X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_render.c;fp=player_render.c;h=ad56c241ec10f11dff072567cb1537a564b3a72b;hb=61559a4d856351c40f5ad6be67b811ec01b037f9;hp=b0416f5f3e927c946ebbe7a7ea6b46719dea1c61;hpb=23733c7ba8fac9eb4ac1f4839c400f0248abee6e;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_render.c b/player_render.c index b0416f5..ad56c24 100644 --- a/player_render.c +++ b/player_render.c @@ -42,6 +42,7 @@ static void player_load_animation_reference( const char *path ){ localplayer.id_wheel_r = skeleton_bone_id( sk, "wheel.R" ); localplayer.id_ik_knee_l = skeleton_bone_id( sk, "knee.L" ); localplayer.id_ik_knee_r = skeleton_bone_id( sk, "knee.R" ); + localplayer.id_eyes = skeleton_bone_id( sk, "eyes" ); setup_ragdoll_from_skeleton( sk, &localplayer.ragdoll ); @@ -55,8 +56,8 @@ static void player_load_animation_reference( const char *path ){ /* TODO: Standard model load */ static void dynamic_model_load( mdl_context *ctx, - struct dynamic_model_1texture *mdl, - const char *path ){ + struct dynamic_model_1texture *mdl, + const char *path, u32 *fixup_table ){ if( !mdl_arrcount( &ctx->textures ) ) vg_fatal_error( "No texture in model" ); @@ -68,7 +69,7 @@ static void dynamic_model_load( mdl_context *ctx, VG_TEX2D_NEAREST|VG_TEX2D_CLAMP, &mdl->texture ); - mdl_async_load_glmesh( ctx, &mdl->mesh ); + mdl_async_load_glmesh( ctx, &mdl->mesh, fixup_table ); } static void dynamic_model_unload( struct dynamic_model_1texture *mdl ){ @@ -86,7 +87,7 @@ static void player_board_load( struct player_board *board, mdl_open( &ctx, path, vg_mem.scratch ); mdl_load_metadata_block( &ctx, vg_mem.scratch ); - dynamic_model_load( &ctx, &board->mdl, path ); + dynamic_model_load( &ctx, &board->mdl, path, NULL ); mdl_array_ptr markers; MDL_LOAD_ARRAY( &ctx, &markers, ent_marker, vg_mem.scratch ); @@ -142,8 +143,30 @@ static void player_model_load( struct player_model *board, const char *path){ mdl_open( &ctx, path, vg_mem.scratch ); mdl_load_metadata_block( &ctx, vg_mem.scratch ); - dynamic_model_load( &ctx, &board->mdl, path ); + if( !ctx.armatures.count ) + vg_fatal_error( "No armature in playermodel\n" ); + mdl_armature *armature = mdl_arritm( &ctx.armatures, 0 ); + + u32 fixup_table[ armature->bone_count+1 ]; + for( u32 i=0; ibone_count+1; i ++ ) + fixup_table[i] = 0; + + for( u32 i=1; iname ); + + for( u32 j=1; jbone_count; j ++ ){ + mdl_bone *bone = mdl_arritm( &ctx.bones, armature->bone_start+j ); + + if( mdl_pstreq( &ctx, bone->pstr_name, sb->name, hash ) ){ + fixup_table[j+1] = i; + break; + } + } + } + + dynamic_model_load( &ctx, &board->mdl, path, fixup_table ); mdl_close( &ctx ); } @@ -202,6 +225,8 @@ static void player__animate(void){ localplayer.holdout_time -= vg.time_frame_delta * 2.0f; } + v3_fill( pose->keyframes[ localplayer.id_eyes-1 ].co, sinf(vg.time) ); + apply_full_skeleton_pose( sk, &localplayer.pose, localplayer.final_mtx ); skeleton_debug( sk, localplayer.final_mtx );