i hope your hapy
[carveJwlIkooP6JGAAIwe30JlM.git] / player_model.h
index 6483f06d4aeb2cf385e9b25cd47c76ab8673d136..c80050373f13ccac5cf5f55aa5fa1471afed51da 100644 (file)
-#ifndef CHARACTER_H
+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
+#ifndef CHARACTER_H 
 #define CHARACTER_H
 
-#include "common.h"
+#define VG_GAME
+#include "vg/vg.h"
+
 #include "model.h"
-#include "rigidbody.h"
-#include "render.h"
 #include "skeleton.h"
-#include "shaders/viewchar.h"
-
-vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
-
-static void character_register(void)
-{
-   shader_viewchar_register();
-}
+#include "player_ragdoll.h"
+#include "rigidbody.h"
 
-static void character_init(void)
-{
-   vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
-}
+#include "shaders/model_character_view.h"
 
-struct character
+struct player_avatar
 {
-   glmesh mesh;
+   mdl_context meta;
    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];
+       id_head,
+       id_ik_foot_l,
+       id_ik_foot_r,
+       id_wheel_l,
+       id_wheel_r,
+       id_board;
 };
 
-static int character_load( struct character *ch, const char *name )
-{
-   char buf[64];
+#if 0
+glmesh player_meshes[3];
+#endif
 
-   snprintf( buf, sizeof(buf)-1, "models/%s.mdl", name );
-   mdl_header *src = mdl_load( buf );
+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( !src )
-      return 0;
+#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 );
    
-   int error_count = 0;
-   mdl_unpack_glmesh( src, &ch->mesh );
+   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  }
+   };
    
-   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;
+   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" );
+      }
+   }
 }
-
-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
 
 #endif