-#ifndef CHARACTER_H
+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
+#ifndef CHARACTER_H
#define CHARACTER_H
-#include "common.h"
-#include "model.h"
-#include "rigidbody.h"
-#include "render.h"
-#include "skeleton.h"
-#include "world.h"
-#include "skeleton_animator.h"
+#include "player.h"
+#include "player_ragdoll.h"
#include "shaders/viewchar.h"
vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
-static void character_register(void)
+static void player_model_init(void)
{
shader_viewchar_register();
+ vg_acquire_thread_sync();
+ {
+ vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
+ }
+ vg_release_thread_sync();
}
-static void character_init(void)
+static void player_model_free(void *_)
{
- vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
+ mesh_free( &player.mdl.mesh );
+ vg_tex2d_free( (vg_tex2d *[]){ &tex_characters }, 1 );
}
-struct character
-{
- glmesh mesh;
- struct skeleton sk;
- struct skeleton_anim *anim_stand,
- *anim_highg,
- *anim_slide,
- *anim_air,
- *anim_push, *anim_push_reverse,
- *anim_ollie;
-
- u32 id_hip,
- id_ik_hand_l,
- id_ik_hand_r,
- id_ik_elbow_l,
- id_ik_elbow_r,
- id_head;
-
- v3f cam_pos;
-
- struct ragdoll_part
- {
- u32 bone_id;
- v3f offset;
- rigidbody rb;
- }
- *ragdoll;
- u32 ragdoll_count;
-
- int shoes[2];
-};
-
-static int character_load( struct character *ch, const char *name )
+/*
+ * Load model from file (.mdl)
+ */
+static void player_load_model( const char *name )
{
char buf[64];
mdl_header *src = mdl_load( buf );
if( !src )
- return 0;
-
- mdl_unpack_glmesh( src, &ch->mesh );
-
- skeleton_setup( &ch->sk, src );
- ch->anim_stand = skeleton_get_anim( &ch->sk, "pose_stand" );
- ch->anim_highg = skeleton_get_anim( &ch->sk, "pose_highg" );
- ch->anim_slide = skeleton_get_anim( &ch->sk, "pose_slide" );
- ch->anim_air = skeleton_get_anim( &ch->sk, "pose_air" );
- ch->anim_push = skeleton_get_anim( &ch->sk, "push" );
- ch->anim_push_reverse = skeleton_get_anim( &ch->sk, "push_reverse" );
- ch->anim_ollie = skeleton_get_anim( &ch->sk, "ollie" );
-
- ch->id_hip = skeleton_bone_id( &ch->sk, "hips" );
- ch->id_ik_hand_l = skeleton_bone_id( &ch->sk, "hand.IK.L" );
- ch->id_ik_hand_r = skeleton_bone_id( &ch->sk, "hand.IK.R" );
- ch->id_ik_elbow_l = skeleton_bone_id( &ch->sk, "elbow.L" );
- ch->id_ik_elbow_r = skeleton_bone_id( &ch->sk, "elbow.R" );
- ch->id_head = skeleton_bone_id( &ch->sk, "head" );
-
- /* setup ragdoll */
-
- if( ch->sk.collider_count )
{
- vg_info( "Alloc: %d\n", ch->sk.collider_count );
- ch->ragdoll = malloc(sizeof(struct ragdoll_part) * ch->sk.collider_count);
- ch->ragdoll_count = 0;
-
- for( u32 i=0; i<ch->sk.bone_count; i ++ )
- {
- struct skeleton_bone *bone = &ch->sk.bones[i];
-
- if( bone->collider )
- {
- struct ragdoll_part *rp = &ch->ragdoll[ ch->ragdoll_count ++ ];
- rp->bone_id = i;
-
- v3f delta;
- v3_sub( bone->hitbox[1], bone->hitbox[0], delta );
- v3_muls( delta, 0.5f, delta );
-
- v3_add( bone->hitbox[0], delta, rp->offset );
-
- v3_copy( delta, rp->rb.bbx[1] );
- v3_muls( delta, -1.0f, rp->rb.bbx[0] );
-
- q_identity( rp->rb.q );
- v3_add( bone->co, rp->offset, rp->rb.co );
- rp->rb.type = k_rb_shape_box;
- rp->rb.is_world = 0;
-
- rb_init( &rp->rb );
- }
- }
+ vg_error( "Could not load model\n" );
+ return;
}
- free( src );
- return 1;
-}
+ struct player_model temp;
-static void character_eval( struct character *ch ){}
