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| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/utils/motionmapper/motionmapper.h | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/utils/motionmapper/motionmapper.h')
| -rw-r--r-- | mp/src/utils/motionmapper/motionmapper.h | 274 |
1 files changed, 274 insertions, 0 deletions
diff --git a/mp/src/utils/motionmapper/motionmapper.h b/mp/src/utils/motionmapper/motionmapper.h new file mode 100644 index 00000000..0df3f8ee --- /dev/null +++ b/mp/src/utils/motionmapper/motionmapper.h @@ -0,0 +1,274 @@ +/***
+*
+//========= Copyright Valve Corporation, All rights reserved. ============//
+*
+* This product contains software technology licensed from Id
+* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
+* All Rights Reserved.
+*
+****/
+
+#include <stdio.h>
+#include "basetypes.h"
+#include "utlvector.h"
+#include "utlsymbol.h"
+#include "mathlib/vector.h"
+#include "studio.h"
+
+struct LodScriptData_t;
+
+#define IDSTUDIOHEADER (('T'<<24)+('S'<<16)+('D'<<8)+'I')
+ // little-endian "IDST"
+#define IDSTUDIOANIMGROUPHEADER (('G'<<24)+('A'<<16)+('D'<<8)+'I')
+ // little-endian "IDAG"
+
+
+#define STUDIO_QUADRATIC_MOTION 0x00002000
+
+#define MAXSTUDIOANIMFRAMES 2000 // max frames per animation
+#define MAXSTUDIOSEQUENCES 1524 // total sequences
+#define MAXSTUDIOSRCBONES 512 // bones allowed at source movement
+#define MAXSTUDIOBONEWEIGHTS 3
+#define MAXSTUDIONAME 128
+
+#ifndef EXTERN
+#define EXTERN extern
+#endif
+
+EXTERN char outname[1024];
+EXTERN int numdirs;
+EXTERN char cddir[32][MAX_PATH];
+EXTERN char fullpath[1024];
+
+EXTERN float g_defaultscale;
+EXTERN float g_currentscale;
+EXTERN RadianEuler g_defaultrotation;
+
+
+EXTERN char defaulttexture[16][MAX_PATH];
+EXTERN char sourcetexture[16][MAX_PATH];
+
+EXTERN int numrep;
+
+EXTERN int flip_triangles;
+EXTERN float normal_blend;
+
+
+void *kalloc( int num, int size );
+
+struct s_trianglevert_t
+{
+ int vertindex;
+ int normindex; // index into normal array
+ int s,t;
+ float u,v;
+};
+
+struct s_boneweight_t
+{
+ int numbones;
+
+ int bone[MAXSTUDIOBONEWEIGHTS];
+ float weight[MAXSTUDIOBONEWEIGHTS];
+};
+
+
+struct s_vertexinfo_t
+{
+ // wtf is this doing here?
+ int material;
+
+ int firstref;
+ int lastref;
+
+ int flexmask;
+ int numflex;
+ int flexoffset;
+};
+
+struct s_tmpface_t
+{
+ int material;
+ unsigned long a, b, c;
+ unsigned long ta, tb, tc;
+ unsigned long na, nb, nc;
+};
+
+struct s_face_t
+{
+ unsigned long a, b, c;
+};
+
+struct s_node_t
+{
+ char name[MAXSTUDIONAME];
+ int parent;
+};
+
+
+struct s_bone_t
+{
+ Vector pos;
+ RadianEuler rot;
+};
+
+struct s_texture_t
+{
+ char name[MAX_PATH];
+ int flags;
+ int parent;
+ int material;
+ float width;
+ float height;
+ float dPdu;
+ float dPdv;
+};
+EXTERN s_texture_t g_texture[MAXSTUDIOSKINS];
+EXTERN int g_numtextures;
+EXTERN int g_material[MAXSTUDIOSKINS]; // link into texture array
+EXTERN int g_nummaterials;
+
+EXTERN float g_gamma;
+EXTERN int g_numskinref;
+EXTERN int g_numskinfamilies;
+EXTERN int g_skinref[256][MAXSTUDIOSKINS]; // [skin][skinref], returns texture index
+EXTERN int g_numtexturegroups;
+EXTERN int g_numtexturelayers[32];
+EXTERN int g_numtexturereps[32];
+EXTERN int g_texturegroup[32][32][32];
+
+struct s_mesh_t
+{
+ int numvertices;
+ int vertexoffset;
+
+ int numfaces;
+ int faceoffset;
+};
+
+
+struct s_vertanim_t
+{
+ int vertex;
+ float speed;
+ float side;
+ Vector pos;
+ Vector normal;
+};
+
+// processed aggregate lod pools
+struct s_loddata_t
+{
+ int numvertices;
+ s_boneweight_t *globalBoneweight;
+ s_vertexinfo_t *vertexInfo;
+ Vector *vertex;
+ Vector *normal;
+ Vector4D *tangentS;
+ Vector2D *texcoord;
+
+ int numfaces;
+ s_face_t *face;
+
+ s_mesh_t mesh[MAXSTUDIOSKINS];
+
+ // remaps verts from an lod's source mesh to this all-lod processed aggregate pool
+ int *pMeshVertIndexMaps[MAX_NUM_LODS];
+};
+
+// raw off-disk source files. Raw data should be not processed.
