X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_model.h;h=7bf801ce8f2935f232ca370c755d5ab75957cc5c;hb=9cdcfea2cb2eabd27101ab113eac7070d0fa78d3;hp=cab438e9d7c24afebffb36045a8486e0d5c441c1;hpb=47941822dae18a018c985847b052e70214a3ccc6;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_model.h b/player_model.h index cab438e..7bf801c 100644 --- a/player_model.h +++ b/player_model.h @@ -5,13 +5,79 @@ #ifndef CHARACTER_H #define CHARACTER_H +#define VG_GAME +#include "vg/vg.h" + +#if 0 #include "player.h" +#endif + +#include "model.h" +#include "skeleton.h" #include "player_ragdoll.h" +#include "rigidbody.h" + #include "shaders/viewchar.h" -vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" }; +struct player_avatar +{ + mdl_context meta; + struct skeleton sk; + + v3f cam_pos; /* FIXME ? */ + +#if 0 + 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, + *anim_jump; +#endif -VG_STATIC void player_model_init(void) + 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_board; +}; + +#if 0 +glmesh player_meshes[3]; +#endif + +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 ); + + 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" ); +} + +#if 0 +VG_STATIC void player_load_reference( struct player_model *pmodel ) { shader_viewchar_register(); vg_acquire_thread_sync(); @@ -106,7 +172,10 @@ VG_STATIC void player_model_init(void) { "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 } + { "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