/*
- * 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
vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
-static void player_model_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 player_model_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 );
}
-
/*
* Load model from file (.mdl)
*/
-static int player_load_model( const char *name )
+static void player_load_model( const char *name )
{
char buf[64];
mdl_header *src = mdl_load( buf );
if( !src )
- return 0;
+ {
+ vg_error( "Could not load model\n" );
+ return;
+ }
- struct player_model *mdl = &player.mdl;
-
- mdl_unpack_glmesh( src, &mdl->mesh );
- skeleton_setup( &mdl->sk, src );
+ struct player_model temp;
+
+ mdl_unpack_glmesh( src, &temp.mesh );
+ skeleton_setup( &temp.sk, src );
/*
* Link animations
struct skeleton_anim **anim;
}
anims[] = {
- { "pose_stand", &mdl->anim_stand },
- { "pose_highg", &mdl->anim_highg },
- { "pose_slide", &mdl->anim_slide },
- { "pose_air", &mdl->anim_air },
- { "push", &mdl->anim_push },
- { "push_reverse", &mdl->anim_push_reverse },
- { "ollie", &mdl->anim_ollie },
- { "ollie_reverse",&mdl->anim_ollie_reverse },
- { "grabs", &mdl->anim_grabs },
- { "walk", &mdl->anim_walk },
- { "run", &mdl->anim_run },
- { "idle_cycle", &mdl->anim_idle }
+ { "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( &mdl->sk, anims[i].name );
+ *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 );
- goto il_free_err;
+ vg_free( src );
+ return;
}
}
u32 *bone_id;
}
bones[] = {
- { "hips", &mdl->id_hip },
- { "hand.IK.L", &mdl->id_ik_hand_l },
- { "hand.IK.R", &mdl->id_ik_hand_r },
- { "elbow.L", &mdl->id_ik_elbow_l },
- { "elbow.R", &mdl->id_ik_elbow_r },
- { "head", &mdl->id_head }
+ { "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( &mdl->sk, bones[i].name );
+ *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 );
- goto il_free_err;
+ vg_free( src );
+ return;
}
}
+ /* swap temp into actual model */
+ mesh_free( &player.mdl.mesh );
+ player.mdl = temp;
player_init_ragdoll( src );
- free( src );
- return 1;
-
-il_free_err:
- free( src );
- return 0;
+ vg_free( src );
}
#endif