refactor player
[carveJwlIkooP6JGAAIwe30JlM.git] / player_model.h
index 542c7b2f3a4efad3457cacdc07ec6307ff6eff7c..a2379fca6e3db158655a83e2bd53de5663afd2b5 100644 (file)
@@ -1,60 +1,31 @@
-#ifndef CHARACTER_H
+/*
+ * Copyright 2021-2022 (C) Mount0 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 "world.h"
-#include "skeleton_animator.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_register(void)
 {
    shader_viewchar_register();
 }
 
-static void character_init(void)
+static void player_model_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 )
+/*
+ * Load model from file (.mdl)
+ */
+static int player_load_model( const char *name )
 {
    char buf[64];
 
@@ -63,126 +34,83 @@ static int character_load( struct character *ch, const char *name )
 
    if( !src )
       return 0;
+
+   struct player_model *mdl = &player.mdl;
    
-   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 */
+   mdl_unpack_glmesh( src, &mdl->mesh );
+   skeleton_setup( &mdl->sk, src );
+
+   /* 
+    * Link animations
+    */
+   struct _load_anim
+   {
+      const char *name;
+      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  }
+   };
    
-   if( ch->sk.collider_count )
+   for( int i=0; i<vg_list_size(anims); i++ )
    {
-      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 ++ )
+      *anims[i].anim = skeleton_get_anim( &mdl->sk, anims[i].name );
+      
+      if( !(*anims[i].anim) )
       {
-         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 );
-         }
+         vg_error( "Animation '%s' is missing from character '%s'\n",
+                     anims[i].name, name );
+         goto il_free_err;
       }
    }
 
-   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++ )
+   /* 
+    * Link bones
+    */
+   struct _load_bone
    {
-      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 );
+      const char *name;
+      u32 *bone_id;
    }
-}
-
-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++ )
+   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 }
+   };
+
+   for( int i=0; i<vg_list_size(bones); i++ )
    {
-      rb_solve_contacts( rb_contact_buffer, rb_contact_count );
+      *bones[i].bone_id = skeleton_bone_id( &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 );
+         goto il_free_err;
+      }
    }
 
-   /* INTEGRATION */
-   for( int i=0; i<ch->ragdoll_count; i++ )
-      rb_iter( &ch->ragdoll[i].rb );
-   
-   /* SHOES */
+   player_init_ragdoll( src );
+   free( src );
+   return 1;
 
-   for( int i=0; i<ch->ragdoll_count; i++ )
-      rb_update_transform( &ch->ragdoll[i].rb );
+il_free_err:
+   free( src );
+   return 0;
 }
 
 #endif