dont remember
[carveJwlIkooP6JGAAIwe30JlM.git] / player_model.h
index 4a09b90589233e2c3d91a6f2cd3c81bde26abb34..2567a83aac42668c46843d73e0cb4519b27536c1 100644 (file)
@@ -8,17 +8,67 @@
 #define VG_GAME
 #include "vg/vg.h"
 
-#if 0
-#include "player.h"
-#endif
-
 #include "model.h"
+#include "skeleton.h"
 #include "player_ragdoll.h"
-#include "shaders/viewchar.h"
+#include "rigidbody.h"
+
+#include "shaders/model_character_view.h"
+
+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_ik_knee_l,
+       id_ik_knee_r,
+       id_wheel_l,
+       id_wheel_r,
+       id_board;
+};
+
+#if 0
+glmesh player_meshes[3];
+#endif
 
-vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
+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" );
+   av->id_ik_knee_l  = skeleton_bone_id( sk, "knee.L" );
+   av->id_ik_knee_r  = skeleton_bone_id( sk, "knee.R" );
+}
 
-VG_STATIC void player_model_init(void)
+#if 0
+VG_STATIC void player_load_reference( struct player_model *pmodel )
 {
    shader_viewchar_register();
    vg_acquire_thread_sync();
@@ -130,5 +180,6 @@ VG_STATIC void player_model_init(void)
       }
    }
 }
+#endif
 
 #endif