veloren/voxygen/src/scene/figure/cache.rs

644 lines
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Rust
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use super::load::*;
use crate::{
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anim::{self, Skeleton},
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render::{FigurePipeline, Mesh, Model, Renderer},
scene::camera::CameraMode,
mesh::Meshable,
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};
use common::{
figure::Segment,
assets::watch::ReloadIndicator,
comp::{
item::{tool::ToolKind, ItemKind},
Body, CharacterState, Item, Loadout,
},
vol::BaseVol,
};
use vek::*;
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use hashbrown::{hash_map::Entry, HashMap};
use std::{
convert::TryInto,
mem::{discriminant, Discriminant},
};
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#[derive(PartialEq, Eq, Hash, Clone)]
enum FigureKey {
Simple(Body),
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Complex(Body, CameraMode, CharacterCacheKey),
}
#[derive(PartialEq, Eq, Hash, Clone)]
struct CharacterCacheKey {
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state: Option<Discriminant<CharacterState>>, // TODO: Can this be simplified?
active_tool: Option<ToolKind>,
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shoulder: Option<Item>,
chest: Option<Item>,
belt: Option<Item>,
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back: Option<Item>,
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lantern: Option<Item>,
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hand: Option<Item>,
pants: Option<Item>,
foot: Option<Item>,
}
impl CharacterCacheKey {
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fn from(cs: Option<&CharacterState>, loadout: &Loadout) -> Self {
Self {
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state: cs.map(|cs| discriminant(cs)),
active_tool: if let Some(ItemKind::Tool(tool)) =
loadout.active_item.as_ref().map(|i| &i.item.kind)
{
Some(tool.kind)
} else {
None
},
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shoulder: loadout.shoulder.clone(),
chest: loadout.chest.clone(),
belt: loadout.belt.clone(),
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back: loadout.back.clone(),
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lantern: loadout.lantern.clone(),
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hand: loadout.hand.clone(),
pants: loadout.pants.clone(),
foot: loadout.foot.clone(),
}
}
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}
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pub struct FigureModelCache<Skel = anim::character::CharacterSkeleton>
where
Skel: Skeleton,
{
models: HashMap<FigureKey, (([Model<FigurePipeline>; 3], Skel::Attr), u64)>,
manifest_indicator: ReloadIndicator,
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}
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impl<Skel: Skeleton> FigureModelCache<Skel> {
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pub fn new() -> Self {
Self {
models: HashMap::new(),
manifest_indicator: ReloadIndicator::new(),
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}
}
fn bone_meshes(
body: Body,
loadout: Option<&Loadout>,
character_state: Option<&CharacterState>,
camera_mode: CameraMode,
manifest_indicator: &mut ReloadIndicator,
generate_mesh: fn(&Segment, Vec3<f32>) -> Mesh<FigurePipeline>,
) -> [Option<Mesh<FigurePipeline>>; 16] {
match body {
Body::Humanoid(body) => {
let humanoid_head_spec =
HumHeadSpec::load_watched(manifest_indicator);
let humanoid_armor_shoulder_spec =
HumArmorShoulderSpec::load_watched(manifest_indicator);
let humanoid_armor_chest_spec =
HumArmorChestSpec::load_watched(manifest_indicator);
let humanoid_armor_hand_spec =
HumArmorHandSpec::load_watched(manifest_indicator);
let humanoid_armor_belt_spec =
HumArmorBeltSpec::load_watched(manifest_indicator);
let humanoid_armor_back_spec =
HumArmorBackSpec::load_watched(manifest_indicator);
let humanoid_armor_lantern_spec =
HumArmorLanternSpec::load_watched(manifest_indicator);
let humanoid_armor_pants_spec =
HumArmorPantsSpec::load_watched(manifest_indicator);
let humanoid_armor_foot_spec =
