void IFaceposerModels::ClearOverlaysSequences( void ) { int c = Count(); for ( int i = 0; i < c; i++ ) { CFacePoserModel *m = GetEntry( i ); if ( !m ) continue; StudioModel *model = m->GetModel(); if ( !model ) continue; model->ClearOverlaysSequences(); } }
int IFaceposerModels::LoadModel( char const *filename ) { MDLCACHE_CRITICAL_SECTION_( g_pMDLCache ); int idx = FindModelByFilename( filename ); if ( idx == -1 && Count() < MAX_FP_MODELS ) { StudioModel *model = new StudioModel(); StudioModel *save = g_pStudioModel; g_pStudioModel = model; if ( !model->LoadModel( filename ) ) { delete model; g_pStudioModel = save; return 0; // ?? ERROR } g_pStudioModel = save; model->SetSequence( model->LookupSequence( "idle_subtle" ) ); int idx = model->GetSequence(); model->SetSequence( idx ); SetupModelFlexcontrollerLinks( model ); if (!LoadViewerSettings( filename, model )) { InitViewerSettings( "faceposer" ); } model->ClearOverlaysSequences(); CFacePoserModel *newEntry = new CFacePoserModel( filename, model ); idx = m_Models.AddToTail( newEntry ); g_MDLViewer->InitModelTab(); g_MDLViewer->SetActiveModelTab( idx ); //g_pControlPanel->CenterOnFace(); } return idx; }
void IFaceposerModels::CFacePoserModel::CreateNewBitmap( char const *pchBitmapFilename, int sequence, int nSnapShotSize, bool bZoomInOnFace, CExpression *pExpression, mxbitmapdata_t *bitmap ) { MatSysWindow *pWnd = g_pMatSysWindow; if ( !pWnd ) return; StudioModel *model = m_pModel; if ( !model ) return; CStudioHdr *hdr = model->GetStudioHdr(); if ( !hdr ) return; if ( sequence < 0 || sequence >= hdr->GetNumSeq() ) return; mstudioseqdesc_t &seqdesc = hdr->pSeqdesc( sequence ); Con_ColorPrintf( FILE_COLOR, "Creating bitmap %s for sequence '%s'\n", pchBitmapFilename, seqdesc.pszLabel() ); model->ClearOverlaysSequences(); int iLayer = model->GetNewAnimationLayer(); model->SetOverlaySequence( iLayer, sequence, 1.0 ); model->SetOverlayRate( iLayer, FindPoseCycle( model, sequence ), 0.0 ); for (int i = 0; i < hdr->GetNumPoseParameters(); i++) { model->SetPoseParameter( i, 0.0 ); } float flexValues[ GLOBAL_STUDIO_FLEX_CONTROL_COUNT ] = { 0 }; if ( pExpression ) { float *settings = pExpression->GetSettings(); float *weights = pExpression->GetWeights(); // Save existing settings from model for ( LocalFlexController_t i = LocalFlexController_t(0); i < hdr->numflexcontrollers(); ++i ) { int j = hdr->pFlexcontroller( i )->localToGlobal; if ( j == -1 ) continue; flexValues[ i ] = model->GetFlexController( i ); // Set Value from passed in settings model->SetFlexController( i, settings[ j ] * weights[ j ] ); } } model->ClearLookTargets( ); QAngle oldrot, oldLight; Vector oldtrans; VectorCopy( model->m_angles, oldrot ); VectorCopy( model->m_origin, oldtrans ); VectorCopy( g_viewerSettings.lightrot, oldLight ); model->m_angles.Init(); model->m_origin.Init(); g_viewerSettings.lightrot.Init(); g_viewerSettings.lightrot.y = -180; bool bSaveGround = g_viewerSettings.showGround; g_viewerSettings.showGround = false; if ( bZoomInOnFace ) { Vector size; VectorSubtract( hdr->hull_max(), hdr->hull_min(), size ); float eyeheight = hdr->hull_min().z + 0.9 * size.z; // float width = ( size.x + size.y ) / 2.0f; model->m_origin.x = size.z * .6f; if ( hdr->GetNumAttachments() > 0 ) { for (int i = 0; i < hdr->GetNumAttachments(); i++) { const mstudioattachment_t &attachment = hdr->pAttachment( i ); int iBone = hdr->GetAttachmentBone( i ); if ( Q_stricmp( attachment.pszName(), "eyes" ) ) continue; mstudiobone_t *bone = hdr->pBone( iBone ); if ( !bone ) continue; matrix3x4_t boneToPose; MatrixInvert( bone->poseToBone, boneToPose ); matrix3x4_t attachmentPoseToLocal; ConcatTransforms( boneToPose, attachment.local, attachmentPoseToLocal ); Vector localSpaceEyePosition; VectorITransform( vec3_origin, attachmentPoseToLocal, localSpaceEyePosition ); // Not sure why this must be negative? eyeheight = -localSpaceEyePosition.z + hdr->hull_min().z; break; } } KeyValues *seqKeyValues = new KeyValues(""); if ( seqKeyValues->LoadFromBuffer( model->GetFileName( ), model->GetKeyValueText( sequence ) ) ) { // Do we have a build point section? KeyValues *pkvAllFaceposer = seqKeyValues->FindKey("faceposer"); if ( pkvAllFaceposer ) { float flEyeheight = pkvAllFaceposer->GetFloat( "eye_height", -9999.0f ); if ( flEyeheight != -9999.0f ) { eyeheight = flEyeheight; } } } model->m_origin.z += eyeheight; } else { Vector mins, maxs; model->ExtractBbox(mins, maxs); Vector size; VectorSubtract( maxs, mins, size ); float maxdim = size.x; if ( size.y > maxdim ) maxdim = size.y; if ( size.z > maxdim ) maxdim = size.z; float midpoint = mins.z + 0.5 * size.z; model->m_origin.x = 3 * maxdim; model->m_origin.z += midpoint; } pWnd->SuppressResize( true ); RECT rcClient; HWND wnd = (HWND)pWnd->getHandle(); WINDOWPLACEMENT wp; GetWindowPlacement( wnd, &wp ); GetClientRect( wnd, &rcClient ); MoveWindow( wnd, 0, 0, nSnapShotSize + 16, nSnapShotSize + 16, TRUE ); // Snapshots are taken of the back buffer; // we need to render to the back buffer but not move it to the front pWnd->SuppressBufferSwap( true ); pWnd->redraw(); pWnd->SuppressBufferSwap( false ); // make it square, assumes w > h char fullpath[ 512 ]; Q_snprintf( fullpath, sizeof( fullpath ), "%s%s", GetGameDirectory(), pchBitmapFilename ); pWnd->TakeSnapshotRect( fullpath, 0, 0, nSnapShotSize, nSnapShotSize ); // Move back to original position SetWindowPlacement( wnd, &wp ); pWnd->SuppressResize( false ); VectorCopy( oldrot, model->m_angles ); VectorCopy( oldtrans, model->m_origin ); VectorCopy( oldLight, g_viewerSettings.lightrot ); g_viewerSettings.showGround = bSaveGround; if ( pExpression ) { // Save existing settings from model for ( LocalFlexController_t i = LocalFlexController_t(0); i < hdr->numflexcontrollers(); ++i ) { int j = hdr->pFlexcontroller( i )->localToGlobal; if ( j == -1 ) continue; model->SetFlexController( i, flexValues[ i ] ); } } model->ClearOverlaysSequences(); if ( bitmap->valid ) { DeleteObject( bitmap->image ); bitmap->image = 0; bitmap->valid = false; } LoadBitmapFromFile( pchBitmapFilename, *bitmap ); }