/* sv_studio.c - server studio utilities Copyright (C) 2010 Uncle Mike This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. */ #include "common.h" #include "server.h" #include "studio.h" #include "r_studioint.h" #include "library.h" #include "ref_common.h" typedef int (*STUDIOAPI)( int, sv_blending_interface_t**, server_studio_api_t*, float (*transform)[3][4], float (*bones)[MAXSTUDIOBONES][3][4] ); typedef struct mstudiocache_s { float frame; int sequence; vec3_t angles; vec3_t origin; vec3_t size; byte controller[4]; byte blending[2]; model_t *model; uint current_hull; uint current_plane; uint numhitboxes; } mstudiocache_t; #define STUDIO_CACHESIZE 16 #define STUDIO_CACHEMASK (STUDIO_CACHESIZE - 1) // trace global variables static sv_blending_interface_t *pBlendAPI = NULL; static studiohdr_t *mod_studiohdr; static matrix3x4 studio_transform; static hull_t cache_hull[MAXSTUDIOBONES]; static hull_t studio_hull[MAXSTUDIOBONES]; static matrix3x4 studio_bones[MAXSTUDIOBONES]; static uint studio_hull_hitgroup[MAXSTUDIOBONES]; static uint cache_hull_hitgroup[MAXSTUDIOBONES]; static mstudiocache_t cache_studio[STUDIO_CACHESIZE]; static mclipnode_t studio_clipnodes[6]; static mplane_t studio_planes[768]; static mplane_t cache_planes[768]; // current cache state static int cache_current; static int cache_current_hull; static int cache_current_plane; /* ==================== Mod_InitStudioHull ==================== */ void Mod_InitStudioHull( void ) { int i, side; if( studio_hull[0].planes != NULL ) return; // already initailized for( i = 0; i < 6; i++ ) { studio_clipnodes[i].planenum = i; side = i & 1; studio_clipnodes[i].children[side] = CONTENTS_EMPTY; if( i != 5 ) studio_clipnodes[i].children[side^1] = i + 1; else studio_clipnodes[i].children[side^1] = CONTENTS_SOLID; } for( i = 0; i < MAXSTUDIOBONES; i++ ) { studio_hull[i].clipnodes = studio_clipnodes; studio_hull[i].planes = &studio_planes[i*6]; studio_hull[i].firstclipnode = 0; studio_hull[i].lastclipnode = 5; } } /* =============================================================================== STUDIO MODELS CACHE =============================================================================== */ /* ==================== ClearStudioCache ==================== */ void Mod_ClearStudioCache( void ) { memset( cache_studio, 0, sizeof( cache_studio )); cache_current_hull = cache_current_plane = 0; cache_current = 0; } /* ==================== AddToStudioCache ==================== */ void Mod_AddToStudioCache( float frame, int sequence, vec3_t angles, vec3_t origin, vec3_t size, byte *pcontroller, byte *pblending, model_t *model, hull_t *hull, int numhitboxes ) { mstudiocache_t *pCache; if( numhitboxes + cache_current_hull >= MAXSTUDIOBONES ) Mod_ClearStudioCache(); cache_current++; pCache = &cache_studio[cache_current & STUDIO_CACHEMASK]; pCache->frame = frame; pCache->sequence = sequence; VectorCopy( angles, pCache->angles ); VectorCopy( origin, pCache->origin ); VectorCopy( size, pCache->size ); memcpy( pCache->controller, pcontroller, 4 ); memcpy( pCache->blending, pblending, 2 ); pCache->model = model; pCache->current_hull = cache_current_hull; pCache->current_plane = cache_current_plane; memcpy( &cache_hull[cache_current_hull], hull, numhitboxes * sizeof( hull_t )); memcpy( &cache_planes[cache_current_plane], studio_planes, numhitboxes * sizeof( mplane_t ) * 6 ); memcpy( &cache_hull_hitgroup[cache_current_hull], studio_hull_hitgroup, numhitboxes * sizeof( uint )); cache_current_hull += numhitboxes; cache_current_plane += numhitboxes * 6; pCache->numhitboxes = numhitboxes; } /* ==================== CheckStudioCache ==================== */ mstudiocache_t *Mod_CheckStudioCache( model_t *model, float frame, int sequence, vec3_t