mirror of https://github.com/FWGS/xash3d-fwgs
414 lines
10 KiB
C
414 lines
10 KiB
C
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#ifndef STUDIO_H
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#define STUDIO_H
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/*
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==============================================================================
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STUDIO MODELS
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Studio models are position independent, so the cache manager can move them.
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==============================================================================
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*/
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// header
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#define STUDIO_VERSION 10
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#define IDSTUDIOHEADER (('T'<<24)+('S'<<16)+('D'<<8)+'I') // little-endian "IDST"
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#define IDSEQGRPHEADER (('Q'<<24)+('S'<<16)+('D'<<8)+'I') // little-endian "IDSQ"
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// studio limits
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#define MAXSTUDIOTRIANGLES 65536 // max triangles per model
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#define MAXSTUDIOVERTS 16384 // max vertices per submodel
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#define MAXSTUDIOSEQUENCES 256 // total animation sequences
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#define MAXSTUDIOSKINS 256 // total textures
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#define MAXSTUDIOSRCBONES 512 // bones allowed at source movement
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#define MAXSTUDIOBONES 128 // total bones actually used
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#define MAXSTUDIOMODELS 32 // sub-models per model
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#define MAXSTUDIOBODYPARTS 32 // body parts per submodel
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#define MAXSTUDIOGROUPS 16 // sequence groups (e.g. barney01.mdl, barney02.mdl, e.t.c)
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#define MAXSTUDIOANIMATIONS 512 // max frames per sequence
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#define MAXSTUDIOMESHES 256 // max textures per model
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#define MAXSTUDIOEVENTS 1024 // events per model
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#define MAXSTUDIOPIVOTS 256 // pivot points
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#define MAXSTUDIOBLENDS 16 // max anim blends
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#define MAXSTUDIOBONEWEIGHTS 4 // absolute hardware limit!
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#define MAXSTUDIOCONTROLLERS 8 // max controllers per model
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#define MAXSTUDIOATTACHMENTS 4 // max attachments per model
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// client-side model flags
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#define STUDIO_ROCKET (1<<0) // leave a trail
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#define STUDIO_GRENADE (1<<1) // leave a trail
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#define STUDIO_GIB (1<<2) // leave a trail
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#define STUDIO_ROTATE (1<<3) // rotate (bonus items)
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#define STUDIO_TRACER (1<<4) // green split trail
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#define STUDIO_ZOMGIB (1<<5) // small blood trail
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#define STUDIO_TRACER2 (1<<6) // orange split trail + rotate
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#define STUDIO_TRACER3 (1<<7) // purple trail
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#define STUDIO_AMBIENT_LIGHT (1<<8) // force to use ambient shading
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#define STUDIO_TRACE_HITBOX (1<<9) // always use hitbox trace instead of bbox
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#define STUDIO_FORCE_SKYLIGHT (1<<10) // always grab lightvalues from the sky settings (even if sky is invisible)
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#define STUDIO_STATIC_PROP (1<<29) // hint for engine
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#define STUDIO_HAS_BONEINFO (1<<30) // extra info about bones (pose matrix, procedural index etc)
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#define STUDIO_HAS_BONEWEIGHTS (1<<31) // yes we got support of bone weighting
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// lighting & rendermode options
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#define STUDIO_NF_FLATSHADE 0x0001
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#define STUDIO_NF_CHROME 0x0002
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#define STUDIO_NF_FULLBRIGHT 0x0004
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#define STUDIO_NF_NOMIPS 0x0008 // ignore mip-maps
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#define STUDIO_NF_ADDITIVE 0x0020 // rendering with additive mode
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#define STUDIO_NF_MASKED 0x0040 // use texture with alpha channel
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#define STUDIO_NF_NORMALMAP 0x0080 // indexed normalmap
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#define STUDIO_NF_COLORMAP (1<<30) // internal system flag
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#define STUDIO_NF_UV_COORDS (1<<31) // using half-float coords instead of ST
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// motion flags
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#define STUDIO_X 0x0001
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#define STUDIO_Y 0x0002
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#define STUDIO_Z 0x0004
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#define STUDIO_XR 0x0008
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#define STUDIO_YR 0x0010
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#define STUDIO_ZR 0x0020
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#define STUDIO_LX 0x0040
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#define STUDIO_LY 0x0080
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#define STUDIO_LZ 0x0100
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#define STUDIO_AX 0x0200