HumArmorFootSpec::load_watched(manifest_indicator);
let humanoid_main_weapon_spec =
HumMainWeaponSpec::load_watched(manifest_indicator);
// TODO: This is bad code, maybe this method should return Option<_>
let default_loadout = Loadout::default();
let loadout = loadout.unwrap_or(&default_loadout);
[
match camera_mode {
CameraMode::ThirdPerson => {
Some(humanoid_head_spec.mesh_head(
body.race,
body.body_type,
body.hair_color,
body.hair_style,
body.beard,
body.eye_color,
body.skin,
body.eyebrows,
body.accessory,
generate_mesh,
))
},
CameraMode::FirstPerson => None,
},
match camera_mode {
CameraMode::ThirdPerson => Some(
humanoid_armor_chest_spec.mesh_chest(&body, loadout, generate_mesh),
),
CameraMode::FirstPerson => None,
},
match camera_mode {
CameraMode::ThirdPerson => {
Some(humanoid_armor_belt_spec.mesh_belt(&body, loadout, generate_mesh))
},
CameraMode::FirstPerson => None,
},
match camera_mode {
CameraMode::ThirdPerson => {
Some(humanoid_armor_back_spec.mesh_back(&body, loadout, generate_mesh))
},
CameraMode::FirstPerson => None,
},
match camera_mode {
CameraMode::ThirdPerson => Some(
humanoid_armor_pants_spec.mesh_pants(&body, loadout, generate_mesh),
),
CameraMode::FirstPerson => None,
},
if camera_mode == CameraMode::FirstPerson
&& character_state
.map(|cs| cs.is_dodge())
.unwrap_or_default()
{
None
} else {
Some(
humanoid_armor_hand_spec.mesh_left_hand(&body, loadout, generate_mesh),
)
},
if character_state.map(|cs| cs.is_dodge()).unwrap_or_default() {
None
} else {
Some(
humanoid_armor_hand_spec
.mesh_right_hand(&body, loadout, generate_mesh),
)
},
match camera_mode {
CameraMode::ThirdPerson => Some(
humanoid_armor_foot_spec.mesh_left_foot(&body, loadout, generate_mesh),
),
CameraMode::FirstPerson => None,
},
match camera_mode {
CameraMode::ThirdPerson => Some(
humanoid_armor_foot_spec
.mesh_right_foot(&body, loadout, generate_mesh),
),
CameraMode::FirstPerson => None,
},
match camera_mode {
CameraMode::ThirdPerson => Some(
humanoid_armor_shoulder_spec
.mesh_left_shoulder(&body, loadout, generate_mesh),
),
CameraMode::FirstPerson => None,
},
match camera_mode {
CameraMode::ThirdPerson => Some(
humanoid_armor_shoulder_spec
.mesh_right_shoulder(&body, loadout, generate_mesh),
),
CameraMode::FirstPerson => None,
},
Some(mesh_glider(generate_mesh)),
if camera_mode != CameraMode::FirstPerson
|| character_state
.map(|cs| {
cs.is_attack() || cs.is_block() || cs.is_wield()
})
.unwrap_or_default()
{
Some(humanoid_main_weapon_spec.mesh_main_weapon(
loadout.active_item.as_ref().map(|i| &i.item.kind),
generate_mesh,
))
} else {
None
},
None,
Some(humanoid_armor_lantern_spec.mesh_lantern(&body, loadout, generate_mesh)),
None,
]
},
Body::QuadrupedSmall(body) => {
let quadruped_small_central_spec =
QuadrupedSmallCentralSpec::load_watched(manifest_indicator);
let quadruped_small_lateral_spec =
QuadrupedSmallLateralSpec::load_watched(manifest_indicator);
[
Some(
quadruped_small_central_spec
.mesh_head(body.species, body.body_type, generate_mesh),
),
Some(
quadruped_small_central_spec
.mesh_chest(body.species, body.body_type, generate_mesh),
),
Some(
quadruped_small_lateral_spec
.mesh_foot_lf(body.species, body.body_type, generate_mesh),
),
Some(
quadruped_small_lateral_spec
.mesh_foot_rf(body.species, body.body_type, generate_mesh),
),
Some(
quadruped_small_lateral_spec
.mesh_foot_lb(body.species, body.body_type, generate_mesh),
),
Some(
quadruped_small_lateral_spec
.mesh_foot_rb(body.species, body.body_type, generate_mesh),
),
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
]
},
Body::QuadrupedMedium(body) => {
let quadruped_medium_central_spec =
QuadrupedMediumCentralSpec::load_watched(manifest_indicator);
let quadruped_medium_lateral_spec =
QuadrupedMediumLateralSpec::load_watched(manifest_indicator);
[
Some(
quadruped_medium_central_spec
.mesh_head_upper(body.species, body.body_type, generate_mesh),
),
Some(
quadruped_medium_central_spec
.mesh_head_lower(body.species, body.body_type, generate_mesh),
),
Some(
quadruped_medium_central_spec
.mesh_jaw(body.species, body.body_type, generate_mesh),
),
Some(
quadruped_medium_central_spec
.mesh_tail(body.species, body.body_type, generate_mesh),
),
Some(
quadruped_medium_central_spec