angles, vec3_t origin, vec3_t size, byte *controller, byte *blending ) { mstudiocache_t *pCached; int i; for( i = 0; i < STUDIO_CACHESIZE; i++ ) { pCached = &cache_studio[(cache_current - i) & STUDIO_CACHEMASK]; if( pCached->model != model ) continue; if( pCached->frame != frame ) continue; if( pCached->sequence != sequence ) continue; if( !VectorCompare( pCached->angles, angles )) continue; if( !VectorCompare( pCached->origin, origin )) continue; if( !VectorCompare( pCached->size, size )) continue; if( memcmp( pCached->controller, controller, 4 ) != 0 ) continue; if( memcmp( pCached->blending, blending, 2 ) != 0 ) continue; return pCached; } return NULL; } /* =============================================================================== STUDIO MODELS TRACING =============================================================================== */ /* ==================== SetStudioHullPlane ==================== */ void Mod_SetStudioHullPlane( int planenum, int bone, int axis, float offset, const vec3_t size ) { mplane_t *pl = &studio_planes[planenum]; pl->type = 5; pl->normal[0] = studio_bones[bone][0][axis]; pl->normal[1] = studio_bones[bone][1][axis]; pl->normal[2] = studio_bones[bone][2][axis]; pl->dist = (pl->normal[0] * studio_bones[bone][0][3]) + (pl->normal[1] * studio_bones[bone][1][3]) + (pl->normal[2] * studio_bones[bone][2][3]) + offset; if( planenum & 1 ) pl->dist -= DotProductFabs( pl->normal, size ); else pl->dist += DotProductFabs( pl->normal, size ); } /* ==================== HullForStudio NOTE: pEdict may be NULL ==================== */ hull_t *Mod_HullForStudio( model_t *model, float frame, int sequence, vec3_t angles, vec3_t origin, vec3_t size, byte *pcontroller, byte *pblending, int *numhitboxes, edict_t *pEdict ) { vec3_t angles2; mstudiocache_t *bonecache; mstudiobbox_t *phitbox; qboolean bSkipShield; int i, j; bSkipShield = false; *numhitboxes = 0; // assume error if( mod_studiocache->value ) { bonecache = Mod_CheckStudioCache( model, frame, sequence, angles, origin, size, pcontroller, pblending ); if( bonecache != NULL ) { memcpy( studio_planes, &cache_planes[bonecache->current_plane], bonecache->numhitboxes * sizeof( mplane_t ) * 6 ); memcpy( studio_hull_hitgroup, &cache_hull_hitgroup[bonecache->current_hull], bonecache->numhitboxes * sizeof( uint )); memcpy( studio_hull, &cache_hull[bonecache->current_hull], bonecache->numhitboxes * sizeof( hull_t )); *numhitboxes = bonecache->numhitboxes; return studio_hull; } } mod_studiohdr = Mod_StudioExtradata( model ); if( !mod_studiohdr ) return NULL; // probably not a studiomodel VectorCopy( angles, angles2 ); if( !FBitSet( host.features, ENGINE_COMPENSATE_QUAKE_BUG )) angles2[PITCH] = -angles2[PITCH]; // stupid quake bug pBlendAPI->SV_StudioSetupBones( model, frame, sequence, angles2, origin, pcontroller, pblending, -1, pEdict ); phitbox = (mstudiobbox_t *)((byte *)mod_studiohdr + mod_studiohdr->hitboxindex); if( SV_IsValidEdict( pEdict ) && pEdict->v.gamestate == 1 ) bSkipShield = 1; for( i = j = 0; i < mod_studiohdr->numhitboxes; i++, j += 6 ) { if( bSkipShield && i == 21 ) continue; // CS stuff studio_hull_hitgroup[i] = phitbox[i].group; Mod_SetStudioHullPlane( j + 0, phitbox[i].bone, 0, phitbox[i].bbmax[0], size ); Mod_SetStudioHullPlane( j + 1, phitbox[i].bone, 0, phitbox[i].bbmin[0], size ); Mod_SetStudioHullPlane( j + 2, phitbox[i].bone, 1, phitbox[i].bbmax[1], size ); Mod_SetStudioHullPlane( j + 3, phitbox[i].bone, 1, phitbox[i].bbmin[1], size ); Mod_SetStudioHullPlane( j + 4, phitbox[i].bone, 2, phitbox[i].bbmax[2], size ); Mod_SetStudioHullPlane( j + 5, phitbox[i].bone, 2, phitbox[i].bbmin[2], size ); } // tell trace code about hitbox count *numhitboxes = (bSkipShield) ? (mod_studiohdr->numhitboxes - 