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#define STUDIO_AY 0x0400
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#define STUDIO_AZ 0x0800
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#define STUDIO_AXR 0x1000
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#define STUDIO_AYR 0x2000
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#define STUDIO_AZR 0x4000
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#define STUDIO_TYPES 0x7FFF
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#define STUDIO_RLOOP 0x8000 // controller that wraps shortest distance
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// bonecontroller types
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#define STUDIO_MOUTH 4 // hardcoded
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// sequence flags
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#define STUDIO_LOOPING 0x0001
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#define STUDIO_LIGHT_FROM_ROOT 0x8000 // get lighting point from root bonepos not from entity origin
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// bone flags
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#define STUDIO_HAS_NORMALS 0x0001
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#define STUDIO_HAS_VERTICES 0x0002
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#define STUDIO_HAS_BBOX 0x0004
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#define STUDIO_HAS_CHROME 0x0008 // if any of the textures have chrome on them
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typedef struct studiohdr_s
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{
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int ident;
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int version;
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char name[64];
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int length;
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vec3_t eyeposition; // ideal eye position
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vec3_t min; // ideal movement hull size
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vec3_t max;
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vec3_t bbmin; // clipping bounding box
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vec3_t bbmax;
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int flags;
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int numbones; // bones
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int boneindex;
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int numbonecontrollers; // bone controllers
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int bonecontrollerindex;
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int numhitboxes; // complex bounding boxes
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int hitboxindex;
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int numseq; // animation sequences
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int seqindex;
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int numseqgroups; // demand loaded sequences
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int seqgroupindex;
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int numtextures; // raw textures
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int textureindex;
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int texturedataindex;
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int numskinref; // replaceable textures
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int numskinfamilies;
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int skinindex;
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int numbodyparts;
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int bodypartindex;
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int numattachments; // queryable attachable points
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int attachmentindex;
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int studiohdr2index;
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int soundindex;
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int soundgroups;
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int soundgroupindex;
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int numtransitions; // animation node to animation node transition graph
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int transitionindex;
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} studiohdr_t;
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// extra header to hold more offsets
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typedef struct
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{
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int numposeparameters;
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int poseparamindex;
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int numikautoplaylocks;
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int ikautoplaylockindex;
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int numikchains;
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int ikchainindex;
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int keyvalueindex;
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int keyvaluesize;
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int numhitboxsets;
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int hitboxsetindex;
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int unused[6]; // for future expansions
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} studiohdr2_t;
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// header for demand loaded sequence group data
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typedef struct
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{
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int id;
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int version;
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char name[64];
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int length;
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} studioseqhdr_t;
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// bones
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typedef struct mstudiobone_s
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{
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char name[32]; // bone name for symbolic links
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int parent; // parent bone
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int flags; // ??
