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-rw-r--r--tier3/mdlutils.cpp459
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diff --git a/tier3/mdlutils.cpp b/tier3/mdlutils.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Utility methods for mdl files
+//
+//===========================================================================//
+
+#include "tier3/mdlutils.h"
+#include "tier0/dbg.h"
+#include "tier1/callqueue.h"
+#include "tier3/tier3.h"
+#include "studio.h"
+#include "istudiorender.h"
+#include "bone_setup.h"
+
+
+//-----------------------------------------------------------------------------
+// Returns the bounding box for the model
+//-----------------------------------------------------------------------------
+void GetMDLBoundingBox( Vector *pMins, Vector *pMaxs, MDLHandle_t h, int nSequence )
+{
+ if ( h == MDLHANDLE_INVALID || !g_pMDLCache )
+ {
+ pMins->Init();
+ pMaxs->Init();
+ return;
+ }
+
+ pMins->Init( FLT_MAX, FLT_MAX );
+ pMaxs->Init( -FLT_MAX, -FLT_MAX );
+
+ studiohdr_t *pStudioHdr = g_pMDLCache->GetStudioHdr( h );
+ if ( !VectorCompare( vec3_origin, pStudioHdr->view_bbmin ) || !VectorCompare( vec3_origin, pStudioHdr->view_bbmax ))
+ {
+ // look for view clip
+ *pMins = pStudioHdr->view_bbmin;
+ *pMaxs = pStudioHdr->view_bbmax;
+ }
+ else if ( !VectorCompare( vec3_origin, pStudioHdr->hull_min ) || !VectorCompare( vec3_origin, pStudioHdr->hull_max ))
+ {
+ // look for hull
+ *pMins = pStudioHdr->hull_min;
+ *pMaxs = pStudioHdr->hull_max;
+ }
+
+ // Else use the sequence box
+ mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( nSequence );
+ VectorMin( seqdesc.bbmin, *pMins, *pMins );
+ VectorMax( seqdesc.bbmax, *pMaxs, *pMaxs );
+}
+
+
+//-----------------------------------------------------------------------------
+// Returns the radius of the model as measured from the origin
+//-----------------------------------------------------------------------------
+float GetMDLRadius( MDLHandle_t h, int nSequence )
+{
+ Vector vecMins, vecMaxs;
+ GetMDLBoundingBox( &vecMins, &vecMaxs, h, nSequence );
+ float flRadius = vecMaxs.Length();
+ float flRadius2 = vecMins.Length();
+ if ( flRadius2 > flRadius )
+ {
+ flRadius = flRadius2;
+ }
+ return flRadius;
+}
+
+
+//-----------------------------------------------------------------------------
+// Returns a more accurate bounding sphere
+//-----------------------------------------------------------------------------
+void GetMDLBoundingSphere( Vector *pVecCenter, float *pRadius, MDLHandle_t h, int nSequence )
+{
+ Vector vecMins, vecMaxs;
+ GetMDLBoundingBox( &vecMins, &vecMaxs, h, nSequence );
+ VectorAdd( vecMins, vecMaxs, *pVecCenter );
+ *pVecCenter *= 0.5f;
+ *pRadius = vecMaxs.DistTo( *pVecCenter );
+}
+
+
+//-----------------------------------------------------------------------------
+// Constructor
+//-----------------------------------------------------------------------------
+CMDL::CMDL()
+{
+ m_MDLHandle = MDLHANDLE_INVALID;
+ m_Color.SetColor( 255, 255, 255, 255 );
+ m_nSkin = 0;
+ m_nBody = 0;
+ m_nSequence = 0;
+ m_nLOD = 0;
+ m_flPlaybackRate = 30.0f;
+ m_flTime = 0.0f;
+ m_vecViewTarget.Init( 0, 0, 0 );
+ m_bWorldSpaceViewTarget = false;