1) : (mod_studiohdr->numhitboxes); if( mod_studiocache->value ) Mod_AddToStudioCache( frame, sequence, angles, origin, size, pcontroller, pblending, model, studio_hull, *numhitboxes ); return studio_hull; } /* =============================================================================== STUDIO MODELS SETUP BONES =============================================================================== */ /* ==================== StudioCalcBoneAdj ==================== */ static void Mod_StudioCalcBoneAdj( float *adj, const byte *pcontroller ) { int i, j; float value; mstudiobonecontroller_t *pbonecontroller; pbonecontroller = (mstudiobonecontroller_t *)((byte *)mod_studiohdr + mod_studiohdr->bonecontrollerindex); for( j = 0; j < mod_studiohdr->numbonecontrollers; j++ ) { i = pbonecontroller[j].index; if( i == STUDIO_MOUTH ) continue; // ignore mouth if( i >= MAXSTUDIOCONTROLLERS ) continue; // check for 360% wrapping if( pbonecontroller[j].type & STUDIO_RLOOP ) { value = pcontroller[i] * (360.0f / 256.0f) + pbonecontroller[j].start; } else { value = pcontroller[i] / 255.0f; value = bound( 0.0f, value, 1.0f ); value = (1.0f - value) * pbonecontroller[j].start + value * pbonecontroller[j].end; } switch( pbonecontroller[j].type & STUDIO_TYPES ) { case STUDIO_XR: case STUDIO_YR: case STUDIO_ZR: adj[j] = value * (M_PI_F / 180.0f); break; case STUDIO_X: case STUDIO_Y: case STUDIO_Z: adj[j] = value; break; } } } /* ==================== StudioCalcRotations ==================== */ static void Mod_StudioCalcRotations( int boneused[], int numbones, const byte *pcontroller, float pos[][3], vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f ) { int i, j, frame; mstudiobone_t *pbone; float adj[MAXSTUDIOCONTROLLERS]; float s; // bah, fix this bug with changing sequences too fast if( f > pseqdesc->numframes - 1 ) { f = 0.0f; } else if( f < -0.01f ) { // BUG ( somewhere else ) but this code should validate this data. // This could cause a crash if the frame # is negative, so we'll go ahead // and clamp it here f = -0.01f; } frame = (int)f; s = (f - frame); // add in programtic controllers pbone = (mstudiobone_t *)((byte *)mod_studiohdr + mod_studiohdr->boneindex); Mod_StudioCalcBoneAdj( adj, pcontroller ); for( j = numbones - 1; j >= 0; j-- ) { i = boneused[j]; R_StudioCalcBoneQuaternion( frame, s, &pbone[i], &panim[i], adj, q[i] ); R_StudioCalcBonePosition( frame, s, &pbone[i], &panim[i], adj, pos[i] ); } if( pseqdesc->motiontype & STUDIO_X ) pos[pseqdesc->motionbone][0] = 0.0f; if( pseqdesc->motiontype & STUDIO_Y ) pos[pseqdesc->motionbone][1] = 0.0f; if( pseqdesc->motiontype & STUDIO_Z ) pos[pseqdesc->motionbone][2] = 0.0f; } /* ==================== StudioCalcBoneQuaternion ==================== */ void R_StudioCalcBoneQuaternion( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, vec4_t q ) { vec3_t angles1; vec3_t angles2; int j, k; for( j = 0; j < 3; j++ ) { if( !panim || panim->offset[j+3] == 0 ) { angles2[j] = angles1[j] = pbone->value[j+3]; // default; } else { mstudioanimvalue_t *panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j+3]); k = frame; // debug if( panimvalue->num.total < panimvalue->num.valid ) k = 0; // find span of values that includes the frame we want while( panimvalue->num.total <= k ) { k -= panimvalue->num.total; panimvalue += panimvalue->num.valid + 1; // debug if( panimvalue->num.total < panimvalue->num.valid ) k = 0; } // bah, missing blend! if( panimvalue->num.valid > k ) { angles1[j] = panimvalue[k+1].value; if( panimvalue->num.valid > k + 1 ) { angles2[j] = panimvalue[k+2].value; } else { if( panimvalue->num.total > k + 1 ) angles2[j] = angles1[j]; else angles2[j] = panimvalue[panimvalue->num.valid+2].value; } } else { angles1[j] = panimvalue[panimvalue->num.valid].value; if( panimvalue->num.total > k + 1 ) angles2[j] = angles1[j]; else angles2[j] = panimvalue[panimvalue->num.valid+2].value; } angles1[j] = pbone->value[j+3] + angles1[j] * pbone->scale[j+3]; angles2[j] = pbone->value[j+3] + angles2[j] * pbone->scale[j+3]; } if( pbone->bonecontroller[j+3] != -1 && adj != NULL ) { angles1[j] += adj[pbone->bonecontroller[j+3]]; angles2[j] += adj[pbone->bonecontroller[j+3]]; } } if( !VectorCompare( angles1, angles2 )) { vec4_t q1, q2; AngleQuaternion( angles1, q1, true ); AngleQuaternion( angles2, q2, true ); QuaternionSlerp( q1, q2, s, q ); } else { AngleQuaternion( angles1, q, true ); } } /* ==================== StudioCalcBonePosition ==================== */ void R_StudioCalcBonePosition( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, vec3_t pos ) { vec3_t origin1; vec3_t origin2; int j, k; for( j = 0; j < 3; j++ ) { if( !panim || panim->offset[j] == 0 ) { origin2[j] = origin1[j] = pbone->value[j]; // default; } else { mstudioanimvalue_t *panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j]); k = frame; // debug if( panimvalue->num.total < panimvalue->num.valid ) k = 0; // find span of values that includes the frame we want while( panimvalue->num.total <= k ) { k -= panimvalue->num.total; panimvalue += panimvalue->num.valid + 1; // debug if( panimvalue->num.total < panimvalue->num.valid ) k = 0; } // bah, missing blend! if( panimvalue->num.valid > k ) { origin1[j] = panimvalue[k+1].value; if( panimvalue->num.valid > k + 1 ) { origin2[j] = panimvalue[k+2].value; } else { if( panimvalue->num.total > k + 1 ) origin2[j] = origin1[j]; else origin2[j] = panimvalue[panimvalue->num.valid+2].value; } } else { origin1[j] = panimvalue[panimvalue->num.valid].value; if( panimvalue->num.total > k + 1 ) origin2[j] = origin1[j]; else origin2[j] = panimvalue[panimvalue->num.valid+2].value; } origin1[j] = pbone->value[j] + origin1[j] * pbone->scale[j]; origin2[j] = pbone->value[j] + origin2[j] * pbone->scale[j]; } if( pbone->bonecontroller[j] != -1 && adj != NULL ) { origin1[j] += adj[pbone->bonecontroller[j]]; origin2[j] += adj[pbone->bonecontroller[j]]; } } if( !VectorCompare( origin1, origin2 )) { VectorLerp( origin1, s, origin2, pos ); } else { VectorCopy( origin1, pos ); } } /* ==================== StudioSlerpBones ==================== */ void R_StudioSlerpBones( int numbones, vec4_t q1[], float pos1[][3], vec4_t q2[], float pos2[][3], float s ) { int i; s = bound( 0.0f, s, 1.0f ); for( i = 0; i < numbones; i++ ) { QuaternionSlerp( q1[i], q2[i], s, q1[i] ); VectorLerp( pos1[i], s, pos2[i], pos1[i] ); } } /* ==================== StudioGetAnim ==================== */ void *R_StudioGetAnim( studiohdr_t *m_pStudioHeader, model_t *m_pSubModel, mstudioseqdesc_t *pseqdesc ) { mstudioseqgroup_t *pseqgroup; cache_user_t *paSequences; fs_offset_t filesize; byte *buf; pseqgroup = (mstudioseqgroup_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqgroupindex) + pseqdesc->seqgroup; if( pseqdesc->seqgroup == 0 ) return ((byte *)m_pStudioHeader + pseqdesc->animindex); paSequences = (cache_user_t *)m_pSubModel->submodels; if( paSequences == NULL ) { paSequences = (cache_user_t *)Mem_Calloc( com_studiocache, MAXSTUDIOGROUPS * sizeof( cache_user_t )); m_pSubModel->submodels = (void *)paSequences; } // check for already loaded if( !Mod_CacheCheck(( cache_user_t *)&( paSequences[pseqdesc->seqgroup] ))) { string filepath, modelname, modelpath; COM_FileBase( m_pSubModel->name, modelname ); COM_ExtractFilePath( m_pSubModel->name, modelpath ); // NOTE: here we build real sub-animation filename because stupid user may rename model without recompile Q_snprintf( filepath, sizeof( filepath ), "%s/%s%i%i.mdl", modelpath, modelname, pseqdesc->seqgroup / 