-
-struct player_avatar
-{
- mdl_context meta;
- struct skeleton sk;
-
- u32 id_hip,
- id_ik_hand_l,
- id_ik_hand_r,
- id_ik_elbow_l,
- id_ik_elbow_r,
- id_head,
- id_ik_foot_l,
- id_ik_foot_r,
- id_wheel_l,
- id_wheel_r,
- id_board;
-};
-
-#if 0
-glmesh player_meshes[3];
-#endif
-
-VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path )
-{
- /* load in reference player model, with animations and such */
- /* FIXME: This is allocated as un-freeable systems memory */
-
- mdl_open( &av->meta, path, vg_mem.rtmemory );
- mdl_load_metadata_block( &av->meta, vg_mem.rtmemory );
- mdl_load_animation_block( &av->meta, vg_mem.rtmemory );
- mdl_close( &av->meta );
-
- struct skeleton *sk = &av->sk;
- skeleton_setup( sk, vg_mem.rtmemory, &av->meta );
-
- av->id_hip = skeleton_bone_id( sk, "hips" );
- av->id_ik_hand_l = skeleton_bone_id( sk, "hand.IK.L" );
- av->id_ik_hand_r = skeleton_bone_id( sk, "hand.IK.R" );
- av->id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" );
- av->id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" );
- av->id_head = skeleton_bone_id( sk, "head" );
- av->id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" );
- av->id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" );
- av->id_board = skeleton_bone_id( sk, "board" );
- av->id_wheel_l = skeleton_bone_id( sk, "wheel.L" );
- av->id_wheel_r = skeleton_bone_id( sk, "wheel.R" );
-}
-
-#if 0
-VG_STATIC void player_load_reference( struct player_model *pmodel )
-{
- shader_viewchar_register();
- vg_acquire_thread_sync();
- {
- vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
- }
- vg_release_thread_sync();
-
- /* load in reference player model, with animations and such */
- mdl_open( &player.mdl.meta, "models/ch_new.mdl" );
- mdl_load_metadata( &player.mdl.meta, vg_mem.rtmemory );
- mdl_load_anim_data( &player.mdl.meta, vg_mem.rtmemory );
-
- vg_linear_clear( vg_mem.scratch );
- mdl_load_mesh_data( &player.mdl.meta, vg_mem.scratch );
- mdl_close( &player.mdl.meta );
-
- /*
- * load in other player models. This may need to be more sophisticated in
- * the futre if we have more of these guys
- */
- mdl_context ctx_outlaw,
- ctx_jordan;
-
- mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl" );
- mdl_load_metadata( &ctx_outlaw, vg_mem.scratch );
- mdl_load_mesh_data( &ctx_outlaw, vg_mem.scratch );
- mdl_close( &ctx_outlaw );
-
- mdl_open( &ctx_jordan, "models/ch_jordan.mdl" );
- mdl_load_metadata( &ctx_jordan, vg_mem.scratch );
- mdl_load_mesh_data( &ctx_jordan, vg_mem.scratch );
- mdl_close( &ctx_jordan );
-
- vg_acquire_thread_sync();
- {
- mdl_unpack_glmesh( &player.mdl.meta, &player.mdl.player_meshes[0] );
- mdl_unpack_glmesh( &ctx_outlaw, &player.mdl.player_meshes[1] );
- mdl_unpack_glmesh( &ctx_jordan, &player.mdl.player_meshes[2] );
- }
- vg_release_thread_sync();
-
- skeleton_setup( &player.mdl.sk, vg_mem.rtmemory, &player.mdl.meta );
- player_init_ragdoll();
-
- /*
- * Link animations
- */
- struct _load_anim
- {
- const char *name;
- struct skeleton_anim **anim;
- }
- anims[] = {
- { "pose_stand", &player.mdl.anim_stand },
- { "pose_highg", &player.mdl.anim_highg },
- { "pose_slide", &player.mdl.anim_slide },
- { "pose_air", &player.mdl.anim_air },
- { "push", &player.mdl.anim_push },
- { "push_reverse", &player.mdl.anim_push_reverse },
- { "ollie", &player.mdl.anim_ollie },
- { "ollie_reverse",&player.mdl.anim_ollie_reverse },
- { "grabs", &player.mdl.anim_grabs },
- { "walk", &player.mdl.anim_walk },
- { "run", &player.mdl.anim_run },
- { "idle_cycle", &player.mdl.anim_idle },
- { "jump", &player.mdl.anim_jump }
- };
-
- for( int i=0; i<vg_list_size(anims); i++ )
- {
- *anims[i].anim = skeleton_get_anim( &player.mdl.sk, anims[i].name );
-
- if( !(*anims[i].anim) )
- {
- vg_error( "Animation '%s' is missing\n", anims[i].name );
- vg_fatal_exit_loop( "Invalid character file" );
- }
- }
-
- /*
- * Link bones
- */
- struct _load_bone
- {
- const char *name;
- u32 *bone_id;
- }
- bones[] = {
- { "hips", &player.mdl.id_hip },
- { "hand.IK.L", &player.mdl.id_ik_hand_l },
- { "hand.IK.R", &player.mdl.id_ik_hand_r },
- { "elbow.L", &player.mdl.id_ik_elbow_l },
- { "elbow.R", &player.mdl.id_ik_elbow_r },
- { "head", &player.mdl.id_head },
- { "foot.IK.L", &player.mdl.id_ik_foot_l },
- { "foot.IK.R", &player.mdl.id_ik_foot_r },
- { "board", &player.mdl.id_board }
- };
-
- for( int i=0; i<vg_list_size(bones); i++ )
- {
- *bones[i].bone_id = skeleton_bone_id( &player.mdl.sk, bones[i].name );
-
- if( !(*bones[i].bone_id) )
- {
- vg_error( "Required bone '%s' is missing\n", bones[i].name );
- vg_fatal_exit_loop( "Invalid character file" );
- }
- }
-}
-#endif
-
-#endif