int StudioModel::LookupAttachment( char const *szName ) { CStudioHdr *pStudioHdr = GetStudioHdr(); if ( !pStudioHdr ) return -1; for (int i = 0; i < pStudioHdr->GetNumAttachments(); i++) { if (stricmp( pStudioHdr->pAttachment( i ).pszName(), szName ) == 0) { return i; } } return -1; }
bool C_WalkerStrider::GetAttachment( int iAttachment, matrix3x4_t &attachmentToWorld ) { // // // This is a TOTAL hack, but we don't have any nodes that work well at all for mounted guns. // // CStudioHdr *pStudioHdr = GetModelPtr( ); if ( !pStudioHdr || iAttachment < 1 || iAttachment > pStudioHdr->GetNumAttachments() ) { return false; } Vector vLocalPos( 0, 0, 0 ); const mstudioattachment_t &pAttachment = pStudioHdr->pAttachment( iAttachment-1 ); if ( stricmp( pAttachment.pszName(), "build_point_left_gun" ) == 0 ) { vLocalPos.y = sideDist; } else if ( stricmp( pAttachment.pszName(), "build_point_right_gun" ) == 0 ) { vLocalPos.y = -sideDist; } else if ( stricmp( pAttachment.pszName(), "ThirdPersonCameraOrigin" ) == 0 ) { } else { // Ok, it's not one of our magical attachments. Use the regular attachment setup stuff. return BaseClass::GetAttachment( iAttachment, attachmentToWorld ); } if ( m_bCrouched ) { vLocalPos.z += downDist; } // Now build the output matrix. matrix3x4_t localMatrix; SetIdentityMatrix( localMatrix ); PositionMatrix( vLocalPos, localMatrix ); ConcatTransforms( EntityToWorldTransform(), localMatrix, attachmentToWorld ); return true; }
void ControlPanel::setModelInfo() { static char str[2048]; CStudioHdr *hdr = models->GetActiveStudioModel()->GetStudioHdr(); if (!hdr) return; int hbcount = 0; for ( int s = 0; s < hdr->numhitboxsets(); s++ ) { hbcount += hdr->iHitboxCount( s ); } sprintf (str, "Bones: %d\n" "Bone Controllers: %d\n" "Hit Boxes: %d in %d sets\n" "Sequences: %d\n", hdr->numbones(), hdr->numbonecontrollers(), hbcount, hdr->numhitboxsets(), hdr->GetNumSeq() ); lModelInfo1->setLabel (str); sprintf (str, "Textures: %d\n" "Skin Families: %d\n" "Bodyparts: %d\n" "Attachments: %d\n", hdr->numtextures(), hdr->numskinfamilies(), hdr->numbodyparts(), hdr->GetNumAttachments()); lModelInfo2->setLabel (str); }
void ControlPanel::CenterOnFace( void ) { if ( !models->GetActiveStudioModel() ) return; StudioModel *mdl = models->GetActiveStudioModel(); if ( !mdl ) return; CStudioHdr *hdr = mdl->GetStudioHdr(); if ( !hdr ) return; setSpeed( 1.0f ); int oldSeq = models->GetActiveStudioModel()->GetSequence(); int seq = models->GetActiveStudioModel()->LookupSequence( "idle_suble" ); if ( seq == -1 ) seq = 0; if ( seq != oldSeq ) { Con_Printf( "Centering changed model sequence # to %d\n", seq ); } setSequence( seq ); initPoseParameters( ); mdl->m_angles.Init(); mdl->m_origin.Init(); Vector size; VectorSubtract( hdr->hull_max(), hdr->hull_min(), size ); float eyeheight = hdr->hull_min().z + 0.9 * size.z; 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( mdl->GetFileName( ), mdl->GetKeyValueText( seq ) ) ) { // 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; } } } seqKeyValues->deleteThis(); mdl->m_origin.x = size.z * .65f; mdl->m_origin.z += eyeheight; CUtlVector< StudioModel * > modellist; modellist.AddToTail( models->GetActiveStudioModel() ); int i; if ( models->CountVisibleModels() > 0 ) { modellist.RemoveAll(); for ( i = 0; i < models->Count(); i++ ) { if ( models->IsModelShownIn3DView( i ) ) { modellist.AddToTail( models->GetStudioModel( i ) ); } } } int modelcount = modellist.Count(); int countover2 = modelcount / 2; int ydelta = GetModelGap(); int yoffset = -countover2 * ydelta; for ( i = 0 ; i < modelcount; i++ ) { if ( models->GetStudioHeader( i ) == hdr ) { mdl->m_origin.y = -yoffset; } yoffset += ydelta; } g_pMatSysWindow->redraw(); }
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 ); }