update helpers/location to 'frosted' ui
[carveJwlIkooP6JGAAIwe30JlM.git] / player_model.h
index 2567a83aac42668c46843d73e0cb4519b27536c1..8d5dd80efc7ac3c2ff8c59d244267dcccca2e54a 100644 (file)
@@ -2,184 +2,9 @@
  * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
  */
 
-#ifndef CHARACTER_H 
-#define CHARACTER_H
-
-#define VG_GAME
-#include "vg/vg.h"
-
+#pragma once
 #include "model.h"
 #include "skeleton.h"
 #include "player_ragdoll.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_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" );
-}
-
-#if 0
-VG_STATIC void player_load_reference( struct player_model *pmodel )
-{
-   shader_viewchar_register();
-   vg_acquire_thread_sync();
-   {
-      vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
-   }
-   vg_release_thread_sync();
-
-   /* load in reference player model, with animations and such */
-   mdl_open( &player.mdl.meta, "models/ch_new.mdl" );
-   mdl_load_metadata( &player.mdl.meta, vg_mem.rtmemory );
-   mdl_load_anim_data( &player.mdl.meta, vg_mem.rtmemory );
-
-   vg_linear_clear( vg_mem.scratch );
-   mdl_load_mesh_data( &player.mdl.meta, vg_mem.scratch );
-   mdl_close( &player.mdl.meta );
-
-   /* 
-    * load in other player models. This may need to be more sophisticated in
-    * the futre if we have more of these guys
-    */
-   mdl_context ctx_outlaw,
-               ctx_jordan;
-
-   mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl" );
-   mdl_load_metadata( &ctx_outlaw, vg_mem.scratch );
-   mdl_load_mesh_data( &ctx_outlaw, vg_mem.scratch );
-   mdl_close( &ctx_outlaw );
-
-   mdl_open( &ctx_jordan, "models/ch_jordan.mdl" );
-   mdl_load_metadata( &ctx_jordan, vg_mem.scratch );
-   mdl_load_mesh_data( &ctx_jordan, vg_mem.scratch );
-   mdl_close( &ctx_jordan );
-   
-   vg_acquire_thread_sync();
-   {
-      mdl_unpack_glmesh( &player.mdl.meta, &player.mdl.player_meshes[0] );
-      mdl_unpack_glmesh( &ctx_outlaw, &player.mdl.player_meshes[1] );
-      mdl_unpack_glmesh( &ctx_jordan, &player.mdl.player_meshes[2] );
-   }
-   vg_release_thread_sync();
-
-   skeleton_setup( &player.mdl.sk, vg_mem.rtmemory, &player.mdl.meta );
-   player_init_ragdoll();
-
-   /* 
-    * 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\n", anims[i].name );
-         vg_fatal_exit_loop( "Invalid character file" );
-      }
-   }
-
-   /* 
-    * 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 },
-      { "foot.IK.L", &player.mdl.id_ik_foot_l },
-      { "foot.IK.R", &player.mdl.id_ik_foot_r },
-      { "board",     &player.mdl.id_board }
-   };
-
-   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\n", bones[i].name );
-         vg_fatal_exit_loop( "Invalid character file" );
-      }
-   }
-}
-#endif
-
-#endif