10, pseqdesc->seqgroup % 10 ); buf = FS_LoadFile( filepath, &filesize, false ); if( !buf || !filesize ) Host_Error( "StudioGetAnim: can't load %s\n", filepath ); if( IDSEQGRPHEADER != *(uint *)buf ) Host_Error( "StudioGetAnim: %s is corrupted\n", filepath ); Con_Printf( "loading: %s\n", filepath ); paSequences[pseqdesc->seqgroup].data = Mem_Calloc( com_studiocache, filesize ); memcpy( paSequences[pseqdesc->seqgroup].data, buf, filesize ); Mem_Free( buf ); } return ((byte *)paSequences[pseqdesc->seqgroup].data + pseqdesc->animindex); } /* ==================== StudioSetupBones NOTE: pEdict is unused ==================== */ static void SV_StudioSetupBones( model_t *pModel, float frame, int sequence, const vec3_t angles, const vec3_t origin, const byte *pcontroller, const byte *pblending, int iBone, const edict_t *pEdict ) { int i, j, numbones = 0; int boneused[MAXSTUDIOBONES]; float f = 0.0; mstudiobone_t *pbones; mstudioseqdesc_t *pseqdesc; mstudioanim_t *panim; static float pos[MAXSTUDIOBONES][3]; static vec4_t q[MAXSTUDIOBONES]; matrix3x4 bonematrix; static float pos2[MAXSTUDIOBONES][3]; static vec4_t q2[MAXSTUDIOBONES]; static float pos3[MAXSTUDIOBONES][3]; static vec4_t q3[MAXSTUDIOBONES]; static float pos4[MAXSTUDIOBONES][3]; static vec4_t q4[MAXSTUDIOBONES]; if( sequence < 0 || sequence >= mod_studiohdr->numseq ) { // only show warn if sequence that out of range was specified intentionally if( sequence > mod_studiohdr->numseq ) Con_Reportf( S_WARN "SV_StudioSetupBones: sequence %i/%i out of range for model %s\n", sequence, mod_studiohdr->numseq, pModel->name ); sequence = 0; } pseqdesc = (mstudioseqdesc_t *)((byte *)mod_studiohdr + mod_studiohdr->seqindex) + sequence; pbones = (mstudiobone_t *)((byte *)mod_studiohdr + mod_studiohdr->boneindex); panim = R_StudioGetAnim( mod_studiohdr, pModel, pseqdesc ); if( iBone < -1 || iBone >= mod_studiohdr->numbones ) iBone = 0; if( iBone == -1 ) { numbones = mod_studiohdr->numbones; for( i = 0; i < mod_studiohdr->numbones; i++ ) boneused[(numbones - i) - 1] = i; } else { // only the parent bones for( i = iBone; i != -1; i = pbones[i].parent ) boneused[numbones++] = i; } if( pseqdesc->numframes > 1 ) f = ( frame * ( pseqdesc->numframes - 1 )) / 256.0f; Mod_StudioCalcRotations( boneused, numbones, pcontroller, pos, q, pseqdesc, panim, f ); if( pseqdesc->numblends > 1 ) { float s; panim += mod_studiohdr->numbones; Mod_StudioCalcRotations( boneused, numbones, pcontroller, pos2, q2, pseqdesc, panim, f ); s = (float)pblending[0] / 255.0f; R_StudioSlerpBones( mod_studiohdr->numbones, q, pos, q2, pos2, s ); if( pseqdesc->numblends == 4 ) { panim += mod_studiohdr->numbones; Mod_StudioCalcRotations( boneused, numbones, pcontroller, pos3, q3, pseqdesc, panim, f ); panim += mod_studiohdr->numbones; Mod_StudioCalcRotations( boneused, numbones, pcontroller, pos4, q4, pseqdesc, panim, f ); s = (float)pblending[0] / 255.0f; R_StudioSlerpBones( mod_studiohdr->numbones, q3, pos3, q4, pos4, s ); s = (float)pblending[1] / 255.0f; R_StudioSlerpBones( mod_studiohdr->numbones, q, pos, q3, pos3, s ); } } Matrix3x4_CreateFromEntity( studio_transform, angles, origin, 1.0f ); for( j = numbones - 1; j >= 0; j-- ) { i = boneused[j]; Matrix3x4_FromOriginQuat( bonematrix, q[i], pos[i] ); if( pbones[i].parent == -1 ) Matrix3x4_ConcatTransforms( studio_bones[i], studio_transform, bonematrix ); else Matrix3x4_ConcatTransforms( studio_bones[i], studio_bones[pbones[i].parent], bonematrix ); } } /* ==================== StudioGetAttachment ==================== */ void Mod_StudioGetAttachment( const edict_t *e, int iAtt, float *origin, float *angles ) { mstudioattachment_t *pAtt; vec3_t angles2; matrix3x4 localPose; matrix3x4 worldPose; model_t *mod; mod = SV_ModelHandle( e->v.modelindex ); mod_studiohdr = (studiohdr_t *)Mod_StudioExtradata( mod ); if( !mod_studiohdr ) return; if( mod_studiohdr->numattachments <= 0 ) { if( origin ) VectorCopy( e->v.origin, origin ); if( FBitSet( host.features, ENGINE_COMPUTE_STUDIO_LERP ) && angles ) VectorCopy( e->v.angles, angles ); return; } iAtt = bound( 0, iAtt, mod_studiohdr->numattachments - 1 ); // calculate attachment origin and angles pAtt = (mstudioattachment_t *)((byte *)mod_studiohdr + mod_studiohdr->attachmentindex) + iAtt; VectorCopy( e->v.angles, angles2 ); if( !FBitSet( host.features, ENGINE_COMPENSATE_QUAKE_BUG )) angles2[PITCH] = -angles2[PITCH]; pBlendAPI->SV_StudioSetupBones( mod, e->v.frame, e->v.sequence, angles2, e->v.origin, e->v.controller, e->v.blending, pAtt->bone, e ); Matrix3x4_LoadIdentity( localPose ); Matrix3x4_SetOrigin( localPose, pAtt->org[0], pAtt->org[1], pAtt->org[2] ); Matrix3x4_ConcatTransforms( worldPose, studio_bones[pAtt->bone], localPose ); if( origin != NULL ) // origin is used always Matrix3x4_OriginFromMatrix( worldPose, origin ); if( FBitSet( host.features, ENGINE_COMPUTE_STUDIO_LERP ) && angles != NULL ) Matrix3x4_AnglesFromMatrix( worldPose, angles ); } /* ==================== GetBonePosition ==================== */ void Mod_GetBonePosition( const edict_t *e, int iBone, float *origin, float *angles ) { model_t *mod; mod = SV_ModelHandle( e->v.modelindex ); mod_studiohdr = (studiohdr_t *)Mod_StudioExtradata( mod ); if( !mod_studiohdr ) return; pBlendAPI->SV_StudioSetupBones( mod, e->v.frame, e->v.sequence, e->v.angles, e->v.origin, e->v.controller, e->v.blending, iBone, e ); if( origin ) Matrix3x4_OriginFromMatrix( studio_bones[iBone], origin ); if( angles ) Matrix3x4_AnglesFromMatrix( studio_bones[iBone], angles ); } /* ==================== HitgroupForStudioHull ==================== */ int Mod_HitgroupForStudioHull( int index ) { return studio_hull_hitgroup[index]; } /* ==================== StudioBoundVertex ==================== */ void Mod_StudioBoundVertex( vec3_t mins, vec3_t maxs, int *numverts, const vec3_t vertex ) { if((*numverts) == 0 ) ClearBounds( mins, maxs ); AddPointToBounds( vertex, mins, maxs ); (*numverts)++; } /* ==================== StudioAccumulateBoneVerts ==================== */ void Mod_StudioAccumulateBoneVerts( vec3_t mins, vec3_t maxs, int *numverts, vec3_t bone_mins, vec3_t bone_maxs, int *numbones ) { vec3_t delta; vec3_t point; if( *numbones <= 0 ) return; // calculate the midpoint of the second vertex, VectorSubtract( bone_maxs, bone_mins, delta ); VectorScale( delta, 0.5f, point ); Mod_StudioBoundVertex( mins, maxs, numverts, point ); VectorClear( bone_mins ); VectorClear( bone_maxs ); *numbones = 0; } /* ==================== StudioComputeBounds ==================== */ void Mod_StudioComputeBounds( void *buffer, vec3_t mins, vec3_t maxs, qboolean ignore_sequences ) { int i, j, k, numseq; studiohdr_t *pstudiohdr; mstudiobodyparts_t *pbodypart; mstudiomodel_t *m_pSubModel; mstudioseqgroup_t *pseqgroup; mstudioseqdesc_t *pseqdesc; mstudiobone_t *pbones; mstudioanim_t *panim; vec3_t bone_mins, bone_maxs; vec3_t vert_mins, vert_maxs; int vert_count, bone_count; int bodyCount = 0; vec3_t pos, *pverts; vert_count = bone_count = 0; VectorClear( bone_mins ); VectorClear( bone_maxs ); VectorClear( vert_mins ); VectorClear( vert_maxs ); // Get the body part portion of the model pstudiohdr = (studiohdr_t *)buffer; pbodypart = (mstudiobodyparts_t *)((byte *)pstudiohdr + pstudiohdr->bodypartindex); // each body part has nummodels variations so there are as many total variations as there // are in a matrix of each part by each other part for( i = 0; i < pstudiohdr->numbodyparts; i++ ) bodyCount += pbodypart[i].nummodels; // The studio models we want are vec3_t mins, vec3_t maxsight after the bodyparts (still need to // find a detailed breakdown of the mdl format). Move pointer there. m_pSubModel = (mstudiomodel_t *)(&pbodypart[pstudiohdr->numbodyparts]); for( i = 0; i < bodyCount; i++ ) { pverts = (vec3_t *)((byte *)pstudiohdr + m_pSubModel[i].vertindex); for( j = 0; j < m_pSubModel[i].numverts; j++ ) Mod_StudioBoundVertex( bone_mins, bone_maxs, &vert_count, pverts[j] ); } pbones = (mstudiobone_t *)((byte *)pstudiohdr + pstudiohdr->boneindex); numseq = (ignore_sequences) ? 