xash3d-fwgs/engine/studio.h

416 lines
10 KiB
C

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