oh yeah mr crabs
[carveJwlIkooP6JGAAIwe30JlM.git] / player_model.h
index 6483f06d4aeb2cf385e9b25cd47c76ab8673d136..4766c1695951653828931bc91c1a39fcc3478d96 100644 (file)
@@ -1,48 +1,36 @@
-#ifndef CHARACTER_H
+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
+#ifndef CHARACTER_H 
 #define CHARACTER_H
 
-#include "common.h"
-#include "model.h"
-#include "rigidbody.h"
-#include "render.h"
-#include "skeleton.h"
+#include "player.h"
+#include "player_ragdoll.h"
 #include "shaders/viewchar.h"
 
 vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
 
-static void character_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 character_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 );
 }
 
-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 )
+/*
+ * Load model from file (.mdl)
+ */
+static void player_load_model( const char *name, int replace_mode )
 {
    char buf[64];
 
@@ -50,40 +38,93 @@ static int character_load( struct character *ch, const char *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;
+   {
+      vg_error( "Could not load model\n" );
+      return;
+   }
+
+   mesh_free( &player.mdl.mesh );
+   mdl_unpack_glmesh( src, &player.mdl.mesh );
+
+   if( !replace_mode )
+   {
+      if( !skeleton_setup( &player.mdl.sk, src ) )
+      {
+         vg_error( "Model: %s\n", buf );
+         vg_fatal_exit_loop( "No skeleton" );
+      }
+
+      /* 
+       * 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 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",      &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 }
+      };
+
+      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 from character '%s'\n",
+                        bones[i].name, name );
+            vg_free( src );
+            return;
+         }
+      }
+
+      player_init_ragdoll( src );
+   }
+
+   vg_free( src );
 }
 
-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 ){}
-
 #endif