+/*
+ * 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 "world.h"
-#include "skeleton_animator.h"
-#include "shaders/viewchar.h"
-
-vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
+#include "player_ragdoll.h"
+#include "rigidbody.h"
-static void character_register(void)
-{
- shader_viewchar_register();
-}
+#include "shaders/model_character_view.h"
-static void character_init(void)
+struct player_avatar
{
- vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
-}
-
-struct character
-{
- glmesh mesh;
+ mdl_context meta;
struct skeleton sk;
- struct skeleton_anim *anim_stand,
- *anim_highg,
- *anim_slide,
- *anim_air,
- *anim_push, *anim_push_reverse,
- *anim_ollie, *anim_ollie_reverse,
- *anim_grabs, *anim_stop,
- *anim_walk, *anim_run, *anim_idle;
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;
-
- u32 use_limits;
- v3f limits[2];
-
- rigidbody rb;
- u32 parent;
- }
- *ragdoll;
- u32 ragdoll_count;
-
- 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];
-
- 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->anim_ollie_reverse = skeleton_get_anim( &ch->sk, "ollie_reverse" );
- ch->anim_grabs = skeleton_get_anim( &ch->sk, "grabs" );
- ch->anim_walk = skeleton_get_anim( &ch->sk, "walk" );
- ch->anim_run = skeleton_get_anim( &ch->sk, "run" );
- ch->anim_idle = skeleton_get_anim( &ch->sk, "idle_cycle" );
-
- 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;
- rp->parent = 0xffffffff;
-
- if( bone->parent )
- {
- for( u32 j=0; j<ch->ragdoll_count; j++ )
- {
- if( ch->ragdoll[ j ].bone_id == bone->parent )
- {
- rp->parent = j;
- break;
- }
- }
- }
-
- /* TODO: refactor to use this style elswhere */
- struct mdl_node *pnode = mdl_node_from_id( src, bone->orig_node );
- struct classtype_bone *bone_inf = mdl_get_entdata( src, pnode );
-
- rp->use_limits = bone_inf->use_limits;
- v3_copy( bone_inf->angle_limits[0], rp->limits[0] );
- v3_copy( bone_inf->angle_limits[1], rp->limits[1] );
-
- rb_init( &rp->rb );
- }
- }
- }
+#if 0
+glmesh player_meshes[3];
+#endif
- free( src );
- return 1;
+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" );
}
-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_mimic_ragdoll( struct character *ch )
+#if 0
+VG_STATIC void player_load_reference( struct player_model *pmodel )
{
- for( int i=0; i<ch->ragdoll_count; i++ )
+ shader_viewchar_register();
+ vg_acquire_thread_sync();
{
- struct ragdoll_part *part = &ch->ragdoll[i];
- m4x3f offset;
- m3x3_identity(offset);
- v3_negate( part->offset, offset[3] );
- m4x3_mul( part->rb.to_world, offset, ch->sk.final_mtx[part->bone_id] );
+ vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
}
-
- skeleton_apply_inverses( &ch->sk );
-}
-
-static void character_ragdoll_copypose( struct character *ch, v3f v )
-{
- for( int i=0; i<ch->ragdoll_count; i++ )
+ 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();
{
- 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 );
+ 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] );
}
-}
-
-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 );
+ vg_release_thread_sync();
- rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
+ skeleton_setup( &player.mdl.sk, vg_mem.rtmemory, &player.mdl.meta );
+ player_init_ragdoll();
- 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 );
+ /*
+ * 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 j=0; j<ch->ragdoll_count; j++ )
+ for( int i=0; i<vg_list_size(anims); i++ )
{
- struct ragdoll_part *pj = &ch->ragdoll[j];
- struct skeleton_bone *bj = &ch->sk.bones[pj->bone_id];
-
- if( pj->parent != 0xffffffff )
+ *anims[i].anim = skeleton_get_anim( &player.mdl.sk, anims[i].name );
+
+ if( !(*anims[i].anim) )
{
- struct ragdoll_part *pp = &ch->ragdoll[pj->parent];
- struct skeleton_bone *bp = &ch->sk.bones[pp->bone_id];
-
- v3f lca, lcb;
- v3_negate( pj->offset, lca );
- v3_add( bp->co, pp->offset, lcb );
- v3_sub( bj->co, lcb, lcb );
-
- rb_debug_constraint_position( &pj->rb, lca, &pp->rb, lcb );
-
- if( pj->use_limits )
- {
- rb_debug_constraint_limits( &pj->rb, &pp->rb, lca, pj->limits );
- }
+ vg_error( "Animation '%s' is missing\n", anims[i].name );
+ vg_fatal_exit_loop( "Invalid character file" );
}
}
- /* CONSTRAINTS */
- for( int i=0; i<10; i++ )
+ /*
+ * 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++ )
{
- rb_solve_contacts( rb_contact_buffer, rb_contact_count );
+ *bones[i].bone_id = skeleton_bone_id( &player.mdl.sk, bones[i].name );
- for( int j=0; j<ch->ragdoll_count; j++ )
+ if( !(*bones[i].bone_id) )
{
- struct ragdoll_part *pj = &ch->ragdoll[j];
- struct skeleton_bone *bj = &ch->sk.bones[pj->bone_id];
-
- if( pj->parent != 0xffffffff && pj->use_limits )
- {
- struct ragdoll_part *pp = &ch->ragdoll[pj->parent];
- struct skeleton_bone *bp = &ch->sk.bones[pp->bone_id];
-
- v3f lca, lcb;
- v3_negate( pj->offset, lca );
- v3_add( bp->co, pp->offset, lcb );
- v3_sub( bj->co, lcb, lcb );
-
- rb_constraint_position( &pj->rb, lca, &pp->rb, lcb );
-
- rb_constraint_limits( &pj->rb, lca, &pp->rb, lcb, pj->limits );
- }
+ vg_error( "Required bone '%s' is missing\n", bones[i].name );
+ vg_fatal_exit_loop( "Invalid character file" );
}
}
-
- /* 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
#endif