerSettings.autoLOD ? -1 : g_viewerSettings.lod;
|
|
g_DrawModelInfo.m_pColorMeshes = NULL;
|
|
|
|
|
|
if( g_viewerSettings.renderMode == RM_SHOWBADVERTEXDATA )
|
|
{
|
|
DebugDrawModelBadVerts( g_pStudioRender, g_DrawModelInfo, m_pBoneToWorld, vecModelOrigin );
|
|
|
|
DebugDrawModelWireframe( g_pStudioRender, g_DrawModelInfo, m_pBoneToWorld, vecModelOrigin, Vector( 0.2f, 0.2f, 0.2f ) );
|
|
|
|
g_DrawModelInfo.m_Lod = m_LodUsed;
|
|
g_pStudioRender->GetPerfStats( &g_DrawModelResults, g_DrawModelInfo, NULL );
|
|
|
|
#if 0
|
|
// overlay wireframe
|
|
|
|
// Set the state to trigger wireframe rendering
|
|
UpdateStudioRenderConfig( true, true, false, false );
|
|
|
|
// Draw wireframe
|
|
count = g_pStudioRender->DrawModel( &g_DrawModelResults, g_DrawModelInfo, m_pBoneToWorld,
|
|
pFlexWeights, pFlexDelayedWeights, vecModelOrigin, STUDIORENDER_DRAW_ENTIRE_MODEL );
|
|
m_LodUsed = g_DrawModelResults.m_nLODUsed;
|
|
m_LodMetric = g_DrawModelResults.m_flLodMetric;
|
|
g_DrawModelInfo.m_Lod = m_LodUsed;
|
|
|
|
// Restore the studio render config
|
|
UpdateStudioRenderConfig( g_viewerSettings.renderMode == RM_WIREFRAME, false,
|
|
g_viewerSettings.showNormals,
|
|
g_viewerSettings.showTangentFrame );
|
|
#endif
|
|
}
|
|
else if( g_viewerSettings.renderMode == RM_BONEWEIGHTS )
|
|
{
|
|
g_DrawModelInfo.m_Lod = 0;
|
|
DebugDrawModelBoneWeights( g_pStudioRender, g_DrawModelInfo, m_pBoneToWorld, vecModelOrigin );
|
|
g_DrawModelInfo.m_Lod = m_LodUsed;
|
|
g_pStudioRender->GetPerfStats( &g_DrawModelResults, g_DrawModelInfo, NULL );
|
|
}
|
|
else if( g_viewerSettings.renderMode == RM_TEXCOORDS )
|
|
{
|
|
const char *pMatName = "";
|
|
if ( g_DrawModelInfo.m_pHardwareData->m_pLODs && g_viewerSettings.materialIndex < g_DrawModelInfo.m_pHardwareData->m_pLODs[0].numMaterials )
|
|
{
|
|
pMatName = g_DrawModelInfo.m_pHardwareData->m_pLODs[0].ppMaterials[g_viewerSettings.materialIndex]->GetName();
|
|
}
|
|
DebugDrawModelTexCoord( g_pStudioRender, pMatName, g_DrawModelInfo, m_pBoneToWorld, g_viewerSettings.width, g_viewerSettings.height );
|
|
g_pStudioRender->GetPerfStats( &g_DrawModelResults, g_DrawModelInfo, NULL );
|
|
m_LodUsed = g_DrawModelInfo.m_Lod;
|
|
}
|
|
else
|
|
{
|
|
// Draw the model normally (may include normal and/or tangent line segments)
|
|
g_pStudioRender->DrawModel( &g_DrawModelResults, g_DrawModelInfo, m_pBoneToWorld,
|
|
pFlexWeights, pFlexDelayedWeights, vecModelOrigin );
|
|
m_LodUsed = g_DrawModelResults.m_nLODUsed;
|
|
m_LodMetric = g_DrawModelResults.m_flLODMetric;
|
|
|
|
g_pStudioRender->GetPerfStats( &g_DrawModelResults, g_DrawModelInfo, NULL );
|
|
|
|
// Optionally overlay wireframe...
