4 #include "vg/vg_camera.h"
6 #include "player_render.h"
7 #include "player_api.h"
8 #include "player_replay.h"
11 k_board_truck_back
= 0,
12 k_board_truck_front
= 1
22 /* TODO: Fully featured dynamic models
23 * This is FAR from the final system we want at all, but it will do for now */
24 struct dynamic_model_1texture
{
30 struct dynamic_model_1texture mdl
;
32 v4f wheel_positions
[4],
36 mdl_submesh wheels
[4],
42 struct dynamic_model_1texture mdl
;
46 k_board_shader_player
,
50 void dynamic_model_load( mdl_context
*ctx
,
51 struct dynamic_model_1texture
*mdl
,
52 const char *path
, u32
*fixup_table
);
53 void dynamic_model_unload( struct dynamic_model_1texture
*mdl
);
55 void player_board_load( struct player_board
*mdl
, const char *path
);
56 void player_board_unload( struct player_board
*mdl
);
58 void player_model_load( struct player_model
*board
, const char *path
);
59 void player_model_unload( struct player_model
*board
);
61 void render_board( vg_camera
*cam
, world_instance
*world
,
62 struct player_board
*board
, m4x3f root
,
63 struct player_board_pose
*pose
,
64 enum board_shader shader
);
66 void render_playermodel( vg_camera
*cam
, world_instance
*world
,
68 struct player_model
*model
,
69 struct skeleton
*skeleton
,
71 void apply_full_skeleton_pose( struct skeleton
*sk
, player_pose
*pose
,
73 void lerp_player_pose( player_pose
*pose0
, player_pose
*pose1
, f32 t
,
75 void player_mirror_pose( mdl_keyframe pose
[32],
76 mdl_keyframe mirrored
[32] );
77 void player__observe_system( enum player_subsystem id
);
78 void player_load_animation_reference( const char *path
);
79 void player__render( vg_camera
*cam
);
80 void player__animate_from_replay( replay_buffer
*replay
);
81 void player__animate(void);
82 void player__pre_render(void);