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- /***
- *
- * 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.
- *
- ****/
- 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 );
- float GetPrev( );
- int SetPrev( float tick );
- 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
- float prev; // previous Tick (animation)
- // 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
- void mdlviewer_init( char *modelname, StudioModel &tempmodel );
- void mdlviewer_nextsequence( StudioModel &tempmodel );
- void mdlviewer_prevsequence( StudioModel &tempmodel );
- void mdlviewer_display( StudioModel &tempmodel );
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