refactor player
[carveJwlIkooP6JGAAIwe30JlM.git] / player_model.h
1 /*
2 * Copyright 2021-2022 (C) Mount0 Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef CHARACTER_H
6 #define CHARACTER_H
7
8 #include "player.h"
9 #include "player_ragdoll.h"
10 #include "shaders/viewchar.h"
11
12 vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
13
14 static void player_model_register(void)
15 {
16 shader_viewchar_register();
17 }
18
19 static void player_model_init(void)
20 {
21 vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
22 }
23
24
25 /*
26 * Load model from file (.mdl)
27 */
28 static int player_load_model( const char *name )
29 {
30 char buf[64];
31
32 snprintf( buf, sizeof(buf)-1, "models/%s.mdl", name );
33 mdl_header *src = mdl_load( buf );
34
35 if( !src )
36 return 0;
37
38 struct player_model *mdl = &player.mdl;
39
40 mdl_unpack_glmesh( src, &mdl->mesh );
41 skeleton_setup( &mdl->sk, src );
42
43 /*
44 * Link animations
45 */
46 struct _load_anim
47 {
48 const char *name;
49 struct skeleton_anim **anim;
50 }
51 anims[] = {
52 { "pose_stand", &mdl->anim_stand },
53 { "pose_highg", &mdl->anim_highg },
54 { "pose_slide", &mdl->anim_slide },
55 { "pose_air", &mdl->anim_air },
56 { "push", &mdl->anim_push },
57 { "push_reverse", &mdl->anim_push_reverse },
58 { "ollie", &mdl->anim_ollie },
59 { "ollie_reverse",&mdl->anim_ollie_reverse },
60 { "grabs", &mdl->anim_grabs },
61 { "walk", &mdl->anim_walk },
62 { "run", &mdl->anim_run },
63 { "idle_cycle", &mdl->anim_idle }
64 };
65
66 for( int i=0; i<vg_list_size(anims); i++ )
67 {
68 *anims[i].anim = skeleton_get_anim( &mdl->sk, anims[i].name );
69
70 if( !(*anims[i].anim) )
71 {
72 vg_error( "Animation '%s' is missing from character '%s'\n",
73 anims[i].name, name );
74 goto il_free_err;
75 }
76 }
77
78 /*
79 * Link bones
80 */
81 struct _load_bone
82 {
83 const char *name;
84 u32 *bone_id;
85 }
86 bones[] = {
87 { "hips", &mdl->id_hip },
88 { "hand.IK.L", &mdl->id_ik_hand_l },
89 { "hand.IK.R", &mdl->id_ik_hand_r },
90 { "elbow.L", &mdl->id_ik_elbow_l },
91 { "elbow.R", &mdl->id_ik_elbow_r },
92 { "head", &mdl->id_head }
93 };
94
95 for( int i=0; i<vg_list_size(bones); i++ )
96 {
97 *bones[i].bone_id = skeleton_bone_id( &mdl->sk, bones[i].name );
98
99 if( !(*bones[i].bone_id) )
100 {
101 vg_error( "Required bone '%s' is missing from character '%s'\n",
102 bones[i].name, name );
103 goto il_free_err;
104 }
105 }
106
107 player_init_ragdoll( src );
108 free( src );
109 return 1;
110
111 il_free_err:
112 free( src );
113 return 0;
114 }
115
116 #endif