+struct s_source_t
+{
+ char filename[MAX_PATH];
+ int time; // time stamp
+
+ bool isActiveModel;
+
+ // local skeleton hierarchy
+ int numbones;
+ s_node_t localBone[MAXSTUDIOSRCBONES];
+ matrix3x4_t boneToPose[MAXSTUDIOSRCBONES]; // converts bone local data into initial pose data
+
+ // bone remapping
+ int boneflags[MAXSTUDIOSRCBONES]; // attachment, vertex, etc flags for this bone
+ int boneref[MAXSTUDIOSRCBONES]; // flags for this and child bones
+ int boneLocalToGlobal[MAXSTUDIOSRCBONES]; // bonemap : local bone to world bone mapping
+ int boneGlobalToLocal[MAXSTUDIOSRCBONES]; // boneimap : world bone to local bone mapping
+
+ int texmap[MAXSTUDIOSKINS*4]; // map local MAX materials to unique textures
+
+ // per material mesh
+ int nummeshes;
+ int meshindex[MAXSTUDIOSKINS]; // mesh to skin index
+ s_mesh_t mesh[MAXSTUDIOSKINS];
+
+ // model global copy of vertices
+ int numvertices;
+ s_boneweight_t *localBoneweight; // vertex info about local bone weighting
+ s_boneweight_t *globalBoneweight; // vertex info about global bone weighting
+ s_vertexinfo_t *vertexInfo; // generic vertex info
+ Vector *vertex;
+ Vector *normal;
+ Vector4D *tangentS;
+ Vector2D *texcoord;
+
+ int numfaces;
+ s_face_t *face; // vertex indexs per face
+
+ // raw skeletal animation
+ int numframes;
+ int startframe;
+ int endframe;
+ s_bone_t *rawanim[MAXSTUDIOANIMFRAMES]; // [frame][bones];
+
+ // vertex animation
+ int *vanim_mapcount; // local verts map to N target verts
+ int **vanim_map; // local vertices to target vertices mapping list
+ int *vanim_flag; // local vert does animate
+
+ int numvanims[MAXSTUDIOANIMFRAMES];
+ s_vertanim_t *vanim[MAXSTUDIOANIMFRAMES]; // [frame][vertex]
+
+ // processed aggregate lod data
+ s_loddata_t *pLodData;
+};
+
+
+EXTERN int g_numsources;
+EXTERN s_source_t *g_source[MAXSTUDIOSEQUENCES];
+
+EXTERN int is_v1support;
+
+EXTERN int g_numverts;
+EXTERN Vector g_vertex[MAXSTUDIOVERTS];
+EXTERN s_boneweight_t g_bone[MAXSTUDIOVERTS];
+
+EXTERN int g_numnormals;
+EXTERN Vector g_normal[MAXSTUDIOVERTS];
+
+EXTERN int g_numtexcoords;
+EXTERN Vector2D g_texcoord[MAXSTUDIOVERTS];
+
+EXTERN int g_numfaces;
+EXTERN s_tmpface_t g_face[MAXSTUDIOTRIANGLES];
+EXTERN s_face_t g_src_uface[MAXSTUDIOTRIANGLES]; // max res unified faces
+
+struct v_unify_t
+{
+ int refcount;
+ int lastref;
+ int firstref;
+ int v;
+ int m;
+ int n;
+ int t;
+ v_unify_t *next;
+};
+
+EXTERN v_unify_t *v_list[MAXSTUDIOVERTS];
+EXTERN v_unify_t v_listdata[MAXSTUDIOVERTS];
+EXTERN int numvlist;
+
+int SortAndBalanceBones( int iCount, int iMaxCount, int bones[], float weights[] );
+void Grab_Vertexanimation( s_source_t *psource );
+extern void BuildIndividualMeshes( s_source_t *psource );
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