/*** * * Copyright (c) 1996-2001, 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. * ****/ typedef unsigned char byte; class StudioModel { public: void Init( char *modelname ); void DrawModel( void ); void AdvanceFrame( float dt ); void ExtractBbox( float *mins, float *maxs ); int SetSequence( int iSequence ); int GetSequence( void ); void GetSequenceInfo( float *pflFrameRate, float *pflGroundSpeed ); float SetController( int iController, float flValue ); float SetMouth( float flValue ); float SetBlending( int iBlender, float flValue ); int SetBodygroup( int iGroup, int iValue ); int SetSkin( int iValue ); private: // entity settings vec3_t m_origin; vec3_t m_angles; int m_sequence; // sequence index float m_frame; // frame int m_bodynum; // bodypart selection int m_skinnum; // skin group selection byte m_controller[4]; // bone controllers byte m_blending[2]; // animation blending byte m_mouth; // mouth position // internal data studiohdr_t *m_pstudiohdr; mstudiomodel_t *m_pmodel; studiohdr_t *m_ptexturehdr; studioseqhdr_t *m_panimhdr[32]; vec4_t m_adj; // FIX: non persistant, make static studiohdr_t *LoadModel( char *modelname ); studioseqhdr_t *LoadDemandSequences( char *modelname ); void CalcBoneAdj( void ); void CalcBoneQuaternion( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *q ); void CalcBonePosition( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *pos ); void CalcRotations ( vec3_t *pos, vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f ); mstudioanim_t *GetAnim( mstudioseqdesc_t *pseqdesc ); void SlerpBones( vec4_t q1[], vec3_t pos1[], vec4_t q2[], vec3_t pos2[], float s ); void SetUpBones ( void ); void DrawPoints( void ); void Lighting (float *lv, int bone, int flags, vec3_t normal); void Chrome (int *chrome, int bone, vec3_t normal); void SetupLighting( void ); void SetupModel ( int bodypart ); void UploadTexture( mstudiotexture_t *ptexture, byte *data, byte *pal ); }; extern vec3_t g_vright; // needs to be set to viewer's right in order for chrome to work extern float g_lambert; // modifier for pseudo-hemispherical lighting