medium sized dollop
[carveJwlIkooP6JGAAIwe30JlM.git] / player_model.h
1 /*
2 * Copyright 2021-2022 (C) Mount0 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 int player_model_init(void)
15 {
16 shader_viewchar_register();
17
18 if( vg_acquire_thread_sync(1) )
19 {
20 vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
21 vg_release_thread_sync(1);
22 return 1;
23 }
24 else
25 return 0;
26 }
27
28 static void player_model_free(void *_)
29 {
30 vg_tex2d_free( (vg_tex2d *[]){ &tex_characters }, 1 );
31 }
32
33 /*
34 * Load model from file (.mdl)
35 */
36 static int player_load_model( const char *name )
37 {
38 char buf[64];
39
40 snprintf( buf, sizeof(buf)-1, "models/%s.mdl", name );
41 mdl_header *src = mdl_load( buf );
42
43 if( !src )
44 return 0;
45
46 struct player_model *mdl = &player.mdl;
47
48 if( !mdl_unpack_glmesh( src, &mdl->mesh ) )
49 goto il_free_err;
50
51 skeleton_setup( &mdl->sk, src );
52
53 /*
54 * Link animations
55 */
56 struct _load_anim
57 {
58 const char *name;
59 struct skeleton_anim **anim;
60 }
61 anims[] = {
62 { "pose_stand", &mdl->anim_stand },
63 { "pose_highg", &mdl->anim_highg },
64 { "pose_slide", &mdl->anim_slide },
65 { "pose_air", &mdl->anim_air },
66 { "push", &mdl->anim_push },
67 { "push_reverse", &mdl->anim_push_reverse },
68 { "ollie", &mdl->anim_ollie },
69 { "ollie_reverse",&mdl->anim_ollie_reverse },
70 { "grabs", &mdl->anim_grabs },
71 { "walk", &mdl->anim_walk },
72 { "run", &mdl->anim_run },
73 { "idle_cycle", &mdl->anim_idle }
74 };
75
76 for( int i=0; i<vg_list_size(anims); i++ )
77 {
78 *anims[i].anim = skeleton_get_anim( &mdl->sk, anims[i].name );
79
80 if( !(*anims[i].anim) )
81 {
82 vg_error( "Animation '%s' is missing from character '%s'\n",
83 anims[i].name, name );
84 goto il_free_err;
85 }
86 }
87
88 /*
89 * Link bones
90 */
91 struct _load_bone
92 {
93 const char *name;
94 u32 *bone_id;
95 }
96 bones[] = {
97 { "hips", &mdl->id_hip },
98 { "hand.IK.L", &mdl->id_ik_hand_l },
99 { "hand.IK.R", &mdl->id_ik_hand_r },
100 { "elbow.L", &mdl->id_ik_elbow_l },
101 { "elbow.R", &mdl->id_ik_elbow_r },
102 { "head", &mdl->id_head }
103 };
104
105 for( int i=0; i<vg_list_size(bones); i++ )
106 {
107 *bones[i].bone_id = skeleton_bone_id( &mdl->sk, bones[i].name );
108
109 if( !(*bones[i].bone_id) )
110 {
111 vg_error( "Required bone '%s' is missing from character '%s'\n",
112 bones[i].name, name );
113 goto il_free_err;
114 }
115 }
116
117 player_init_ragdoll( src );
118 free( src );
119 return 1;
120
121 il_free_err:
122 free( src );
123 return 0;
124 }
125
126 #endif