non-meaningful cleanup
[carveJwlIkooP6JGAAIwe30JlM.git] / player_model.h
index 6483f06d4aeb2cf385e9b25cd47c76ab8673d136..1d462f6377485280db4eea7c7323439d60128ea7 100644 (file)
@@ -1,89 +1,18 @@
-#ifndef CHARACTER_H
+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
+#ifndef CHARACTER_H 
 #define CHARACTER_H
 
-#include "common.h"
+#define VG_GAME
+#include "vg/vg.h"
+
 #include "model.h"
-#include "rigidbody.h"
-#include "render.h"
 #include "skeleton.h"
-#include "shaders/viewchar.h"
-
-vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
-
-static void character_register(void)
-{
-   shader_viewchar_register();
-}
-
-static void character_init(void)
-{
-   vg_tex2d_init( (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;
-
-   u32 id_hip,
-       id_ik_hand_l,
-       id_ik_hand_r,
-       id_ik_elbow_l,
-       id_ik_elbow_r,
-       id_head;
-
-   v3f cam_pos;
-
-   int shoes[2];
-};
-
-static int character_load( struct character *ch, const char *name )
-{
-   char buf[64];
-
-   snprintf( buf, sizeof(buf)-1, "models/%s.mdl", name );
-   mdl_header *src = mdl_load( buf );
-
-   if( !src )
-      return 0;
-   
-   int error_count = 0;
-   mdl_unpack_glmesh( src, &ch->mesh );
-   
-   if( !error_count )
-      vg_success( "Loaded character file '%s' with no errors\n", name );
-
-   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->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" );
-
-   free( src );
-   return 1;
-}
+#include "player_ragdoll.h"
+#include "rigidbody.h"
 
-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 ){}
-static void character_debug_ragdoll( struct character *ch ){}
-static void character_ragdoll_iter( struct character *ch ){}
+#include "shaders/model_character_view.h"
 
 #endif