+ memset( m_pFlexControls, 0, sizeof(m_pFlexControls) );
+ m_pProxyData = NULL;
+}
+
+CMDL::~CMDL()
+{
+ UnreferenceMDL();
+}
+
+void CMDL::SetMDL( MDLHandle_t h )
+{
+ UnreferenceMDL();
+ m_MDLHandle = h;
+ if ( m_MDLHandle != MDLHANDLE_INVALID )
+ {
+ g_pMDLCache->AddRef( m_MDLHandle );
+
+ studiohdr_t *pHdr = g_pMDLCache->LockStudioHdr( m_MDLHandle );
+
+ if ( pHdr )
+ {
+ for ( LocalFlexController_t i = LocalFlexController_t(0); i < pHdr->numflexcontrollers; ++i )
+ {
+ if ( pHdr->pFlexcontroller( i )->localToGlobal == -1 )
+ {
+ pHdr->pFlexcontroller( i )->localToGlobal = i;
+ }
+ }
+ }
+ }
+}
+
+MDLHandle_t CMDL::GetMDL() const
+{
+ return m_MDLHandle;
+}
+
+
+//-----------------------------------------------------------------------------
+// Release the MDL handle
+//-----------------------------------------------------------------------------
+void CMDL::UnreferenceMDL()
+{
+ if ( !g_pMDLCache )
+ return;
+
+ if ( m_MDLHandle != MDLHANDLE_INVALID )
+ {
+ // XXX need to figure out where it is safe to flush the queue during map change to not crash
+#if 0
+ if ( ICallQueue *pCallQueue = materials->GetRenderContext()->GetCallQueue() )
+ {
+ // Parallel rendering: don't unlock model data until end of rendering
+ pCallQueue->QueueCall( g_pMDLCache, &IMDLCache::UnlockStudioHdr, m_MDLHandle );
+ pCallQueue->QueueCall( g_pMDLCache, &IMDLCache::Release, m_MDLHandle );
+ }
+ else
+#endif
+ {
+ // Immediate-mode rendering, can unlock immediately
+ g_pMDLCache->UnlockStudioHdr( m_MDLHandle );
+ g_pMDLCache->Release( m_MDLHandle );
+ }
+ m_MDLHandle = MDLHANDLE_INVALID;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Gets the studiohdr
+//-----------------------------------------------------------------------------
+studiohdr_t *CMDL::GetStudioHdr()
+{
+ if ( !g_pMDLCache )
+ return NULL;
+ return g_pMDLCache->GetStudioHdr( m_MDLHandle );
+}
+
+
+//-----------------------------------------------------------------------------
+// Draws the mesh
+//-----------------------------------------------------------------------------
+void CMDL::Draw( const matrix3x4_t& rootToWorld, const matrix3x4_t *pBoneToWorld )
+{
+ if ( !g_pMaterialSystem || !g_pMDLCache || !g_pStudioRender )
+ return;
+
+ if ( m_MDLHandle == MDLHANDLE_INVALID )
+ return;
+
+ // Color + alpha modulation
+ Vector white( m_Color.r() / 255.0f, m_Color.g() / 255.0f, m_Color.b() / 255.0f );
+ g_pStudioRender->SetColorModulation( white.Base() );
+ g_pStudioRender->SetAlphaModulation( m_Color.a() / 255.0f );
+
+ DrawModelInfo_t info;
+ info.m_pStudioHdr = g_pMDLCache->GetStudioHdr( m_MDLHandle );
+ info.m_pHardwareData = g_pMDLCache->GetHardwareData( m_MDLHandle );
+ info.m_Decals = STUDIORENDER_DECAL_INVALID;
+ info.m_Skin = m_nSkin;
+ info.m_Body = m_nBody;
+ info.m_HitboxSet = 0;
+ info.m_pClientEntity = m_pProxyData;
+ info.m_pColorMeshes = NULL;
+ info.m_bStaticLighting = false;
+ info.m_Lod = m_nLOD;
+
+ Vector vecWorldViewTarget;
+ if ( m_bWorldSpaceViewTarget )
+ {
+ vecWorldViewTarget = m_vecViewTarget;
+ }
+ else
+ {
+ VectorTransform( m_vecViewTarget, rootToWorld, vecWorldViewTarget );
+ }
+ g_pStudioRender->SetEyeViewTarget( info.m_pStudioHdr, info.m_Body, vecWorldViewTarget );
+
+ // FIXME: Why is this necessary!?!?!?
+ CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
+
+ // Set default flex values
+ float *pFlexWeights = NULL;
+ const int nFlexDescCount = info.m_pStudioHdr->numflexdesc;
+ if ( nFlexDescCount )
+ {
+ CStudioHdr cStudioHdr( info.m_pStudioHdr, g_pMDLCache );
+
+ g_pStudioRender->LockFlexWeights( info.m_pStudioHdr->numflexdesc, &pFlexWeights );
+ cStudioHdr.RunFlexRules( m_pFlexControls, pFlexWeights );
+ g_pStudioRender->UnlockFlexWeights();
+ }
+
+ Vector vecModelOrigin;
+ MatrixGetColumn( rootToWorld, 3, vecModelOrigin );
+ g_pStudioRender->DrawModel( NULL, info, const_cast<matrix3x4_t*>( pBoneToWorld ),
+ pFlexWeights, NULL, vecModelOrigin, STUDIORENDER_DRAW_ENTIRE_MODEL );
+}
+
+void CMDL::Draw( const matrix3x4_t &rootToWorld )
+{
+ if ( !g_pMaterialSystem || !g_pMDLCache || !g_pStudioRender )
+ return;
+
+ if ( m_MDLHandle == MDLHANDLE_INVALID )
+ return;
+
+ studiohdr_t *pStudioHdr = g_pMDLCache->GetStudioHdr( m_MDLHandle );
+
+ matrix3x4_t *pBoneToWorld = g_pStudioRender->LockBoneMatrices( pStudioHdr->numbones );
+ SetUpBones( rootToWorld, pStudioHdr->numbones, pBoneToWorld );
+ g_pStudioRender->UnlockBoneMatrices();
+
+ Draw( rootToWorld, pBoneToWorld );
+}
+
+
+void CMDL::SetUpBones( const matrix3x4_t& rootToWorld, int nMaxBoneCount, matrix3x4_t *pBoneToWorld, const float *pPoseParameters, MDLSquenceLayer_t *pSequenceLayers, int nNumSequenceLayers )
+{
+ CStudioHdr studioHdr( g_pMDLCache->GetStudioHdr( m_MDLHandle ), g_pMDLCache );
+
+ float pPoseParameter[MAXSTUDIOPOSEPARAM];
+ if ( pPoseParameters )
+ {
+ V_memcpy( pPoseParameter, pPoseParameters, sizeof(pPoseParameter) );
+ }
+ else
+ {
+ // Default to middle of the pose parameter range
+ int nPoseCount = studioHdr.GetNumPoseParameters();
+ for ( int i = 0; i < MAXSTUDIOPOSEPARAM; ++i )
+ {
+ pPoseParameter[i] = 0.5f;
+ if ( i < nPoseCount )
+ {
+ const mstudioposeparamdesc_t &Pose = studioHdr.pPoseParameter( i );
+
+ // Want to try for a zero state. If one doesn't exist set it to .5 by default.
+ if ( Pose.start < 0.0f && Pose.end > 0.0f )
+ {
+ float flPoseDelta = Pose.end - Pose.start;
+ pPoseParameter[i] = -Pose.start / flPoseDelta;
+ }
+ }
+ }
+ }
+
+ int nFrameCount = Studio_MaxFrame( &studioHdr, m_nSequence, pPoseParameter );
+ if ( nFrameCount == 0 )
+ {
+ nFrameCount = 1;
+ }
+ float flCycle = ( m_flTime * m_flPlaybackRate ) / nFrameCount;
+
+ // FIXME: We're always wrapping; may want to determing if we should clamp
+ flCycle -= (int)(flCycle);
+
+ Vector pos[MAXSTUDIOBONES];
+ Quaternion q[MAXSTUDIOBONES];
+
+ IBoneSetup boneSetup( &studioHdr, BONE_USED_BY_ANYTHING_AT_LOD( m_nLOD ), pPoseParameter, NULL );
+ boneSetup.InitPose( pos, q );
+ boneSetup.AccumulatePose( pos, q, m_nSequence, flCycle, 1.0f, m_flTime, NULL );
+
+ // Accumulate the additional layers if specified.
+ if ( pSequenceLayers )
+ {
+ int nNumSeq = studioHdr.GetNumSeq();
+ for ( int i = 0; i < nNumSequenceLayers; ++i )
+ {
+ int nSeqIndex = pSequenceLayers[ i ].m_nSequenceIndex;
+ if ( ( nSeqIndex >= 0 ) && ( nSeqIndex < nNumSeq ) )
+ {
+ float flWeight = pSequenceLayers[ i ].m_flWeight;
+
+ float flLayerCycle;
+ int nLayerFrameCount = MAX( 1, Studio_MaxFrame( &studioHdr, nSeqIndex, pPoseParameter ) );
+
+ if ( pSequenceLayers[i].m_bNoLoop )
+ {
+ if ( pSequenceLayers[i].m_flCycleBeganAt == 0 )
+ {
+ pSequenceLayers[i].m_flCycleBeganAt = m_flTime;
+ }
+
+ float flElapsedTime = m_flTime - pSequenceLayers[i].m_flCycleBeganAt;
+ flLayerCycle = ( flElapsedTime * m_flPlaybackRate ) / nLayerFrameCount;
+
+ // Should we keep playing layers that have ended?
+ //if ( flLayerCycle >= 1.0 )
+ //continue;
+ }
+ else
+ {
+ flLayerCycle = ( m_flTime * m_flPlaybackRate ) / nLayerFrameCount;
+
+ // FIXME: We're always wrapping; may want to determing if we should clamp
+ flLayerCycle -= (int)(flLayerCycle);
+ }
+
+ boneSetup.AccumulatePose( pos, q, nSeqIndex, flLayerCycle, flWeight, m_flTime, NULL );
+ }
+ }
+ }
+
+ // FIXME: Try enabling this?
