LPR - Walking
[carveJwlIkooP6JGAAIwe30JlM.git] / player_model.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef CHARACTER_H
6 #define CHARACTER_H
7
8 #define VG_GAME
9 #include "vg/vg.h"
10
11 #if 0
12 #include "player.h"
13 #endif
14
15 #include "model.h"
16 #include "player_ragdoll.h"
17 #include "shaders/viewchar.h"
18
19 vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
20
21 VG_STATIC void player_model_init(void)
22 {
23 shader_viewchar_register();
24 vg_acquire_thread_sync();
25 {
26 vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
27 }
28 vg_release_thread_sync();
29
30 /* load in reference player model, with animations and such */
31 mdl_open( &player.mdl.meta, "models/ch_new.mdl" );
32 mdl_load_metadata( &player.mdl.meta, vg_mem.rtmemory );
33 mdl_load_anim_data( &player.mdl.meta, vg_mem.rtmemory );
34
35 vg_linear_clear( vg_mem.scratch );
36 mdl_load_mesh_data( &player.mdl.meta, vg_mem.scratch );
37 mdl_close( &player.mdl.meta );
38
39 /*
40 * load in other player models. This may need to be more sophisticated in
41 * the futre if we have more of these guys
42 */
43 mdl_context ctx_outlaw,
44 ctx_jordan;
45
46 mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl" );
47 mdl_load_metadata( &ctx_outlaw, vg_mem.scratch );
48 mdl_load_mesh_data( &ctx_outlaw, vg_mem.scratch );
49 mdl_close( &ctx_outlaw );
50
51 mdl_open( &ctx_jordan, "models/ch_jordan.mdl" );
52 mdl_load_metadata( &ctx_jordan, vg_mem.scratch );
53 mdl_load_mesh_data( &ctx_jordan, vg_mem.scratch );
54 mdl_close( &ctx_jordan );
55
56 vg_acquire_thread_sync();
57 {
58 mdl_unpack_glmesh( &player.mdl.meta, &player.mdl.player_meshes[0] );
59 mdl_unpack_glmesh( &ctx_outlaw, &player.mdl.player_meshes[1] );
60 mdl_unpack_glmesh( &ctx_jordan, &player.mdl.player_meshes[2] );
61 }
62 vg_release_thread_sync();
63
64 skeleton_setup( &player.mdl.sk, vg_mem.rtmemory, &player.mdl.meta );
65 player_init_ragdoll();
66
67 /*
68 * Link animations
69 */
70 struct _load_anim
71 {
72 const char *name;
73 struct skeleton_anim **anim;
74 }
75 anims[] = {
76 { "pose_stand", &player.mdl.anim_stand },
77 { "pose_highg", &player.mdl.anim_highg },
78 { "pose_slide", &player.mdl.anim_slide },
79 { "pose_air", &player.mdl.anim_air },
80 { "push", &player.mdl.anim_push },
81 { "push_reverse", &player.mdl.anim_push_reverse },
82 { "ollie", &player.mdl.anim_ollie },
83 { "ollie_reverse",&player.mdl.anim_ollie_reverse },
84 { "grabs", &player.mdl.anim_grabs },
85 { "walk", &player.mdl.anim_walk },
86 { "run", &player.mdl.anim_run },
87 { "idle_cycle", &player.mdl.anim_idle },
88 { "jump", &player.mdl.anim_jump }
89 };
90
91 for( int i=0; i<vg_list_size(anims); i++ )
92 {
93 *anims[i].anim = skeleton_get_anim( &player.mdl.sk, anims[i].name );
94
95 if( !(*anims[i].anim) )
96 {
97 vg_error( "Animation '%s' is missing\n", anims[i].name );
98 vg_fatal_exit_loop( "Invalid character file" );
99 }
100 }
101
102 /*
103 * Link bones
104 */
105 struct _load_bone
106 {
107 const char *name;
108 u32 *bone_id;
109 }
110 bones[] = {
111 { "hips", &player.mdl.id_hip },
112 { "hand.IK.L", &player.mdl.id_ik_hand_l },
113 { "hand.IK.R", &player.mdl.id_ik_hand_r },
114 { "elbow.L", &player.mdl.id_ik_elbow_l },
115 { "elbow.R", &player.mdl.id_ik_elbow_r },
116 { "head", &player.mdl.id_head },
117 { "foot.IK.L", &player.mdl.id_ik_foot_l },
118 { "foot.IK.R", &player.mdl.id_ik_foot_r },
119 { "board", &player.mdl.id_board }
120 };
121
122 for( int i=0; i<vg_list_size(bones); i++ )
123 {
124 *bones[i].bone_id = skeleton_bone_id( &player.mdl.sk, bones[i].name );
125
126 if( !(*bones[i].bone_id) )
127 {
128 vg_error( "Required bone '%s' is missing\n", bones[i].name );
129 vg_fatal_exit_loop( "Invalid character file" );
130 }
131 }
132 }
133
134 #endif