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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /public/tier3/mdlutils.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'public/tier3/mdlutils.h')
| -rw-r--r-- | public/tier3/mdlutils.h | 97 |
1 files changed, 97 insertions, 0 deletions
diff --git a/public/tier3/mdlutils.h b/public/tier3/mdlutils.h new file mode 100644 index 0000000..1e04abd --- /dev/null +++ b/public/tier3/mdlutils.h @@ -0,0 +1,97 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: A higher level link library for general use in the game and tools. +// +//===========================================================================// + + +#ifndef MDLUTILS_H +#define MDLUTILS_H + +#if defined( _WIN32 ) +#pragma once +#endif + +#include "datacache/imdlcache.h" +#include "mathlib/vector.h" +#include "Color.h" +#include "studio.h" + + +//----------------------------------------------------------------------------- +// Forward declarations +//----------------------------------------------------------------------------- +struct matrix3x4_t; + +struct MDLSquenceLayer_t +{ + int m_nSequenceIndex; + float m_flWeight; + bool m_bNoLoop; + float m_flCycleBeganAt; +}; + +//----------------------------------------------------------------------------- +// Class containing simplistic MDL state for use in rendering +//----------------------------------------------------------------------------- +class CMDL +{ +public: + CMDL(); + ~CMDL(); + + void SetMDL( MDLHandle_t h ); + MDLHandle_t GetMDL() const; + + // Simple version of drawing; sets up bones for you + void Draw( const matrix3x4_t& rootToWorld ); + + // NOTE: This version of draw assumes you've filled in the bone to world + // matrix yourself by calling IStudioRender::LockBoneMatrices. The pointer + // returned by that method needs to be passed into here + void Draw( const matrix3x4_t& rootToWorld, const matrix3x4_t *pBoneToWorld ); + + + void SetUpBones( const matrix3x4_t& shapeToWorld, int nMaxBoneCount, matrix3x4_t *pOutputMatrices, const float *pPoseParameters = NULL, MDLSquenceLayer_t *pSequenceLayers = NULL, int nNumSequenceLayers = 0 ); + void SetupBonesWithBoneMerge( const CStudioHdr *pMergeHdr, matrix3x4_t *pMergeBoneToWorld, + const CStudioHdr *pFollow, const matrix3x4_t *pFollowBoneToWorld, const matrix3x4_t &matModelToWorld ); + + studiohdr_t *GetStudioHdr(); + +private: + void UnreferenceMDL(); + +public: + MDLHandle_t m_MDLHandle; + Color m_Color; + int m_nSkin; + int m_nBody; + int m_nSequence; + int m_nLOD; + float m_flPlaybackRate; + float m_flTime; + float m_pFlexControls[ MAXSTUDIOFLEXCTRL * 4 ]; + Vector m_vecViewTarget; + bool m_bWorldSpaceViewTarget; + void *m_pProxyData; +}; + + +//----------------------------------------------------------------------------- +// Returns the bounding box for the model +//----------------------------------------------------------------------------- +void GetMDLBoundingBox( Vector *pMins, Vector *pMaxs, MDLHandle_t h, int nSequence ); + +//----------------------------------------------------------------------------- +// Returns the radius of the model as measured from the origin +//----------------------------------------------------------------------------- +float GetMDLRadius( MDLHandle_t h, int nSequence ); + +//----------------------------------------------------------------------------- +// Returns a more accurate bounding sphere +//----------------------------------------------------------------------------- +void GetMDLBoundingSphere( Vector *pVecCenter, float *pRadius, MDLHandle_t h, int nSequence ); + + +#endif // MDLUTILS_H + |