1 : pstudiohdr->numseq; for( i = 0; i < numseq; i++ ) { pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + i; pseqgroup = (mstudioseqgroup_t *)((byte *)pstudiohdr + pstudiohdr->seqgroupindex) + pseqdesc->seqgroup; if( pseqdesc->seqgroup == 0 ) panim = (mstudioanim_t *)((byte *)pstudiohdr + pseqdesc->animindex); else continue; for( j = 0; j < pstudiohdr->numbones; j++ ) { for( k = 0; k < pseqdesc->numframes; k++ ) { R_StudioCalcBonePosition( k, 0, &pbones[j], panim, NULL, pos ); Mod_StudioBoundVertex( vert_mins, vert_maxs, &bone_count, pos ); } } Mod_StudioAccumulateBoneVerts( bone_mins, bone_maxs, &vert_count, vert_mins, vert_maxs, &bone_count ); } VectorCopy( bone_mins, mins ); VectorCopy( bone_maxs, maxs ); } /* ==================== Mod_GetStudioBounds ==================== */ qboolean Mod_GetStudioBounds( const char *name, vec3_t mins, vec3_t maxs ) { int result = false; byte *f; if( !Q_strstr( name, "models" ) || !Q_strstr( name, ".mdl" )) return false; f = FS_LoadFile( name, NULL, false ); if( !f ) return false; if( *(uint *)f == IDSTUDIOHEADER ) { VectorClear( mins ); VectorClear( maxs ); Mod_StudioComputeBounds( f, mins, maxs, false ); result = true; } Mem_Free( f ); return result; } /* =============== Mod_StudioTexName extract texture filename from modelname =============== */ const char *Mod_StudioTexName( const char *modname ) { static char texname[MAX_QPATH]; Q_strncpy( texname, modname, sizeof( texname )); COM_StripExtension( texname ); Q_strncat( texname, "T.mdl", sizeof( texname )); return texname; } /* ================ Mod_StudioBodyVariations calc studio body variations ================ */ static int Mod_StudioBodyVariations( model_t *mod ) { studiohdr_t *pstudiohdr; mstudiobodyparts_t *pbodypart; int i, count = 1; pstudiohdr = (studiohdr_t *)Mod_StudioExtradata( mod ); if( !pstudiohdr ) return 0; pbodypart = (mstudiobodyparts_t *)((byte *)pstudiohdr + pstudiohdr->bodypartindex); // each body part has nummodels variations so there are as many total variations as there // are in a matrix of each part by each other part for( i = 0; i < pstudiohdr->numbodyparts; i++ ) count = count * pbodypart[i].nummodels; return count; } /* ================= R_StudioLoadHeader ================= */ studiohdr_t *R_StudioLoadHeader( model_t *mod, const void *buffer ) { byte *pin; studiohdr_t *phdr; int i; if( !buffer ) return NULL; pin = (byte *)buffer; phdr = (studiohdr_t *)pin; i = phdr->version; if( i != STUDIO_VERSION ) { Con_Printf( S_ERROR "%s has wrong version number (%i should be %i)\n", mod->name, i, STUDIO_VERSION ); return NULL; } return (studiohdr_t *)buffer; } /* ================= Mod_LoadStudioModel ================= */ void Mod_LoadStudioModel( model_t *mod, const void *buffer, qboolean *loaded ) { studiohdr_t *phdr; if( loaded ) *loaded = false; loadmodel->mempool = Mem_AllocPool( va( "^2%s^7", loadmodel->name )); loadmodel->type = mod_studio; phdr = R_StudioLoadHeader( mod, buffer ); if( !phdr ) return; // bad model if( !Host_IsDedicated() ) { if( phdr->numtextures == 0 ) { studiohdr_t *thdr; byte *in, *out; void *buffer2 = NULL; size_t size1, size2; buffer2 = FS_LoadFile( Mod_StudioTexName( mod->name ), NULL, false ); thdr = R_StudioLoadHeader( mod, buffer2 ); if( !thdr ) { Con_Printf( S_WARN "Mod_LoadStudioModel: %s missing textures file\n", mod->name ); if( buffer2 ) Mem_Free( buffer2 ); } else { #if !XASH_DEDICATED ref.dllFuncs.Mod_StudioLoadTextures( mod, thdr ); #endif // give space for textures and skinrefs size1 = thdr->numtextures * sizeof( mstudiotexture_t ); size2 = thdr->numskinfamilies * thdr->numskinref * sizeof( short ); mod->cache.data = Mem_Calloc( loadmodel->mempool, phdr->length + size1 + size2 ); memcpy( loadmodel->cache.data, buffer, phdr->length ); // copy main mdl buffer phdr = (studiohdr_t *)loadmodel->cache.data; // get the new pointer on studiohdr phdr->numskinfamilies = thdr->numskinfamilies; phdr->numtextures = thdr->numtextures; phdr->numskinref = thdr->numskinref; phdr->textureindex = phdr->length; phdr->skinindex = phdr->textureindex + size1; in = (byte *)thdr + thdr->textureindex; out = (byte *)phdr + phdr->textureindex; memcpy( out, in, size1 + size2 ); // copy textures + skinrefs phdr->length += size1 + size2; Mem_Free( buffer2 ); // release T.mdl } } else { // NOTE: don't modify source buffer because it's used for CRC computing loadmodel->cache.data = Mem_Calloc( loadmodel->mempool, phdr->length ); memcpy( loadmodel->cache.data, buffer, phdr->length ); phdr = (studiohdr_t *)loadmodel->cache.data; // get the new pointer on studiohdr #if !XASH_DEDICATED ref.dllFuncs.Mod_StudioLoadTextures( mod, phdr ); #endif // NOTE: we wan't keep raw textures in memory. just cutoff model pointer above texture base loadmodel->cache.data = Mem_Realloc( loadmodel->mempool, loadmodel->cache.data, phdr->texturedataindex ); phdr = (studiohdr_t *)loadmodel->cache.data; // get the new pointer on studiohdr phdr->length = phdr->texturedataindex; // update model size } } else { // just copy model into memory loadmodel->cache.data = Mem_Calloc( loadmodel->mempool, phdr->length ); memcpy( loadmodel->cache.data, buffer, phdr->length ); phdr = loadmodel->cache.data; } // setup bounding box if( !VectorCompare( vec3_origin, phdr->bbmin )) { // clipping bounding box VectorCopy( phdr->bbmin, loadmodel->mins ); VectorCopy( phdr->bbmax, loadmodel->maxs ); } else if( !VectorCompare( vec3_origin, phdr->min )) { // movement bounding box VectorCopy( phdr->min, loadmodel->mins ); VectorCopy( phdr->max, loadmodel->maxs ); } else { // well compute bounds from vertices and round to nearest even values Mod_StudioComputeBounds( phdr, loadmodel->mins, loadmodel->maxs, true ); RoundUpHullSize( loadmodel->mins ); RoundUpHullSize( loadmodel->maxs ); } loadmodel->numframes = Mod_StudioBodyVariations( loadmodel ); loadmodel->radius = RadiusFromBounds( loadmodel->mins, loadmodel->maxs ); loadmodel->flags = phdr->flags; // copy header flags if( loaded ) *loaded = true; } static sv_blending_interface_t gBlendAPI = { SV_BLENDING_INTERFACE_VERSION, SV_StudioSetupBones, }; static server_studio_api_t gStudioAPI = { Mod_Calloc, Mod_CacheCheck, Mod_LoadCacheFile, Mod_StudioExtradata, }; /* =============== Mod_InitStudioAPI Initialize server studio (blending interface) =============== */ void Mod_InitStudioAPI( void ) { static STUDIOAPI pBlendIface; pBlendAPI = &gBlendAPI; pBlendIface = (STUDIOAPI)COM_GetProcAddress( svgame.hInstance, "Server_GetBlendingInterface" ); if( pBlendIface && pBlendIface( SV_BLENDING_INTERFACE_VERSION, &pBlendAPI, &gStudioAPI, &studio_transform, &studio_bones )) { Con_Reportf( "SV_LoadProgs: ^2initailized Server Blending interface ^7ver. %i\n", SV_BLENDING_INTERFACE_VERSION ); return; } // just restore pointer to builtin function pBlendAPI = &gBlendAPI; } /* =============== Mod_ResetStudioAPI Returns to default callbacks =============== */ void Mod_ResetStudioAPI( void ) { pBlendAPI = &gBlendAPI; }