ReGameDLL_CS/regamedll/engine/studio.h
2015-06-30 15:46:07 +06:00

226 lines
6.5 KiB
C

/*
*
* 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 2 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.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#ifndef STUDIO_H
#define STUDIO_H
#ifdef _WIN32
#pragma once
#endif
#include "studio_event.h"
#define MAXSTUDIOTRIANGLES 20000 // TODO: tune this
#define MAXSTUDIOVERTS 2048 // TODO: tune this
#define MAXSTUDIOSEQUENCES 256 // total animation sequences
#define MAXSTUDIOSKINS 100 // 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
#define MAXSTUDIOGROUPS 16
#define MAXSTUDIOANIMATIONS 512 // per sequence
#define MAXSTUDIOMESHES 256
#define MAXSTUDIOEVENTS 1024
#define MAXSTUDIOPIVOTS 256
#define MAXSTUDIOCONTROLLERS 8
// lighting options
#define STUDIO_NF_FLATSHADE 0x0001
#define STUDIO_NF_CHROME 0x0002
#define STUDIO_NF_FULLBRIGHT 0x0004
// 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
// 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
#define RAD_TO_STUDIO (32768.0/M_PI)
#define STUDIO_TO_RAD (M_PI/32768.0)
typedef struct
{
int id;
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 soundtable;
int soundindex;
int soundgroups;
int soundgroupindex;
int numtransitions; // animation node to animation node transition graph
int transitionindex;
} studiohdr_t;
/* size: 244, cachelines: 4, members: 36 */
// bones
typedef struct
{
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;
/* size: 112, cachelines: 2, members: 6 */
// 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;
/* size: 24, cachelines: 1, members: 6 */
// demand loaded sequence groups
typedef struct
{
char label[32]; // textual name
char name[64]; // file name
int32_t unused1; // cache index pointer
int unused2; // hack for group 0
} mstudioseqgroup_t;
/* size: 104, cachelines: 2, members: 4 */
// sequence descriptions
typedef struct
{
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;
/* size: 176, cachelines: 3, members: 28 */
typedef struct
{
unsigned short offset[6];
} mstudioanim_t;
/* size: 12, cachelines: 1, members: 1 */
// animation frames
typedef union
{
struct
{
byte valid;
byte total;
} num;
short int value;
} mstudioanimvalue_t;
// body part index
typedef struct
{
char name[64];
int nummodels;
int base;
int modelindex; // index into models array
} mstudiobodyparts_t;
/* size: 76, cachelines: 2, members: 4 */
#endif // STUDIO_H