|
|
if ( g_viewerSettings.overlayWireframe && !(g_viewerSettings.renderMode == RM_WIREFRAME) )
|
|
{
|
|
// Set the state to trigger wireframe rendering
|
|
UpdateStudioRenderConfig( true, true, false, false );
|
|
|
|
// Draw the wireframe over top of the model
|
|
g_pStudioRender->DrawModel( NULL, g_DrawModelInfo, m_pBoneToWorld,
|
|
pFlexWeights, pFlexDelayedWeights, vecModelOrigin );
|
|
|
|
// Restore the studio render config
|
|
UpdateStudioRenderConfig( g_viewerSettings.renderMode == RM_WIREFRAME, false,
|
|
g_viewerSettings.showNormals,
|
|
g_viewerSettings.showTangentFrame );
|
|
}
|
|
}
|
|
|
|
int nCount = g_DrawModelResults.m_ActualTriCount;
|
|
|
|
DrawBones();
|
|
DrawAttachments();
|
|
DrawOriginAxis();
|
|
DrawEditAttachment();
|
|
DrawHitboxes();
|
|
DrawPhysicsModel();
|
|
DrawIllumPosition();
|
|
|
|
// Only draw the shadow if the ground is also drawn
|
|
if ( g_viewerSettings.showShadow && g_viewerSettings.showGround )
|
|
{
|
|
matrix3x4_t invViewTransform;
|
|
|
|
MatrixInvert( g_viewtransform, invViewTransform );
|
|
|
|
for (int i = 0; i < pStudioHdr->numbones(); i++)
|
|
{
|
|
matrix3x4_t *pMatrix = &m_pBoneToWorld[ i ];
|
|
|
|
matrix3x4_t tmp1;
|
|
|
|
ConcatTransforms( invViewTransform, *pMatrix, tmp1 );
|
|
tmp1[2][0] = 0.0;
|
|
tmp1[2][1] = 0.0;
|
|
tmp1[2][2] = 0.0;
|
|
tmp1[2][3] = 0.05;
|
|
ConcatTransforms( g_viewtransform, tmp1, *pMatrix );
|
|
}
|
|
g_DrawModelInfo.m_Lod = GetHardwareData()->m_NumLODs - 1;
|
|
|
|
float zero[4] = { 0, 0, 0, 0 };
|
|
g_pStudioRender->SetColorModulation( zero );
|
|
g_pStudioRender->ForcedMaterialOverride( g_materialShadow );
|
|
|
|
// Turn off any wireframe, normals or tangent frame display for the drop shadow
|
|
UpdateStudioRenderConfig( false, false, false, false );
|
|
|
|
g_pStudioRender->DrawModel( NULL, g_DrawModelInfo, m_pBoneToWorld,
|
|
pFlexWeights, pFlexDelayedWeights, vecModelOrigin );
|
|
|
|
// Restore the studio render config
|
|
UpdateStudioRenderConfig( g_viewerSettings.renderMode == RM_WIREFRAME, false,
|
|
g_viewerSettings.showNormals,
|
|
g_viewerSettings.showTangentFrame );
|
|
|
|
g_pStudioRender->ForcedMaterialOverride( NULL );
|
|
float one[4] = { 1, 1, 1, 1 };
|
|
g_pStudioRender->SetColorModulation( one );
|
|
}
|
|
|
|
return nCount;
|
|
}
|
|
|
|
|
|
void StudioModel::DrawPhysmesh( CPhysmesh *pMesh, int boneIndex, IMaterial* pMaterial, float* color )
|
|
{
|
|
matrix3x4_t *pMatrix;
|
|
if ( boneIndex >= 0 )
|
|
{
|
|
pMatrix = &m_pBoneToWorld[ boneIndex ];
|
|
}
|
|
else
|
|
{
|
|
pMatrix = &g_viewtransform;
|
|
}
|
|
|
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
|
pRenderContext->Bind( pMaterial );
|
|
IMesh* pMatMesh = pRenderContext->GetDynamicMesh( );
|
|
|
|
CMeshBuilder meshBuilder;
|
|
meshBuilder.Begin( pMatMesh, MATERIAL_TRIANGLES, pMesh->m_vertCount/3 );
|
|
|
|
int vertIndex = 0;
|
|
for ( int i = 0; i < pMesh->m_vertCount; i+=3 )
|
|
{
|
|
Vector v;
|
|
|
|
VectorTransform (pMesh->m_pVerts[vertIndex], *pMatrix, v);
|
|
meshBuilder.Position3fv( v.Base() );
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
vertIndex ++;
|
|
VectorTransform (pMesh->m_pVerts[vertIndex], *pMatrix, v);
|
|
meshBuilder.Position3fv( v.Base() );
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
vertIndex ++;
|
|
VectorTransform (pMesh->m_pVerts[vertIndex], *pMatrix, v);
|
|
meshBuilder.Position3fv( v.Base() );
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
vertIndex ++;
|
|
}
|
|
meshBuilder.End();
|
|
pMatMesh->Draw();
|
|
}
|
|
|
|
|
|
void RandomColor( float *color, int key )
|
|
{
|
|
static bool first = true;
|
|
static colorVec colors[256];
|
|
|
|
if ( first )
|
|
{
|
|
int r, g, b;
|
|
first = false;
|
|
for ( int i = 0; i < 256; i++ )
|
|
{
|
|
do
|
|
{
|
|
r = rand()&255;
|
|
g = rand()&255;
|
|
