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