-static void character_draw( struct character *ch, float temp, m4x3f camera ){}
-static void character_init_ragdoll_joints( struct character *ch ){}
-static void character_init_ragdoll( struct character *ch ){}
-static void character_ragdoll_go( struct character *ch, v3f pos ){}
-static void character_ragdoll_copypose( struct character *ch, v3f v )
-{
- for( int i=0; i<ch->ragdoll_count; i++ )
- {
- struct ragdoll_part *part = &ch->ragdoll[i];
+ mdl_unpack_glmesh( src, &temp.mesh );
+ skeleton_setup( &temp.sk, src );
- v3f pos, offset;
- u32 bone = part->bone_id;
-
- m4x3_mulv( ch->sk.final_mtx[bone], ch->sk.bones[bone].co, pos );
- m3x3_mulv( ch->sk.final_mtx[bone], part->offset, offset );
- v3_add( pos, offset, part->rb.co );
- m3x3_q( ch->sk.final_mtx[bone], part->rb.q );
- v3_copy( v, part->rb.v );
- v3_zero( part->rb.w );
+ /*
+ * Link animations
+ */
+ struct _load_anim
+ {
+ const char *name;
+ struct skeleton_anim **anim;
+ }
+ anims[] = {
+ { "pose_stand", &temp.anim_stand },
+ { "pose_highg", &temp.anim_highg },
+ { "pose_slide", &temp.anim_slide },
+ { "pose_air", &temp.anim_air },
+ { "push", &temp.anim_push },
+ { "push_reverse", &temp.anim_push_reverse },
+ { "ollie", &temp.anim_ollie },
+ { "ollie_reverse",&temp.anim_ollie_reverse },
+ { "grabs", &temp.anim_grabs },
+ { "walk", &temp.anim_walk },
+ { "run", &temp.anim_run },
+ { "idle_cycle", &temp.anim_idle },
+ { "jump", &temp.anim_jump }
+ };
+
+ for( int i=0; i<vg_list_size(anims); i++ )
+ {
+ *anims[i].anim = skeleton_get_anim( &temp.sk, anims[i].name );
- rb_update_transform( &part->rb );
+ if( !(*anims[i].anim) )
+ {
+ vg_error( "Animation '%s' is missing from character '%s'\n",
+ anims[i].name, name );
+ vg_free( src );
+ return;
+ }
}
-}
-
-static void character_debug_ragdoll( struct character *ch )
-{
- for( u32 i=0; i<ch->ragdoll_count; i ++ )
- rb_debug( &ch->ragdoll[i].rb, 0xff00ff00 );
-}
-
-static void character_ragdoll_iter( struct character *ch )
-{
- rb_solver_reset();
- for( int i=0; i<ch->ragdoll_count; i ++ )
- rb_collide( &ch->ragdoll[i].rb, &world.rb_geo );
-
- rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
-
- v3f rv;
-
- float shoe_vel[2] = {0.0f,0.0f};
- for( int i=0; i<2; i++ )
- if( ch->shoes[i] )
- shoe_vel[i] = v3_length( ch->ragdoll[i].rb.v );
-
- /* CONSTRAINTS */
- for( int i=0; i<5; i++ )
+ /*
+ * Link bones
+ */
+ struct _load_bone
{
- rb_solve_contacts( rb_contact_buffer, rb_contact_count );
+ const char *name;
+ u32 *bone_id;
}
+ bones[] = {
+ { "hips", &temp.id_hip },
+ { "hand.IK.L", &temp.id_ik_hand_l },
+ { "hand.IK.R", &temp.id_ik_hand_r },
+ { "elbow.L", &temp.id_ik_elbow_l },
+ { "elbow.R", &temp.id_ik_elbow_r },
+ { "head", &temp.id_head }
+ };
+
+ for( int i=0; i<vg_list_size(bones); i++ )
+ {
+ *bones[i].bone_id = skeleton_bone_id( &temp.sk, bones[i].name );
- /* INTEGRATION */
- for( int i=0; i<ch->ragdoll_count; i++ )
- rb_iter( &ch->ragdoll[i].rb );
-
- /* SHOES */
+ if( !(*bones[i].bone_id) )
+ {
+ vg_error( "Required bone '%s' is missing from character '%s'\n",
+ bones[i].name, name );
+ vg_free( src );
+ return;
+ }
+ }
- for( int i=0; i<ch->ragdoll_count; i++ )
- rb_update_transform( &ch->ragdoll[i].rb );
+ /* swap temp into actual model */
+ mesh_free( &player.mdl.mesh );
+ player.mdl = temp;
+ player_init_ragdoll( src );
+ vg_free( src );
}
#endif