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GameStar 2004 April
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Source Code
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Half-Life Model Viewer
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src
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StudioModel.h
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C/C++ Source or Header
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1999-10-20
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106 lines
/***
*
* Copyright (c) 1998, 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.
*
****/
#ifndef INCLUDED_STUDIOMODEL
#define INCLUDED_STUDIOMODEL
#ifndef byte
typedef unsigned char byte;
#endif // byte
#include "mathlib.h"
#include "studio.h"
class StudioModel
{
public:
studiohdr_t *getStudioHeader () const { return m_pstudiohdr; }
studiohdr_t *getTextureHeader () const { return m_ptexturehdr; }
studiohdr_t *getAnimHeader (int i) const { return m_panimhdr[i]; }
void UploadTexture( mstudiotexture_t *ptexture, byte *data, byte *pal, int name );
void FreeModel ();
studiohdr_t *LoadModel( char *modelname );
bool PostLoadModel ( char *modelname );
bool SaveModel ( char *modelname );
void DrawModel( void );
void AdvanceFrame( float dt );
int SetFrame (int nFrame);
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 );
void scaleMeshes (float scale);
void scaleBones (float scale);
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
bool m_owntexmodel; // do we have a modelT.mdl ?
// internal data
studiohdr_t *m_pstudiohdr;
mstudiomodel_t *m_pmodel;
studiohdr_t *m_ptexturehdr;
studiohdr_t *m_panimhdr[32];
vec4_t m_adj; // FIX: non persistant, make static
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 );
};
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
extern StudioModel g_studioModel;
#endif // INCLUDED_STUDIOMODEL