X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_model.h;h=c80050373f13ccac5cf5f55aa5fa1471afed51da;hb=a1056ed8198f0f5be0e0f341da8bd49aa6c47198;hp=7bf801ce8f2935f232ca370c755d5ab75957cc5c;hpb=07d0834b13ecf5de312cf3578e8aca8f106f5ef1;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_model.h b/player_model.h index 7bf801c..c800503 100644 --- a/player_model.h +++ b/player_model.h @@ -8,36 +8,18 @@ #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" +#include "shaders/model_character_view.h" 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 - u32 id_hip, id_ik_hand_l, id_ik_hand_r, @@ -46,6 +28,8 @@ struct player_avatar id_head, id_ik_foot_l, id_ik_foot_r, + id_wheel_l, + id_wheel_r, id_board; }; @@ -58,9 +42,10 @@ 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 ); + 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 ); @@ -74,6 +59,8 @@ VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path ) 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