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

946 lines
36 KiB
Rust
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use super::load::*;
use crate::{
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mesh::Meshable,
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render::{FigurePipeline, Mesh, Model, Renderer},
scene::camera::CameraMode,
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};
use anim::Skeleton;
use common::{
assets::watch::ReloadIndicator,
comp::{
item::{armor::ArmorKind, tool::ToolKind, ItemKind},
Body, CharacterState, Loadout,
},
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figure::Segment,
vol::BaseVol,
};
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use hashbrown::{hash_map::Entry, HashMap};
use std::{
convert::TryInto,
mem::{discriminant, Discriminant},
};
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use vek::*;
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#[allow(clippy::large_enum_variant)] // TODO: Pending review in #587
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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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second_tool: Option<ToolKind>,
shoulder: Option<ArmorKind>,
chest: Option<ArmorKind>,
belt: Option<ArmorKind>,
back: Option<ArmorKind>,
lantern: Option<String>,
hand: Option<ArmorKind>,
pants: Option<ArmorKind>,
foot: Option<ArmorKind>,
}
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)
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{
Some(tool.kind.clone())
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} else {
None
},
second_tool: if let Some(ItemKind::Tool(tool)) =
loadout.second_item.as_ref().map(|i| &i.item.kind)
{
Some(tool.kind.clone())
} else {
None
},
shoulder: if let Some(ItemKind::Armor(armor)) =
loadout.shoulder.as_ref().map(|i| &i.kind)
{
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Some(armor.kind.clone())
} else {
None
},
chest: if let Some(ItemKind::Armor(armor)) = loadout.chest.as_ref().map(|i| &i.kind) {
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Some(armor.kind.clone())
} else {
None
},
belt: if let Some(ItemKind::Armor(armor)) = loadout.belt.as_ref().map(|i| &i.kind) {
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Some(armor.kind.clone())
} else {
None
},
back: if let Some(ItemKind::Armor(armor)) = loadout.back.as_ref().map(|i| &i.kind) {
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Some(armor.kind.clone())
} else {
None
},
lantern: if let Some(ItemKind::Lantern(lantern)) =
loadout.lantern.as_ref().map(|i| &i.kind)
{
Some(lantern.kind.clone())
} else {
None
},
hand: if let Some(ItemKind::Armor(armor)) = loadout.hand.as_ref().map(|i| &i.kind) {
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Some(armor.kind.clone())
} else {
None
},
pants: if let Some(ItemKind::Armor(armor)) = loadout.pants.as_ref().map(|i| &i.kind) {
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Some(armor.kind.clone())
} else {
None
},
foot: if let Some(ItemKind::Armor(armor)) = loadout.foot.as_ref().map(|i| &i.kind) {
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Some(armor.kind.clone())
} else {
None
},
}
}
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}
#[allow(clippy::type_complexity)] // TODO: Pending review in #587
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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> {
#[allow(clippy::new_without_default)] // TODO: Pending review in #587
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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) => {
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let humanoid_head_spec = HumHeadSpec::load_watched(manifest_indicator);
let humanoid_armor_shoulder_spec =
HumArmorShoulderSpec::load_watched(manifest_indicator);
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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);
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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 | CameraMode::Freefly => {
Some(humanoid_head_spec.mesh_head(&body, generate_mesh))
},
CameraMode::FirstPerson => None,
},
match camera_mode {
CameraMode::ThirdPerson | CameraMode::Freefly => Some(
humanoid_armor_chest_spec.mesh_chest(&body, loadout, generate_mesh),
),
CameraMode::FirstPerson => None,
},
match camera_mode {
CameraMode::ThirdPerson | CameraMode::Freefly => {
Some(humanoid_armor_belt_spec.mesh_belt(&body, loadout, generate_mesh))
},
CameraMode::FirstPerson => None,
},
match camera_mode {
CameraMode::ThirdPerson | CameraMode::Freefly => {
Some(humanoid_armor_back_spec.mesh_back(&body, loadout, generate_mesh))
},
CameraMode::FirstPerson => None,
},
match camera_mode {
CameraMode::ThirdPerson | CameraMode::Freefly => Some(
humanoid_armor_pants_spec.mesh_pants(&body, loadout, generate_mesh),
),
CameraMode::FirstPerson => None,
},
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Some(humanoid_armor_hand_spec.mesh_left_hand(&body, loadout, generate_mesh)),
Some(humanoid_armor_hand_spec.mesh_right_hand(&body, loadout, generate_mesh)),
Some(humanoid_armor_foot_spec.mesh_left_foot(&body, loadout, generate_mesh)),
Some(humanoid_armor_foot_spec.mesh_right_foot(&body, loadout, generate_mesh)),
match camera_mode {
CameraMode::ThirdPerson | CameraMode::Freefly => {
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Some(humanoid_armor_shoulder_spec.mesh_left_shoulder(
&body,
loadout,
generate_mesh,
))
},
CameraMode::FirstPerson => None,
},
match camera_mode {
CameraMode::ThirdPerson | CameraMode::Freefly => {
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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
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.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),