.mesh_torso_f(body.species, body.body_type, generate_mesh),
),
Some(
quadruped_medium_central_spec
.mesh_torso_b(body.species, body.body_type, generate_mesh),
),
Some(
quadruped_medium_central_spec
.mesh_ears(body.species, body.body_type, generate_mesh),
),
Some(
quadruped_medium_lateral_spec
.mesh_foot_lf(body.species, body.body_type, generate_mesh),
),
Some(
quadruped_medium_lateral_spec
.mesh_foot_rf(body.species, body.body_type, generate_mesh),
),
Some(
quadruped_medium_lateral_spec
.mesh_foot_lb(body.species, body.body_type, generate_mesh),
),
Some(
quadruped_medium_lateral_spec
.mesh_foot_rb(body.species, body.body_type, generate_mesh),
),
None,
None,
None,
None,
None,
]
},
Body::BirdMedium(body) => {
let bird_medium_center_spec = BirdMediumCenterSpec::load_watched(manifest_indicator);
let bird_medium_lateral_spec = BirdMediumLateralSpec::load_watched(manifest_indicator);
[
Some(
bird_medium_center_spec
.mesh_head(body.species, body.body_type, generate_mesh),
),
Some(
bird_medium_center_spec
.mesh_torso(body.species, body.body_type, generate_mesh),
),
Some(
bird_medium_center_spec
.mesh_tail(body.species, body.body_type, generate_mesh),
),
Some(
bird_medium_lateral_spec
.mesh_wing_l(body.species, body.body_type, generate_mesh),
),
Some(
bird_medium_lateral_spec
.mesh_wing_r(body.species, body.body_type, generate_mesh),
),
Some(
bird_medium_lateral_spec
.mesh_foot_l(body.species, body.body_type, generate_mesh),
),
Some(
bird_medium_lateral_spec
.mesh_foot_r(body.species, body.body_type, generate_mesh),
),
None,
None,
None,
None,
None,
None,
None,
None,
None,
]
},
Body::FishMedium(body) => [
Some(mesh_fish_medium_head(body.head, generate_mesh)),
Some(mesh_fish_medium_torso(body.torso, generate_mesh)),
Some(mesh_fish_medium_rear(body.rear, generate_mesh)),
Some(mesh_fish_medium_tail(body.tail, generate_mesh)),
Some(mesh_fish_medium_fin_l(body.fin_l, generate_mesh)),
Some(mesh_fish_medium_fin_r(body.fin_r, generate_mesh)),
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
],
Body::Dragon(body) => [
Some(mesh_dragon_head(body.head, generate_mesh)),
Some(mesh_dragon_chest_front(body.chest_front, generate_mesh)),
Some(mesh_dragon_chest_rear(body.chest_rear, generate_mesh)),
Some(mesh_dragon_tail_front(body.tail_front, generate_mesh)),
Some(mesh_dragon_tail_rear(body.tail_rear, generate_mesh)),
Some(mesh_dragon_wing_in_l(body.wing_in_l, generate_mesh)),
Some(mesh_dragon_wing_in_r(body.wing_in_r, generate_mesh)),
Some(mesh_dragon_wing_out_l(body.wing_out_l, generate_mesh)),
Some(mesh_dragon_wing_out_r(body.wing_out_r, generate_mesh)),
Some(mesh_dragon_foot_fl(body.foot_fl, generate_mesh)),
Some(mesh_dragon_foot_fr(body.foot_fr, generate_mesh)),
Some(mesh_dragon_foot_bl(body.foot_bl, generate_mesh)),
Some(mesh_dragon_foot_br(body.foot_br, generate_mesh)),
None,
None,
None,
],
Body::BirdSmall(body) => [
Some(mesh_bird_small_head(body.head, generate_mesh)),
Some(mesh_bird_small_torso(body.torso, generate_mesh)),
Some(mesh_bird_small_wing_l(body.wing_l, generate_mesh)),
Some(mesh_bird_small_wing_r(body.wing_r, generate_mesh)),
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
],
Body::FishSmall(body) => [
Some(mesh_fish_small_torso(body.torso, generate_mesh)),
Some(mesh_fish_small_tail(body.tail, generate_mesh)),
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
],
Body::BipedLarge(body) => {
let biped_large_center_spec = BipedLargeCenterSpec::load_watched(manifest_indicator);
let biped_large_lateral_spec = BipedLargeLateralSpec::load_watched(manifest_indicator);
[
Some(
biped_large_center_spec
.mesh_head(body.species, body.body_type, generate_mesh),
),
Some(
biped_large_center_spec
.mesh_torso_upper(body.species, body.body_type, generate_mesh),
),
Some(
biped_large_center_spec
.mesh_torso_lower(body.species, body.body_type, generate_mesh),
),
Some(
biped_large_lateral_spec
.mesh_shoulder_l(body.species, body.body_type, generate_mesh),
),
Some(
biped_large_lateral_spec
.mesh_shoulder_r(body.species, body.body_type, generate_mesh),
),
Some(
biped_large_lateral_spec
.mesh_hand_l(body.species, body.body_type, generate_mesh),
),
Some(
biped_large_lateral_spec
.mesh_hand_r(body.species, body.body_type, generate_mesh),
),
Some(
