minor improvements to jump/grind
[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 #include "model.h"
12 #include "skeleton.h"
13 #include "player_ragdoll.h"
14 #include "rigidbody.h"
15
16 #include "shaders/model_character_view.h"
17
18 struct player_avatar
19 {
20 mdl_context meta;
21 struct skeleton sk;
22
23 u32 id_hip,
24 id_ik_hand_l,
25 id_ik_hand_r,
26 id_ik_elbow_l,
27 id_ik_elbow_r,
28 id_head,
29 id_ik_foot_l,
30 id_ik_foot_r,
31 id_ik_knee_l,
32 id_ik_knee_r,
33 id_wheel_l,
34 id_wheel_r,
35 id_board;
36 };
37
38 #if 0
39 glmesh player_meshes[3];
40 #endif
41
42 VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path )
43 {
44 /* load in reference player model, with animations and such */
45 /* FIXME: This is allocated as un-freeable systems memory */
46
47 mdl_open( &av->meta, path, vg_mem.rtmemory );
48 mdl_load_metadata_block( &av->meta, vg_mem.rtmemory );
49 mdl_load_animation_block( &av->meta, vg_mem.rtmemory );
50 mdl_close( &av->meta );
51
52 struct skeleton *sk = &av->sk;
53 skeleton_setup( sk, vg_mem.rtmemory, &av->meta );
54
55 av->id_hip = skeleton_bone_id( sk, "hips" );
56 av->id_ik_hand_l = skeleton_bone_id( sk, "hand.IK.L" );
57 av->id_ik_hand_r = skeleton_bone_id( sk, "hand.IK.R" );
58 av->id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" );
59 av->id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" );
60 av->id_head = skeleton_bone_id( sk, "head" );
61 av->id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" );
62 av->id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" );
63 av->id_board = skeleton_bone_id( sk, "board" );
64 av->id_wheel_l = skeleton_bone_id( sk, "wheel.L" );
65 av->id_wheel_r = skeleton_bone_id( sk, "wheel.R" );
66 av->id_ik_knee_l = skeleton_bone_id( sk, "knee.L" );
67 av->id_ik_knee_r = skeleton_bone_id( sk, "knee.R" );
68 }
69
70 #if 0
71 VG_STATIC void player_load_reference( struct player_model *pmodel )
72 {
73 shader_viewchar_register();
74 vg_acquire_thread_sync();
75 {
76 vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
77 }
78 vg_release_thread_sync();
79
80 /* load in reference player model, with animations and such */
81 mdl_open( &player.mdl.meta, "models/ch_new.mdl" );
82 mdl_load_metadata( &player.mdl.meta, vg_mem.rtmemory );
83 mdl_load_anim_data( &player.mdl.meta, vg_mem.rtmemory );
84
85 vg_linear_clear( vg_mem.scratch );
86 mdl_load_mesh_data( &player.mdl.meta, vg_mem.scratch );
87 mdl_close( &player.mdl.meta );
88
89 /*
90 * load in other player models. This may need to be more sophisticated in
91 * the futre if we have more of these guys
92 */
93 mdl_context ctx_outlaw,
94 ctx_jordan;
95
96 mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl" );
97 mdl_load_metadata( &ctx_outlaw, vg_mem.scratch );
98 mdl_load_mesh_data( &ctx_outlaw, vg_mem.scratch );
99 mdl_close( &ctx_outlaw );
100
101 mdl_open( &ctx_jordan, "models/ch_jordan.mdl" );
102 mdl_load_metadata( &ctx_jordan, vg_mem.scratch );
103 mdl_load_mesh_data( &ctx_jordan, vg_mem.scratch );
104 mdl_close( &ctx_jordan );
105
106 vg_acquire_thread_sync();
107 {
108 mdl_unpack_glmesh( &player.mdl.meta, &player.mdl.player_meshes[0] );
109 mdl_unpack_glmesh( &ctx_outlaw, &player.mdl.player_meshes[1] );
110 mdl_unpack_glmesh( &ctx_jordan, &player.mdl.player_meshes[2] );
111 }
112 vg_release_thread_sync();
113
114 skeleton_setup( &player.mdl.sk, vg_mem.rtmemory, &player.mdl.meta );
115 player_init_ragdoll();
116
117 /*
118 * Link animations
119 */
120 struct _load_anim
121 {
122 const char *name;
123 struct skeleton_anim **anim;
124 }
125 anims[] = {
126 { "pose_stand", &player.mdl.anim_stand },
127 { "pose_highg", &player.mdl.anim_highg },
128 { "pose_slide", &player.mdl.anim_slide },
129 { "pose_air", &player.mdl.anim_air },
130 { "push", &player.mdl.anim_push },
131 { "push_reverse", &player.mdl.anim_push_reverse },
132 { "ollie", &player.mdl.anim_ollie },
133 { "ollie_reverse",&player.mdl.anim_ollie_reverse },
134 { "grabs", &player.mdl.anim_grabs },
135 { "walk", &player.mdl.anim_walk },
136 { "run", &player.mdl.anim_run },
137 { "idle_cycle", &player.mdl.anim_idle },
138 { "jump", &player.mdl.anim_jump }
139 };
140
141 for( int i=0; i<vg_list_size(anims); i++ )
142 {
143 *anims[i].anim = skeleton_get_anim( &player.mdl.sk, anims[i].name );
144
145 if( !(*anims[i].anim) )
146 {
147 vg_error( "Animation '%s' is missing\n", anims[i].name );
148 vg_fatal_exit_loop( "Invalid character file" );
149 }
150 }
151
152 /*
153 * Link bones
154 */
155 struct _load_bone
156 {
157 const char *name;
158 u32 *bone_id;
159 }
160 bones[] = {
161 { "hips", &player.mdl.id_hip },
162 { "hand.IK.L", &player.mdl.id_ik_hand_l },
163 { "hand.IK.R", &player.mdl.id_ik_hand_r },
164 { "elbow.L", &player.mdl.id_ik_elbow_l },
165 { "elbow.R", &player.mdl.id_ik_elbow_r },
166 { "head", &player.mdl.id_head },
167 { "foot.IK.L", &player.mdl.id_ik_foot_l },
168 { "foot.IK.R", &player.mdl.id_ik_foot_r },
169 { "board", &player.mdl.id_board }
170 };
171
172 for( int i=0; i<vg_list_size(bones); i++ )
173 {
174 *bones[i].bone_id = skeleton_bone_id( &player.mdl.sk, bones[i].name );
175
176 if( !(*bones[i].bone_id) )
177 {
178 vg_error( "Required bone '%s' is missing\n", bones[i].name );
179 vg_fatal_exit_loop( "Invalid character file" );
180 }
181 }
182 }
183 #endif
184
185 #endif