X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_model.h;h=cab438e9d7c24afebffb36045a8486e0d5c441c1;hb=47941822dae18a018c985847b052e70214a3ccc6;hp=542c7b2f3a4efad3457cacdc07ec6307ff6eff7c;hpb=b0a4fb814d794157c55212191df200915ab99515;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_model.h b/player_model.h index 542c7b2..cab438e 100644 --- a/player_model.h +++ b/player_model.h @@ -1,188 +1,124 @@ -#ifndef CHARACTER_H +/* + * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved + */ + +#ifndef CHARACTER_H #define CHARACTER_H -#include "common.h" -#include "model.h" -#include "rigidbody.h" -#include "render.h" -#include "skeleton.h" -#include "world.h" -#include "skeleton_animator.h" +#include "player.h" +#include "player_ragdoll.h" #include "shaders/viewchar.h" vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" }; -static void character_register(void) +VG_STATIC void player_model_init(void) { shader_viewchar_register(); -} - -static void character_init(void) -{ - vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 ); -} - -struct character -{ - glmesh mesh; - struct skeleton sk; - struct skeleton_anim *anim_stand, - *anim_highg, - *anim_slide, - *anim_air, - *anim_push, *anim_push_reverse, - *anim_ollie; - - 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 + vg_acquire_thread_sync(); { - u32 bone_id; - v3f offset; - rigidbody rb; + vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 ); } - *ragdoll; - u32 ragdoll_count; - - int shoes[2]; -}; - -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; + 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 ); - 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" ); + 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(); - 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" ); + skeleton_setup( &player.mdl.sk, vg_mem.rtmemory, &player.mdl.meta ); + player_init_ragdoll(); - /* setup 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( ch->sk.collider_count ) + for( int i=0; isk.collider_count ); - ch->ragdoll = malloc(sizeof(struct ragdoll_part) * ch->sk.collider_count); - ch->ragdoll_count = 0; - - for( u32 i=0; isk.bone_count; i ++ ) + *anims[i].anim = skeleton_get_anim( &player.mdl.sk, anims[i].name ); + + if( !(*anims[i].anim) ) { - 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; - - rb_init( &rp->rb ); - } + vg_error( "Animation '%s' is missing\n", anims[i].name ); + vg_fatal_exit_loop( "Invalid character file" ); } } - free( src ); - return 1; -} - -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 ) -{ - for( int i=0; iragdoll_count; i++ ) + /* + * Link bones + */ + struct _load_bone { - 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 ); + const char *name; + u32 *bone_id; } -} - -static void character_debug_ragdoll( struct character *ch ) -{ - for( u32 i=0; iragdoll_count; i ++ ) - rb_debug( &ch->ragdoll[i].rb, 0xff00ff00 ); -} - -static void character_ragdoll_iter( struct character *ch ) -{ - rb_solver_reset(); - - for( int i=0; iragdoll_count; i ++ ) - rb_collide( &ch->ragdoll[i].rb, &world.rb_geo ); - - rb_presolve_contacts( rb_contact_buffer, rb_contact_count ); - - 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 ); - - /* CONSTRAINTS */ - for( int i=0; i<5; i++ ) + 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 } + }; + + for( int i=0; iragdoll_count; i++ ) - rb_iter( &ch->ragdoll[i].rb ); - - /* SHOES */ + *bones[i].bone_id = skeleton_bone_id( &player.mdl.sk, bones[i].name ); - for( int i=0; iragdoll_count; i++ ) - rb_update_transform( &ch->ragdoll[i].rb ); + if( !(*bones[i].bone_id) ) + { + vg_error( "Required bone '%s' is missing\n", bones[i].name ); + vg_fatal_exit_loop( "Invalid character file" ); + } + } } #endif