+ // CalcAutoplaySequences( pStudioHdr, NULL, pos, q, pPoseParameter, BONE_USED_BY_VERTEX_AT_LOD( m_nLOD ), flTime );
+
+ matrix3x4_t temp;
+
+ if ( nMaxBoneCount > studioHdr.numbones() )
+ {
+ nMaxBoneCount = studioHdr.numbones();
+ }
+
+ for ( int i = 0; i < nMaxBoneCount; i++ )
+ {
+ // If it's not being used, fill with NAN for errors
+#ifdef _DEBUG
+ if ( !(studioHdr.pBone( i )->flags & BONE_USED_BY_ANYTHING_AT_LOD( m_nLOD ) ) )
+ {
+ int j, k;
+ for (j = 0; j < 3; j++)
+ {
+ for (k = 0; k < 4; k++)
+ {
+ pBoneToWorld[i][j][k] = VEC_T_NAN;
+ }
+ }
+ continue;
+ }
+#endif
+
+ matrix3x4_t boneMatrix;
+ QuaternionMatrix( q[i], boneMatrix );
+ MatrixSetColumn( pos[i], 3, boneMatrix );
+
+ if ( studioHdr.pBone(i)->parent == -1 )
+ {
+ ConcatTransforms( rootToWorld, boneMatrix, pBoneToWorld[i] );
+ }
+ else
+ {
+ ConcatTransforms( pBoneToWorld[ studioHdr.pBone(i)->parent ], boneMatrix, pBoneToWorld[i] );
+ }
+ }
+ Studio_RunBoneFlexDrivers( m_pFlexControls, &studioHdr, pos, pBoneToWorld, rootToWorld );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CMDL::SetupBonesWithBoneMerge( const CStudioHdr *pMergeHdr, matrix3x4_t *pMergeBoneToWorld,
+ const CStudioHdr *pFollow, const matrix3x4_t *pFollowBoneToWorld,
+ const matrix3x4_t &matModelToWorld )
+{
+ // Default to middle of the pose parameter range
+ int nPoseCount = pMergeHdr->GetNumPoseParameters();
+ float pPoseParameter[MAXSTUDIOPOSEPARAM];
+ for ( int i = 0; i < MAXSTUDIOPOSEPARAM; ++i )
+ {
+ pPoseParameter[i] = 0.5f;
+ if ( i < nPoseCount )
+ {
+ const mstudioposeparamdesc_t &Pose = ((CStudioHdr *)pMergeHdr)->pPoseParameter( i );
+
+ // Want to try for a zero state. If one doesn't exist set it to .5 by default.
+ if ( Pose.start < 0.0f && Pose.end > 0.0f )
+ {
+ float flPoseDelta = Pose.end - Pose.start;
+ pPoseParameter[i] = -Pose.start / flPoseDelta;
+ }
+ }
+ }
+
+ int nFrameCount = Studio_MaxFrame( pMergeHdr, m_nSequence, pPoseParameter );
+ if ( nFrameCount == 0 )
+ {
+ nFrameCount = 1;
+ }
+ float flCycle = ( m_flTime * m_flPlaybackRate ) / nFrameCount;
+
+ // FIXME: We're always wrapping; may want to determing if we should clamp
+ flCycle -= (int)(flCycle);
+
+ Vector pos[MAXSTUDIOBONES];
+ Quaternion q[MAXSTUDIOBONES];
+
+ IBoneSetup boneSetup( pMergeHdr, BONE_USED_BY_ANYTHING_AT_LOD( m_nLOD ), pPoseParameter );
+ boneSetup.InitPose( pos, q );
+ boneSetup.AccumulatePose( pos, q, m_nSequence, flCycle, 1.0f, m_flTime, NULL );
+
+ // Get the merge bone list.
+ mstudiobone_t *pMergeBones = pMergeHdr->pBone( 0 );
+ for ( int iMergeBone = 0; iMergeBone < pMergeHdr->numbones(); ++iMergeBone )
+ {
+ // Now find the bone in the parent entity.
+ bool bMerged = false;
+ int iParentBoneIndex = Studio_BoneIndexByName( pFollow, pMergeBones[iMergeBone].pszName() );
+ if ( iParentBoneIndex >= 0 )
+ {
+ MatrixCopy( pFollowBoneToWorld[iParentBoneIndex], pMergeBoneToWorld[iMergeBone] );
+ bMerged = true;
+ }
+
+ if ( !bMerged )
+ {
+ // If we get down here, then the bone wasn't merged.
+ matrix3x4_t matBone;
+ QuaternionMatrix( q[iMergeBone], pos[iMergeBone], matBone );
+
+ if ( pMergeBones[iMergeBone].parent == -1 )
+ {
+ ConcatTransforms( matModelToWorld, matBone, pMergeBoneToWorld[iMergeBone] );
+ }
+ else
+ {
+ ConcatTransforms( pMergeBoneToWorld[pMergeBones[iMergeBone].parent], matBone, pMergeBoneToWorld[iMergeBone] );
+ }
+ }
+ }
+}
+