#ifndef CHARACTER_H
#define CHARACTER_H
-#include "player.h"
+#define VG_GAME
+#include "vg/vg.h"
+
+#include "model.h"
+#include "skeleton.h"
#include "player_ragdoll.h"
-#include "shaders/viewchar.h"
+#include "rigidbody.h"
+
+#include "shaders/model_character_view.h"
-vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
+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_wheel_l,
+ id_wheel_r,
+ id_board;
+};
+
+#if 0
+glmesh player_meshes[3];
+#endif
-static void player_model_init(void)
+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" );
+}
+
+#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();
-}
-
-static void player_model_free(void *_)
-{
- mesh_free( &player.mdl.mesh );
- vg_tex2d_free( (vg_tex2d *[]){ &tex_characters }, 1 );
-}
-/*
- * Load model from file (.mdl)
- */
-static void player_load_model( const char *name )
-{
- char buf[64];
+ /* 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 );
- snprintf( buf, sizeof(buf)-1, "models/%s.mdl", name );
- mdl_header *src = mdl_load( buf );
+ vg_linear_clear( vg_mem.scratch );
+ mdl_load_mesh_data( &player.mdl.meta, vg_mem.scratch );
+ mdl_close( &player.mdl.meta );
- if( !src )
+ /*
+ * 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();
{
- vg_error( "Could not load model\n" );
- return;
+ 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();
- struct player_model temp;
-
- mdl_unpack_glmesh( src, &temp.mesh );
- skeleton_setup( &temp.sk, src );
+ skeleton_setup( &player.mdl.sk, vg_mem.rtmemory, &player.mdl.meta );
+ player_init_ragdoll();
/*
* Link animations
struct skeleton_anim **anim;
}
anims[] = {
- { "pose_stand", &temp.anim_stand },
- { "pose_highg", &temp.anim_highg },
- { "pose_slide", &temp.anim_slide },
- { "pose_air", &temp.anim_air },
- { "push", &temp.anim_push },
- { "push_reverse", &temp.anim_push_reverse },
- { "ollie", &temp.anim_ollie },
- { "ollie_reverse",&temp.anim_ollie_reverse },
- { "grabs", &temp.anim_grabs },
- { "walk", &temp.anim_walk },
- { "run", &temp.anim_run },
- { "idle_cycle", &temp.anim_idle }
+ { "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( &temp.sk, anims[i].name );
+ *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;
+ vg_error( "Animation '%s' is missing\n", anims[i].name );
+ vg_fatal_exit_loop( "Invalid character file" );
}
}
u32 *bone_id;
}
bones[] = {
- { "hips", &temp.id_hip },
- { "hand.IK.L", &temp.id_ik_hand_l },
- { "hand.IK.R", &temp.id_ik_hand_r },
- { "elbow.L", &temp.id_ik_elbow_l },
- { "elbow.R", &temp.id_ik_elbow_r },
- { "head", &temp.id_head }
+ { "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( &temp.sk, bones[i].name );
+ *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;
+ vg_error( "Required bone '%s' is missing\n", bones[i].name );
+ vg_fatal_exit_loop( "Invalid character file" );
}
}
-
- /* swap temp into actual model */
- mesh_free( &player.mdl.mesh );
- player.mdl = temp;
- player_init_ragdoll( src );
- vg_free( src );
}
+#endif
#endif