X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_model.h;h=5982eaeb8f21c8abfdde34c064d7c80cd760ad13;hb=192990d6d24e53749ca046fef808a63cf162ab8a;hp=273fe578fdc96c000e6d9d5f49797daab69eb2b7;hpb=0124cd309a7db70cdd74b5661f2df8b862ca2f2f;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_model.h b/player_model.h index 273fe57..5982eae 100644 --- a/player_model.h +++ b/player_model.h @@ -5,13 +5,65 @@ #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" + +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 -vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" }; +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 ); + mdl_load_metadata( &av->meta, vg_mem.rtmemory ); + mdl_load_anim_data( &av->meta, vg_mem.rtmemory ); + + struct skeleton *sk = &av->sk; + skeleton_setup( sk, vg_mem.rtmemory, &av->meta ); -VG_STATIC void player_model_init(void) + 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(); @@ -123,5 +175,6 @@ VG_STATIC void player_model_init(void) } } } +#endif #endif