- 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->anim_ollie_reverse = skeleton_get_anim( &ch->sk, "ollie_reverse" );
- ch->anim_grabs = skeleton_get_anim( &ch->sk, "grabs" );
- ch->anim_walk = skeleton_get_anim( &ch->sk, "walk" );
- ch->anim_run = skeleton_get_anim( &ch->sk, "run" );
- ch->anim_idle = skeleton_get_anim( &ch->sk, "idle_cycle" );
-
- 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;
- rp->parent = 0xffffffff;
-
- if( bone->parent )
- {
- for( u32 j=0; j<ch->ragdoll_count; j++ )
- {
- if( ch->ragdoll[ j ].bone_id == bone->parent )
- {
- rp->parent = j;
- break;
- }
- }
- }
-
- /* TODO: refactor to use this style elswhere */
- struct mdl_node *pnode = mdl_node_from_id( src, bone->orig_node );
- struct classtype_bone *bone_inf = mdl_get_entdata( src, pnode );
-
- rp->use_limits = bone_inf->use_limits;
- v3_copy( bone_inf->angle_limits[0], rp->limits[0] );
- v3_copy( bone_inf->angle_limits[1], rp->limits[1] );
-
- rb_init( &rp->rb );
- }
- }
- }
-
- free( src );
- return 1;
-}
-
-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_mimic_ragdoll( struct character *ch )
-{
- for( int i=0; i<ch->ragdoll_count; i++ )