4766c1695951653828931bc91c1a39fcc3478d96
[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 #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_init(void)
15 {
16 shader_viewchar_register();
17 vg_acquire_thread_sync();
18 {
19 vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
20 }
21 vg_release_thread_sync();
22 }
23
24 static void player_model_free(void *_)
25 {
26 mesh_free( &player.mdl.mesh );
27 vg_tex2d_free( (vg_tex2d *[]){ &tex_characters }, 1 );
28 }
29
30 /*
31 * Load model from file (.mdl)
32 */
33 static void player_load_model( const char *name, int replace_mode )
34 {
35 char buf[64];
36
37 snprintf( buf, sizeof(buf)-1, "models/%s.mdl", name );
38 mdl_header *src = mdl_load( buf );
39
40 if( !src )
41 {
42 vg_error( "Could not load model\n" );
43 return;
44 }
45
46 mesh_free( &player.mdl.mesh );
47 mdl_unpack_glmesh( src, &player.mdl.mesh );
48
49 if( !replace_mode )
50 {
51 if( !skeleton_setup( &player.mdl.sk, src ) )
52 {
53 vg_error( "Model: %s\n", buf );
54 vg_fatal_exit_loop( "No skeleton" );
55 }
56
57 /*
58 * Link animations
59 */
60 struct _load_anim
61 {
62 const char *name;
63 struct skeleton_anim **anim;
64 }
65 anims[] = {
66 { "pose_stand", &player.mdl.anim_stand },
67 { "pose_highg", &player.mdl.anim_highg },
68 { "pose_slide", &player.mdl.anim_slide },
69 { "pose_air", &player.mdl.anim_air },
70 { "push", &player.mdl.anim_push },
71 { "push_reverse", &player.mdl.anim_push_reverse },
72 { "ollie", &player.mdl.anim_ollie },
73 { "ollie_reverse",&player.mdl.anim_ollie_reverse },
74 { "grabs", &player.mdl.anim_grabs },
75 { "walk", &player.mdl.anim_walk },
76 { "run", &player.mdl.anim_run },
77 { "idle_cycle", &player.mdl.anim_idle },
78 { "jump", &player.mdl.anim_jump }
79 };
80
81 for( int i=0; i<vg_list_size(anims); i++ )
82 {
83 *anims[i].anim = skeleton_get_anim( &player.mdl.sk, anims[i].name );
84
85 if( !(*anims[i].anim) )
86 {
87 vg_error( "Animation '%s' is missing from character '%s'\n",
88 anims[i].name, name );
89 vg_free( src );
90 return;
91 }
92 }
93
94 /*
95 * Link bones
96 */
97 struct _load_bone
98 {
99 const char *name;
100 u32 *bone_id;
101 }
102 bones[] = {
103 { "hips", &player.mdl.id_hip },
104 { "hand.IK.L", &player.mdl.id_ik_hand_l },
105 { "hand.IK.R", &player.mdl.id_ik_hand_r },
106 { "elbow.L", &player.mdl.id_ik_elbow_l },
107 { "elbow.R", &player.mdl.id_ik_elbow_r },
108 { "head", &player.mdl.id_head }
109 };
110
111 for( int i=0; i<vg_list_size(bones); i++ )
112 {
113 *bones[i].bone_id = skeleton_bone_id( &player.mdl.sk, bones[i].name );
114
115 if( !(*bones[i].bone_id) )
116 {
117 vg_error( "Required bone '%s' is missing from character '%s'\n",
118 bones[i].name, name );
119 vg_free( src );
120 return;
121 }
122 }
123
124 player_init_ragdoll( src );
125 }
126
127 vg_free( src );
128 }
129
130 #endif