📄 studio_flex.cpp
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#include <string.h>
#include <assert.h>
#include "ViewerSettings.h"
#include "StudioModel.h"
#include "TGALoader.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/ITexture.h"
#include "matsyswin.h"
#include "istudiorender.h"
#include "studio_render.h"
Vector g_viewtarget( 0, 0, 0 );
float g_flexdescweight[MAXSTUDIOFLEXDESC];
Vector vright( 1, 0, 0 );
Vector vup( 0, 1, 0 );
Vector r_origin( 0, 0, 0 );
// hack! Should probably use the gamma stuff in mathlib since we already linking it.
int LocalLinearToTexture( float v )
{
return pow( v, 1 / 2.2 ) * 255;
}
// hack! Should probably use the gamma stuff in mathlib since we already linking it.
float LocalTextureToLinear( int c )
{
return pow( c / 255.0, 2.2 );
}
#define sign( a ) (((a) < 0) ? -1 : (((a) > 0) ? 1 : 0 ))
void StudioModel::RunFlexRules( )
{
int i, j;
for (i = 0; i < m_pstudiohdr->numflexrules; i++)
{
float stack[32];
int k = 0;
mstudioflexrule_t *prule = m_pstudiohdr->pFlexRule( i );
mstudioflexop_t *pops = prule->iFlexOp( 0 );
for (j = 0; j < prule->numops; j++)
{
switch (pops->op)
{
case STUDIO_ADD: stack[k-2] = stack[k-2] + stack[k-1]; k--; break;
case STUDIO_SUB: stack[k-2] = stack[k-2] - stack[k-1]; k--; break;
case STUDIO_MUL: stack[k-2] = stack[k-2] * stack[k-1]; k--; break;
case STUDIO_DIV:
if (stack[k-1] > 0.0001)
{
stack[k-2] = stack[k-2] / stack[k-1];
}
else
{
stack[k-2] = 0;
}
k--;
break;
case STUDIO_CONST: stack[k] = pops->d.value; k++; break;
case STUDIO_FETCH1: stack[k] = m_flexweight[pops->d.index]; k++; break;
case STUDIO_FETCH2: stack[k] = g_flexdescweight[pops->d.index]; k++; break;
}
pops++;
}
g_flexdescweight[prule->flex] = stack[0];
}
}
int StudioModel::FlexVerts( mstudiomesh_t *pmesh )
{
// Gotta start at one here, since g_flexages defaults to 0
static int flextag = 1;
mstudioflex_t *pflex = pmesh->pFlex( 0 );
// apply flex weights
int i, j, n;
for (i = 0; i < pmesh->numflexes; i++)
{
float w = g_flexdescweight[pflex[i].flexdesc];
if (w <= pflex[i].target0 || w >= pflex[i].target3)
{
// value outside of range
continue;
}
else if (w < pflex[i].target1)
{
// 0 to 1 ramp
w = (w - pflex[i].target0) / (pflex[i].target1 - pflex[i].target0);
}
else if (w > pflex[i].target2)
{
// 1 to 0 ramp
w = (pflex[i].target3 - w) / (pflex[i].target3 - pflex[i].target2);
}
else
{
// plateau
w = 1.0;
}
if (w > -0.001 && w < 0.001)
continue;
mstudiovertanim_t *pvanim = pflex[i].pVertanim( 0 );
for (j = 0; j < pflex[i].numverts; j++)
{
n = pvanim[j].index;
// only flex the indicies that are (still) part of this mesh
if (n < (int)pmesh->numvertices)
{
if (g_flexages[n] < flextag)
{
g_flexages[n] = flextag;
VectorCopy( *pmesh->Position(n), g_flexedverts[n] );
VectorCopy( *pmesh->Normal(n), g_flexednorms[n] );
}
VectorMA( g_flexedverts[n], w, pvanim[j].delta, g_flexedverts[n] );
VectorMA( g_flexednorms[n], w, pvanim[j].ndelta, g_flexednorms[n] );
}
else
{
n = 0;
}
}
}
return flextag++;
// Con_DPrintf("\n" );
}
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