1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef FACEPOSER_MODELS_H
#define FACEPOSER_MODELS_H
#ifdef _WIN32
#pragma once
#endif
class StudioModel;
#include "mxbitmaptools.h"
typedef unsigned int CRC32_t;
class IFaceposerModels
{
public:
IFaceposerModels();
virtual ~IFaceposerModels();
virtual int Count( void ) const;
virtual char const *GetModelName( int index );
virtual char const *GetModelFileName( int index );
virtual int GetActiveModelIndex( void ) const;
virtual char const *GetActiveModelName( void );
virtual StudioModel *GetActiveStudioModel( void );
virtual void ForceActiveModelIndex( int index );
virtual void UnForceActiveModelIndex();
virtual int FindModelByFilename( char const *filename );
virtual int LoadModel( char const *filename );
virtual void FreeModel( int index );
virtual void CloseAllModels( void );
virtual StudioModel *GetStudioModel( int index );
virtual CStudioHdr *GetStudioHeader( int index );
virtual int GetIndexForStudioModel( StudioModel *model );
virtual int GetModelIndexForActor( char const *actorname );
virtual StudioModel *GetModelForActor( char const *actorname );
virtual char const *GetActorNameForModel( int modelindex );
virtual void SetActorNameForModel( int modelindex, char const *actorname );
virtual int CountVisibleModels( void );
virtual void ShowModelIn3DView( int modelindex, bool show );
virtual bool IsModelShownIn3DView( int modelindex );
virtual void SaveModelList( void );
virtual void LoadModelList( void );
virtual void ReleaseModels( void );
virtual void RestoreModels( void );
//virtual void RefreshModels( void );
virtual void CheckResetFlexes( void );
virtual void ClearOverlaysSequences( void );
virtual mxbitmapdata_t *GetBitmapForSequence( int modelindex, int sequence );
virtual void RecreateAllAnimationBitmaps( int modelindex );
virtual void RecreateAnimationBitmap( int modelindex, int sequence );
virtual void CreateNewBitmap( int modelindex, char const *pchBitmapFilename, int sequence, int nSnapShotSize, bool bZoomInOnFace, class CExpression *pExpression, mxbitmapdata_t *bitmap );
virtual int CountActiveSources();
virtual void SetSolveHeadTurn( int solve );
virtual void ClearModelTargets( bool force = false );
private:
class CFacePoserModel
{
public:
CFacePoserModel( char const *modelfile, StudioModel *model );
~CFacePoserModel();
void LoadBitmaps();
void FreeBitmaps();
mxbitmapdata_t *GetBitmapForSequence( int sequence );
const char *GetBitmapChecksum( int sequence );
CRC32_t GetBitmapCRC( int sequence );
const char *GetBitmapFilename( int sequence );
void RecreateAllAnimationBitmaps();
void RecreateAnimationBitmap( int sequence, bool reconcile );
void SetActorName( char const *actorname )
{
strcpy( m_szActorName, actorname );
}
char const *GetActorName( void ) const
{
return m_szActorName;
}
StudioModel *GetModel( void ) const
{
return m_pModel;
}
char const *GetModelFileName( void ) const
{
return m_szModelFileName;
}
char const *GetShortModelName( void ) const
{
return m_szShortName;
}
void SetVisibleIn3DView( bool visible )
{
m_bVisibileIn3DView = visible;
}
bool GetVisibleIn3DView( void ) const
{
return m_bVisibileIn3DView;
}
// For material system purposes
void Release( void );
void Restore( void );
void Refresh( void )
{
// Forces a reload from disk
Release();
Restore();
}
void CreateNewBitmap( char const *pchBitmapFilename, int sequence, int nSnapShotSize, bool bZoomInOnFace, class CExpression *pExpression, mxbitmapdata_t *bitmap );
private:
void LoadBitmapForSequence( mxbitmapdata_t *bitmap, int sequence );
void ReconcileAnimationBitmaps();
void BuildValidChecksums( CUtlRBTree< CRC32_t > &tree );
enum
{
MAX_ACTOR_NAME = 64,
MAX_MODEL_FILE = 128,
MAX_SHORT_NAME = 32,
};
char m_szActorName[ MAX_ACTOR_NAME ];
char m_szModelFileName[ MAX_MODEL_FILE ];
char m_szShortName[ MAX_SHORT_NAME ];
StudioModel *m_pModel;
bool m_bVisibileIn3DView;
struct AnimBitmap
{
AnimBitmap()
{
needsload = false;
bitmap = 0;
}
bool needsload;
mxbitmapdata_t *bitmap;
};
CUtlVector< AnimBitmap * > m_AnimationBitmaps;
bool m_bFirstBitmapLoad;
};
CFacePoserModel *GetEntry( int index );
CUtlVector< CFacePoserModel * > m_Models;
int m_nLastRenderFrame;
int m_nForceModelIndex;
};
extern IFaceposerModels *models;
void EnableStickySnapshotMode( void );
void DisableStickySnapshotMode( void );
#endif // FACEPOSER_MODELS_H
|