the never ending refactor
[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/viewchar.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_board;
32 };
33
34 #if 0
35 glmesh player_meshes[3];
36 #endif
37
38 VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path )
39 {
40 /* load in reference player model, with animations and such */
41 /* FIXME: This is allocated as un-freeable systems memory */
42
43 mdl_open( &av->meta, path );
44 mdl_load_metadata( &av->meta, vg_mem.rtmemory );
45 mdl_load_anim_data( &av->meta, vg_mem.rtmemory );
46
47 struct skeleton *sk = &av->sk;
48 skeleton_setup( sk, vg_mem.rtmemory, &av->meta );
49
50 av->id_hip = skeleton_bone_id( sk, "hips" );
51 av->id_ik_hand_l = skeleton_bone_id( sk, "hand.IK.L" );
52 av->id_ik_hand_r = skeleton_bone_id( sk, "hand.IK.R" );
53 av->id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" );
54 av->id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" );
55 av->id_head = skeleton_bone_id( sk, "head" );
56 av->id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" );
57 av->id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" );
58 av->id_board = skeleton_bone_id( sk, "board" );
59 }
60
61 #if 0
62 VG_STATIC void player_load_reference( struct player_model *pmodel )
63 {
64 shader_viewchar_register();
65 vg_acquire_thread_sync();
66 {
67 vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
68 }
69 vg_release_thread_sync();
70
71 /* load in reference player model, with animations and such */
72 mdl_open( &player.mdl.meta, "models/ch_new.mdl" );
73 mdl_load_metadata( &player.mdl.meta, vg_mem.rtmemory );
74 mdl_load_anim_data( &player.mdl.meta, vg_mem.rtmemory );
75
76 vg_linear_clear( vg_mem.scratch );
77 mdl_load_mesh_data( &player.mdl.meta, vg_mem.scratch );
78 mdl_close( &player.mdl.meta );
79
80 /*
81 * load in other player models. This may need to be more sophisticated in
82 * the futre if we have more of these guys
83 */
84 mdl_context ctx_outlaw,
85 ctx_jordan;
86
87 mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl" );
88 mdl_load_metadata( &ctx_outlaw, vg_mem.scratch );
89 mdl_load_mesh_data( &ctx_outlaw, vg_mem.scratch );
90 mdl_close( &ctx_outlaw );
91
92 mdl_open( &ctx_jordan, "models/ch_jordan.mdl" );
93 mdl_load_metadata( &ctx_jordan, vg_mem.scratch );
94 mdl_load_mesh_data( &ctx_jordan, vg_mem.scratch );
95 mdl_close( &ctx_jordan );
96
97 vg_acquire_thread_sync();
98 {
99 mdl_unpack_glmesh( &player.mdl.meta, &player.mdl.player_meshes[0] );
100 mdl_unpack_glmesh( &ctx_outlaw, &player.mdl.player_meshes[1] );
101 mdl_unpack_glmesh( &ctx_jordan, &player.mdl.player_meshes[2] );
102 }
103 vg_release_thread_sync();
104
105 skeleton_setup( &player.mdl.sk, vg_mem.rtmemory, &player.mdl.meta );
106 player_init_ragdoll();
107
108 /*
109 * Link animations
110 */
111 struct _load_anim
112 {
113 const char *name;
114 struct skeleton_anim **anim;
115 }
116 anims[] = {
117 { "pose_stand", &player.mdl.anim_stand },
118 { "pose_highg", &player.mdl.anim_highg },
119 { "pose_slide", &player.mdl.anim_slide },
120 { "pose_air", &player.mdl.anim_air },
121 { "push", &player.mdl.anim_push },
122 { "push_reverse", &player.mdl.anim_push_reverse },
123 { "ollie", &player.mdl.anim_ollie },
124 { "ollie_reverse",&player.mdl.anim_ollie_reverse },
125 { "grabs", &player.mdl.anim_grabs },
126 { "walk", &player.mdl.anim_walk },
127 { "run", &player.mdl.anim_run },
128 { "idle_cycle", &player.mdl.anim_idle },
129 { "jump", &player.mdl.anim_jump }
130 };
131
132 for( int i=0; i<vg_list_size(anims); i++ )
133 {
134 *anims[i].anim = skeleton_get_anim( &player.mdl.sk, anims[i].name );
135
136 if( !(*anims[i].anim) )
137 {
138 vg_error( "Animation '%s' is missing\n", anims[i].name );
139 vg_fatal_exit_loop( "Invalid character file" );
140 }
141 }
142
143 /*
144 * Link bones
145 */
146 struct _load_bone
147 {
148 const char *name;
149 u32 *bone_id;
150 }
151 bones[] = {
152 { "hips", &player.mdl.id_hip },
153 { "hand.IK.L", &player.mdl.id_ik_hand_l },
154 { "hand.IK.R", &player.mdl.id_ik_hand_r },
155 { "elbow.L", &player.mdl.id_ik_elbow_l },
156 { "elbow.R", &player.mdl.id_ik_elbow_r },
157 { "head", &player.mdl.id_head },
158 { "foot.IK.L", &player.mdl.id_ik_foot_l },
159 { "foot.IK.R", &player.mdl.id_ik_foot_r },
160 { "board", &player.mdl.id_board }
161 };
162
163 for( int i=0; i<vg_list_size(bones); i++ )
164 {
165 *bones[i].bone_id = skeleton_bone_id( &player.mdl.sk, bones[i].name );
166
167 if( !(*bones[i].bone_id) )
168 {
169 vg_error( "Required bone '%s' is missing\n", bones[i].name );
170 vg_fatal_exit_loop( "Invalid character file" );
171 }
172 }
173 }
174 #endif
175
176 #endif