move compiler to its own folder, api changes. wip maps
[carveJwlIkooP6JGAAIwe30JlM.git] / player_model.h
index 542c7b2f3a4efad3457cacdc07ec6307ff6eff7c..8d5dd80efc7ac3c2ff8c59d244267dcccca2e54a 100644 (file)
-#ifndef CHARACTER_H
-#define CHARACTER_H
+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
 
-#include "common.h"
+#pragma once
 #include "model.h"
-#include "rigidbody.h"
-#include "render.h"
 #include "skeleton.h"
-#include "world.h"
-#include "skeleton_animator.h"
-#include "shaders/viewchar.h"
+#include "player_ragdoll.h"
 
-vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
-
-static void character_register(void)
-{
-   shader_viewchar_register();
-}
-
-static void character_init(void)
-{
-   vg_tex2d_init( (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,
-                        *anim_ollie;
-
-   u32 id_hip,
-       id_ik_hand_l,
-       id_ik_hand_r,
-       id_ik_elbow_l,
-       id_ik_elbow_r,
-       id_head;
-
-   v3f cam_pos;
-
-   struct ragdoll_part
-   {
-      u32 bone_id;
-      v3f offset;
-      rigidbody rb;
-   }
-   *ragdoll;
-   u32 ragdoll_count;
-
-   int shoes[2];
-};
-
-static int character_load( struct character *ch, const char *name )
-{
-   char buf[64];
-
-   snprintf( buf, sizeof(buf)-1, "models/%s.mdl", name );
-   mdl_header *src = mdl_load( buf );
-
-   if( !src )
-      return 0;
-   
-   mdl_unpack_glmesh( src, &ch->mesh );
-
-   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->anim_ollie = skeleton_get_anim( &ch->sk, "ollie" );
-
-   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" );
-
-   /* setup ragdoll */
-   
-   if( ch->sk.collider_count )
-   {
-      vg_info( "Alloc: %d\n", ch->sk.collider_count );
-      ch->ragdoll = malloc(sizeof(struct ragdoll_part) * ch->sk.collider_count);
-      ch->ragdoll_count = 0;
-
-      for( u32 i=0; i<ch->sk.bone_count; i ++ )
-      {
-         struct skeleton_bone *bone = &ch->sk.bones[i];
-         
-         if( bone->collider )
-         {
-            struct ragdoll_part *rp = &ch->ragdoll[ ch->ragdoll_count ++ ];
-            rp->bone_id = i;
-            
-            v3f delta;
-            v3_sub( bone->hitbox[1], bone->hitbox[0], delta );
-            v3_muls( delta, 0.5f, delta );
-
-            v3_add( bone->hitbox[0], delta, rp->offset );
-
-            v3_copy( delta, rp->rb.bbx[1] );
-            v3_muls( delta, -1.0f, rp->rb.bbx[0] );
-
-            q_identity( rp->rb.q );
-            v3_add( bone->co, rp->offset, rp->rb.co );
-            rp->rb.type = k_rb_shape_box;
-            rp->rb.is_world = 0;
-
-            rb_init( &rp->rb );
-         }
-      }
-   }
-
-   free( src );
-   return 1;
-}
-
-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 )
-{
-   for( int i=0; i<ch->ragdoll_count; i++ )
-   {
-      struct ragdoll_part *part = &ch->ragdoll[i];
-
-      v3f pos, offset;
-      u32 bone = part->bone_id;
-      
-      m4x3_mulv( ch->sk.final_mtx[bone], ch->sk.bones[bone].co, pos );
-      m3x3_mulv( ch->sk.final_mtx[bone], part->offset, offset );
-      v3_add( pos, offset, part->rb.co );
-      m3x3_q( ch->sk.final_mtx[bone], part->rb.q );
-      v3_copy( v, part->rb.v );
-      v3_zero( part->rb.w );
-      
-      rb_update_transform( &part->rb );
-   }
-}
-
-static void character_debug_ragdoll( struct character *ch )
-{
-   for( u32 i=0; i<ch->ragdoll_count; i ++ )
-      rb_debug( &ch->ragdoll[i].rb, 0xff00ff00 );
-}
-
-static void character_ragdoll_iter( struct character *ch )
-{
-   rb_solver_reset();
-
-   for( int i=0; i<ch->ragdoll_count; i ++ )
-      rb_collide( &ch->ragdoll[i].rb, &world.rb_geo );
-
-   rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
-
-   v3f rv;
-
-   float shoe_vel[2] = {0.0f,0.0f};
-   for( int i=0; i<2; i++ )
-      if( ch->shoes[i] )
-         shoe_vel[i] = v3_length( ch->ragdoll[i].rb.v );
-   
-   /* CONSTRAINTS */
-   for( int i=0; i<5; i++ )
-   {
-      rb_solve_contacts( rb_contact_buffer, rb_contact_count );
-   }
-
-   /* INTEGRATION */
-   for( int i=0; i<ch->ragdoll_count; i++ )
-      rb_iter( &ch->ragdoll[i].rb );
-   
-   /* SHOES */
-
-   for( int i=0; i<ch->ragdoll_count; i++ )
-      rb_update_transform( &ch->ragdoll[i].rb );
-}
-
-#endif
+#include "shaders/model_character_view.h"