biped_large_lateral_spec
.mesh_leg_l(body.species, body.body_type, generate_mesh),
),
Some(
biped_large_lateral_spec
.mesh_leg_r(body.species, body.body_type, generate_mesh),
),
Some(
biped_large_lateral_spec
.mesh_foot_l(body.species, body.body_type, generate_mesh),
),
Some(
biped_large_lateral_spec
.mesh_foot_r(body.species, body.body_type, generate_mesh),
),
None,
None,
None,
None,
None,
]
},
Body::Critter(body) => {
let critter_center_spec =
CritterCenterSpec::load_watched(manifest_indicator);
[
Some(
critter_center_spec.mesh_head(body.species, body.body_type, generate_mesh),
),
Some(
critter_center_spec
.mesh_chest(body.species, body.body_type, generate_mesh),
),
Some(
critter_center_spec
.mesh_feet_f(body.species, body.body_type, generate_mesh),
),
Some(
critter_center_spec
.mesh_feet_b(body.species, body.body_type, generate_mesh),
),
Some(
critter_center_spec.mesh_tail(body.species, body.body_type, generate_mesh),
),
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
]
},
Body::Object(object) => [
Some(mesh_object(object, generate_mesh)),
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
],
}
}
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pub fn get_or_create_model(
&mut self,
renderer: &mut Renderer,
body: Body,
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loadout: Option<&Loadout>,
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tick: u64,
camera_mode: CameraMode,
character_state: Option<&CharacterState>,
) -> &([Model<FigurePipeline>; 3], Skel::Attr)
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where
for<'a> &'a common::comp::Body: std::convert::TryInto<Skel::Attr>,
Skel::Attr: Default,
{
let key = if let Some(loadout) = loadout {
FigureKey::Complex(
body,
camera_mode,
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CharacterCacheKey::from(character_state, loadout),
)
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} else {
FigureKey::Simple(body)
};
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match self.models.entry(key) {
Entry::Occupied(o) => {
let (model, last_used) = o.into_mut();
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*last_used = tick;
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model
},
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Entry::Vacant(v) => {
&v.insert((
{
let skeleton_attr = (&body)
.try_into()
.ok()
.unwrap_or_else(<Skel::Attr as Default>::default);
let manifest_indicator = &mut self.manifest_indicator;
let mut make_model = |generate_mesh| {
let mut mesh = Mesh::new();
Self::bone_meshes(body, loadout, character_state, camera_mode, manifest_indicator, generate_mesh)
.iter()
.enumerate()
.filter_map(|(i, bm)| bm.as_ref().map(|bm| (i, bm)))
.for_each(|(i, bone_mesh)| {
mesh.push_mesh_map(bone_mesh, |vert| vert.with_bone_idx(i as u8))
});
renderer.create_model(&mesh).unwrap()
};
fn generate_mesh(segment: &Segment, offset: Vec3<f32>) -> Mesh<FigurePipeline> {
Meshable::<FigurePipeline, FigurePipeline>::generate_mesh(segment, (offset, Vec3::one())).0
}
fn generate_mesh_lod_mid(segment: &Segment, offset: Vec3<f32>) -> Mesh<FigurePipeline> {
let lod_scale = Vec3::broadcast(0.6);
Meshable::<FigurePipeline, FigurePipeline>::generate_mesh(&segment.scaled_by(lod_scale), (offset * lod_scale, Vec3::one() / lod_scale)).0
}
fn generate_mesh_lod_low(segment: &Segment, offset: Vec3<f32>) -> Mesh<FigurePipeline> {
let lod_scale = Vec3::broadcast(0.3);
Meshable::<FigurePipeline, FigurePipeline>::generate_mesh(&segment.scaled_by(lod_scale), (offset * lod_scale, Vec3::one() / lod_scale)).0
}
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([
make_model(generate_mesh),
make_model(generate_mesh_lod_mid),
make_model(generate_mesh_lod_low),
], skeleton_attr)
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},
tick,
))
.0
},
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}
}
pub fn clean(&mut self, tick: u64) {
// Check for reloaded manifests
// TODO: maybe do this in a different function, maintain?
if self.manifest_indicator.reloaded() {
self.models.clear();
}
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// TODO: Don't hard-code this.
self.models
.retain(|_, (_, last_used)| *last_used + 60 > tick);
}
}