95b5a7624de95832f4ce58b242f925a8e54d9238
[carveJwlIkooP6JGAAIwe30JlM.git] / player_model.h
1 #ifndef CHARACTER_H
2 #define CHARACTER_H
3
4 #include "common.h"
5 #include "model.h"
6 #include "rigidbody.h"
7 #include "render.h"
8 #include "skeleton.h"
9 #include "skeleton_animator.h"
10 #include "shaders/viewchar.h"
11
12 vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
13
14 static void character_register(void)
15 {
16 shader_viewchar_register();
17 }
18
19 static void character_init(void)
20 {
21 vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
22 }
23
24 struct character
25 {
26 glmesh mesh;
27 struct skeleton sk;
28 struct skeleton_anim *anim_stand,
29 *anim_highg,
30 *anim_slide,
31 *anim_air,
32 *anim_push, *anim_push_reverse,
33 *anim_ollie;
34
35 u32 id_hip,
36 id_ik_hand_l,
37 id_ik_hand_r,
38 id_ik_elbow_l,
39 id_ik_elbow_r,
40 id_head;
41
42 v3f cam_pos;
43
44 int shoes[2];
45 };
46
47 static int character_load( struct character *ch, const char *name )
48 {
49 char buf[64];
50
51 snprintf( buf, sizeof(buf)-1, "models/%s.mdl", name );
52 mdl_header *src = mdl_load( buf );
53
54 if( !src )
55 return 0;
56
57 int error_count = 0;
58 mdl_unpack_glmesh( src, &ch->mesh );
59
60 if( !error_count )
61 vg_success( "Loaded character file '%s' with no errors\n", name );
62
63 skeleton_setup( &ch->sk, src );
64 ch->anim_stand = skeleton_get_anim( &ch->sk, "pose_stand" );
65 ch->anim_highg = skeleton_get_anim( &ch->sk, "pose_highg" );
66 ch->anim_slide = skeleton_get_anim( &ch->sk, "pose_slide" );
67 ch->anim_air = skeleton_get_anim( &ch->sk, "pose_air" );
68 ch->anim_push = skeleton_get_anim( &ch->sk, "push" );
69 ch->anim_push_reverse = skeleton_get_anim( &ch->sk, "push_reverse" );
70 ch->anim_ollie = skeleton_get_anim( &ch->sk, "ollie" );
71
72 ch->id_hip = skeleton_bone_id( &ch->sk, "hips" );
73 ch->id_ik_hand_l = skeleton_bone_id( &ch->sk, "hand.IK.L" );
74 ch->id_ik_hand_r = skeleton_bone_id( &ch->sk, "hand.IK.R" );
75 ch->id_ik_elbow_l = skeleton_bone_id( &ch->sk, "elbow.L" );
76 ch->id_ik_elbow_r = skeleton_bone_id( &ch->sk, "elbow.R" );
77 ch->id_head = skeleton_bone_id( &ch->sk, "head" );
78
79 free( src );
80 return 1;
81 }
82
83 static void character_eval( struct character *ch ){}
84 static void character_draw( struct character *ch, float temp, m4x3f camera ){}
85 static void character_init_ragdoll_joints( struct character *ch ){}
86 static void character_init_ragdoll( struct character *ch ){}
87 static void character_ragdoll_go( struct character *ch, v3f pos ){}
88 static void character_ragdoll_copypose( struct character *ch, v3f v ){}
89 static void character_debug_ragdoll( struct character *ch ){}
90 static void character_ragdoll_iter( struct character *ch ){}
91
92 #endif