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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/utils/motionmapper/motionmapper.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/utils/motionmapper/motionmapper.h')
| -rw-r--r-- | mp/src/utils/motionmapper/motionmapper.h | 548 |
1 files changed, 274 insertions, 274 deletions
diff --git a/mp/src/utils/motionmapper/motionmapper.h b/mp/src/utils/motionmapper/motionmapper.h index 0df3f8ee..6b487e3c 100644 --- a/mp/src/utils/motionmapper/motionmapper.h +++ b/mp/src/utils/motionmapper/motionmapper.h @@ -1,274 +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 );
+/*** +* +//========= 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 ); |