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int bonecontroller[6]; // bone controller index, -1 == none
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float value[6]; // default DoF values
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float scale[6]; // scale for delta DoF values
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} mstudiobone_t;
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// extra info for bones
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typedef struct
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{
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float poseToBone[3][4]; // boneweighting reqiures
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vec4_t qAlignment;
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int proctype;
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int procindex; // procedural rule
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vec4_t quat; // aligned bone rotation
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int reserved[10]; // for future expansions
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} mstudioboneinfo_t;
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// bone controllers
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typedef struct
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{
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int bone; // -1 == 0
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int type; // X, Y, Z, XR, YR, ZR, M
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float start;
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float end;
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int rest; // byte index value at rest
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int index; // 0-3 user set controller, 4 mouth
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} mstudiobonecontroller_t;
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// intersection boxes
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typedef struct
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{
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int bone;
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int group; // intersection group
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vec3_t bbmin; // bounding box
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vec3_t bbmax;
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} mstudiobbox_t;
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#ifndef CACHE_USER
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#define CACHE_USER
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typedef struct cache_user_s
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{
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void *data; // extradata
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} cache_user_t;
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#endif
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// demand loaded sequence groups
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typedef struct
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{
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char label[32]; // textual name
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char name[64]; // file name
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cache_user_t cache; // cache index pointer
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int data; // hack for group 0
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} mstudioseqgroup_t;
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// sequence descriptions
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typedef struct mstudioseqdesc_s
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{
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char label[32]; // sequence label
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float fps; // frames per second
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int flags; // looping/non-looping flags
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int activity;
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int actweight;
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int numevents;
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int eventindex;
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int numframes; // number of frames per sequence
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int numpivots; // number of foot pivots
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int pivotindex;
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int motiontype;
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int motionbone;
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vec3_t linearmovement;
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int automoveposindex;
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int automoveangleindex;
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vec3_t bbmin; // per sequence bounding box
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vec3_t bbmax;
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int numblends;
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int animindex; // mstudioanim_t pointer relative to start of sequence group data
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// [blend][bone][X, Y, Z, XR, YR, ZR]
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int blendtype[2]; // X, Y, Z, XR, YR, ZR
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float blendstart[2]; // starting value
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float blendend[2]; // ending value
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int blendparent;
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int seqgroup; // sequence group for demand loading
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int entrynode; // transition node at entry
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int exitnode; // transition node at exit
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int nodeflags; // transition rules
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int nextseq; // auto advancing sequences
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} mstudioseqdesc_t;
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// events
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#include "studio_event.h"
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// pivots
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typedef struct
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{
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vec3_t org; // pivot point
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int start;
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int end;
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} mstudiopivot_t;
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// attachment
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typedef struct
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{
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char name[32];
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int type;
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int bone;
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vec3_t org; // attachment point
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vec3_t vectors[3];
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} mstudioattachment_t;
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typedef struct mstudioanim_s
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{
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unsigned short offset[6];
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} mstudioanim_t;
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// animation frames
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typedef union
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{
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struct
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{
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byte valid;
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byte total;
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} num;
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short value;
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} mstudioanimvalue_t;
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// body part index
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typedef struct
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{
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char name[64];
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int nummodels;
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int base;
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int modelindex; // index into models array
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} mstudiobodyparts_t;
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// skin info
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typedef struct mstudiotex_s
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{
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char name[64];
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unsigned int flags;
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int width;
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int height;
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int index;
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} mstudiotexture_t;
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typedef struct
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{
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byte weight[4];
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char bone[4];
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} mstudioboneweight_t;
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// skin families
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// short index[skinfamilies][skinref]
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// studio models
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typedef struct
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{
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char name[64];
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int type;
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float boundingradius;
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int nummesh;
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int meshindex;
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int numverts; // number of unique vertices
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int vertinfoindex; // vertex bone info
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int vertindex; // vertex vec3_t
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int numnorms; // number of unique surface normals
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int norminfoindex; // normal bone info
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int normindex; // normal vec3_t
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int blendvertinfoindex; // boneweighted vertex info
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int blendnorminfoindex; // boneweighted normal info
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} mstudiomodel_t;
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// vec3_t boundingbox[model][bone][2]; // complex intersection info
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// meshes
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typedef struct
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{
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int numtris;
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int triindex;
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int skinref;
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int numnorms; // per mesh normals
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int normindex; // normal vec3_t
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} mstudiomesh_t;
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// triangles
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typedef struct
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{
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short vertindex; // index into vertex array
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short normindex; // index into normal array
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short s,t; // s,t position on skin
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} mstudiotrivert_t;
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#endif//STUDIO_H
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