b = rand()&255;
|
|
} while ( (r+g+b)<256 );
|
|
colors[i].r = r;
|
|
colors[i].g = g;
|
|
colors[i].b = b;
|
|
colors[i].a = 255;
|
|
}
|
|
}
|
|
|
|
int index = key & 255;
|
|
color[0] = colors[index].r * (1.f / 255.f);
|
|
color[1] = colors[index].g * (1.f / 255.f);
|
|
color[2] = colors[index].b * (1.f / 255.f);
|
|
color[3] = colors[index].a * (1.f / 255.f);
|
|
}
|
|
|
|
void StudioModel::DrawPhysConvex( CPhysmesh *pMesh, IMaterial* pMaterial )
|
|
{
|
|
matrix3x4_t &matrix = g_viewtransform;
|
|
|
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
|
pRenderContext->Bind( pMaterial );
|
|
|
|
for ( int i = 0; i < pMesh->m_pCollisionModel->ConvexCount(); i++ )
|
|
{
|
|
float color[4];
|
|
RandomColor( color, i );
|
|
IMesh* pMatMesh = pRenderContext->GetDynamicMesh( );
|
|
CMeshBuilder meshBuilder;
|
|
int triCount = pMesh->m_pCollisionModel->TriangleCount( i );
|
|
meshBuilder.Begin( pMatMesh, MATERIAL_TRIANGLES, triCount );
|
|
|
|
for ( int j = 0; j < triCount; j++ )
|
|
{
|
|
Vector objectSpaceVerts[3];
|
|
pMesh->m_pCollisionModel->GetTriangleVerts( i, j, objectSpaceVerts );
|
|
|
|
for ( int k = 0; k < 3; k++ )
|
|
{
|
|
Vector v;
|
|
|
|
VectorTransform (objectSpaceVerts[k], matrix, v);
|
|
meshBuilder.Position3fv( v.Base() );
|
|
meshBuilder.Color4fv( color );
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
}
|
|
meshBuilder.End();
|
|
pMatMesh->Draw();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
================
|
|
|
|
================
|
|
*/
|
|
|
|
|
|
int StudioModel::GetLodUsed( void )
|
|
{
|
|
return m_LodUsed;
|
|
}
|
|
|
|
float StudioModel::GetLodMetric( void )
|
|
{
|
|
return m_LodMetric;
|
|
}
|
|
|
|
|
|
const char *StudioModel::GetKeyValueText( int iSequence )
|
|
{
|
|
CStudioHdr *pStudioHdr = GetStudioHdr();
|
|
return Studio_GetKeyValueText( pStudioHdr, iSequence );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : solve -
|
|
//-----------------------------------------------------------------------------
|
|
void StudioModel::SetSolveHeadTurn( int solve )
|
|
{
|
|
m_nSolveHeadTurn = solve;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int StudioModel::GetSolveHeadTurn() const
|
|
{
|
|
return m_nSolveHeadTurn;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : target -
|
|
//-----------------------------------------------------------------------------
|
|
void StudioModel::ClearLookTargets( void )
|
|
{
|
|
m_vecHeadTargets.RemoveAll();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : target -
|
|
//-----------------------------------------------------------------------------
|
|
void StudioModel::AddLookTarget( const Vector& vecPosition, float flWeight )
|
|
{
|
|
if (m_vecHeadTargets.Count() > 8)
|
|
return;
|
|
|
|
StudioLookTarget tmp;
|
|
|
|
tmp.m_flWeight = flWeight;
|
|
tmp.m_vecPosition = vecPosition;
|
|
tmp.m_bSelf = false;
|
|
|
|
m_vecHeadTargets.AddToTail( tmp );
|
|
}
|
|
|
|
|
|
void StudioModel::AddLookTargetSelf( float flWeight )
|
|
{
|
|
if (m_vecHeadTargets.Count() > 8)
|
|
return;
|
|
|
|
StudioLookTarget tmp;
|
|
|
|
tmp.m_flWeight = flWeight;
|
|
tmp.m_vecPosition = Vector(0,0,0);
|
|
tmp.m_bSelf = true;
|
|
|
|
m_vecHeadTargets.AddToTail( tmp );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void StudioModel::SetModelYaw( float flYaw )
|
|
{
|
|
m_flModelYaw = flYaw;
|
|
}
|
|
|
|
float StudioModel::GetModelYaw( void ) const
|
|
{
|
|
return m_flModelYaw;
|
|
}
|
|
|
|
void StudioModel::SetBodyYaw( float flYaw )
|
|
{
|
|
m_flBodyYaw = flYaw;
|
|
}
|
|
|
|
float StudioModel::GetBodyYaw( void ) const
|
|
{
|
|
return m_flBodyYaw;
|
|
}
|
|
|
|
void StudioModel::SetSpineYaw( float flYaw )
|
|
{
|
|
m_flSpineYaw = flYaw;
|
|
}
|
|
|
|
float StudioModel::GetSpineYaw( void ) const
|
|
{
|
|
return m_flSpineYaw;
|
|
}
|
|
|