/*
- * Copyright 2021-2022 (C) Mount0 Software, Harry Godden - All Rights Reserved
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
*/
#ifndef CHARACTER_H
#define CHARACTER_H
-#include "player.h"
-#include "player_ragdoll.h"
-#include "shaders/viewchar.h"
-
-vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
-
-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 player_model_free(void *_)
-{
- mesh_free( &player.mdl.mesh );
- vg_tex2d_free( (vg_tex2d *[]){ &tex_characters }, 1 );
-}
-
-/*
- * Load model from file (.mdl)
- */
-static void player_load_model( const char *name )
-{
- char buf[64];
-
- snprintf( buf, sizeof(buf)-1, "models/%s.mdl", name );
- mdl_header *src = mdl_load( buf );
+#define VG_GAME
+#include "vg/vg.h"
- if( !src )
- {
- vg_error( "Could not load model\n" );
- return;
- }
-
- struct player_model temp;
-
- mdl_unpack_glmesh( src, &temp.mesh );
- skeleton_setup( &temp.sk, src );
-
- /*
- * 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 }
- };
-
- for( int i=0; i<vg_list_size(anims); i++ )
- {
- *anims[i].anim = skeleton_get_anim( &temp.sk, anims[i].name );
-
- if( !(*anims[i].anim) )
- {
- vg_error( "Animation '%s' is missing from character '%s'\n",
- anims[i].name, name );
- vg_free( src );
- return;
- }
- }
-
- /*
- * Link bones
- */
- struct _load_bone
- {
- 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 );
-
- if( !(*bones[i].bone_id) )
- {
- vg_error( "Required bone '%s' is missing from character '%s'\n",
- bones[i].name, name );
- vg_free( src );
- return;
- }
- }
+#include "model.h"
+#include "skeleton.h"
+#include "player_ragdoll.h"
+#include "rigidbody.h"
- /* swap temp into actual model */
- mesh_free( &player.mdl.mesh );
- player.mdl = temp;
- player_init_ragdoll( src );
- vg_free( src );
-}
+#include "shaders/model_character_view.h"
#endif