false,
generate_mesh,
))
} else {
None
},
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.second_item.as_ref().map(|i| &i.item.kind),
true,
generate_mesh,
))
} else {
None
},
Some(humanoid_armor_lantern_spec.mesh_lantern(&body, loadout, generate_mesh)),
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Some(mesh_hold(generate_mesh)),
]
},
Body::QuadrupedSmall(body) => {
let quadruped_small_central_spec =
QuadrupedSmallCentralSpec::load_watched(manifest_indicator);
let quadruped_small_lateral_spec =
QuadrupedSmallLateralSpec::load_watched(manifest_indicator);
[
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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,
)),
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Some(quadruped_small_lateral_spec.mesh_foot_fl(
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body.species,
body.body_type,
generate_mesh,
)),
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Some(quadruped_small_lateral_spec.mesh_foot_fr(
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body.species,
body.body_type,
generate_mesh,
)),
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Some(quadruped_small_lateral_spec.mesh_foot_bl(
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body.species,
body.body_type,
generate_mesh,
)),
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Some(quadruped_small_lateral_spec.mesh_foot_br(
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body.species,
body.body_type,
generate_mesh,
)),
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Some(quadruped_small_central_spec.mesh_tail(
body.species,
body.body_type,
generate_mesh,
)),
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);
[
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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,
)),
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Some(quadruped_medium_central_spec.mesh_torso_front(
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body.species,
body.body_type,
generate_mesh,
)),
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Some(quadruped_medium_central_spec.mesh_torso_back(
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body.species,
body.body_type,
generate_mesh,
)),
Some(quadruped_medium_central_spec.mesh_ears(
body.species,
body.body_type,
generate_mesh,
)),
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Some(quadruped_medium_lateral_spec.mesh_leg_fl(
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body.species,
body.body_type,
generate_mesh,
)),
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Some(quadruped_medium_lateral_spec.mesh_leg_fr(
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body.species,
body.body_type,
generate_mesh,
)),
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Some(quadruped_medium_lateral_spec.mesh_leg_bl(
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body.species,
body.body_type,
generate_mesh,
)),
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Some(quadruped_medium_lateral_spec.mesh_leg_br(
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body.species,
body.body_type,
generate_mesh,
)),
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Some(quadruped_medium_lateral_spec.mesh_foot_fl(
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body.species,
body.body_type,
generate_mesh,
)),
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Some(quadruped_medium_lateral_spec.mesh_foot_fr(
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body.species,
body.body_type,
generate_mesh,
)),
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Some(quadruped_medium_lateral_spec.mesh_foot_bl(
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body.species,
body.body_type,
generate_mesh,
)),
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Some(quadruped_medium_lateral_spec.mesh_foot_br(
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body.species,
body.body_type,
generate_mesh,
)),
None,
]
},
Body::BirdMedium(body) => {
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let bird_medium_center_spec =
BirdMediumCenterSpec::load_watched(manifest_indicator);
let bird_medium_lateral_spec =
BirdMediumLateralSpec::load_watched(manifest_indicator);
[
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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,
],
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Body::Dragon(body) => {
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let dragon_center_spec = DragonCenterSpec::load_watched(manifest_indicator);
let dragon_lateral_spec = DragonLateralSpec::load_watched(manifest_indicator);
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[
Some(dragon_center_spec.mesh_head_upper(
body.species,
body.body_type,
generate_mesh,
)),
Some(dragon_center_spec.mesh_head_lower(
body.species,
body.body_type,
generate_mesh,
)),
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Some(dragon_center_spec.mesh_jaw(body.species, body.body_type, generate_mesh)),
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Some(dragon_center_spec.mesh_chest_front(
body.species,
body.body_type,
generate_mesh,
)),
Some(dragon_center_spec.mesh_chest_rear(
body.species,
body.body_type,
generate_mesh,
)),
Some(dragon_center_spec.mesh_tail_front(
body.species,
body.body_type,
generate_mesh,
)),
Some(dragon_center_spec.mesh_tail_rear(
body.species,
body.body_type,
generate_mesh,
)),
Some(dragon_lateral_spec.mesh_wing_in_l(
body.species,
body.body_type,
generate_mesh,
)),
Some(dragon_lateral_spec.mesh_wing_in_r(
body.species,
body.body_type,
generate_mesh,
)),
Some(dragon_lateral_spec.mesh_wing_out_l(
body.species,
body.body_type,
generate_mesh,
)),
Some(dragon_lateral_spec.mesh_wing_out_r(
body.species,
body.body_type,
generate_mesh,
)),
Some(dragon_lateral_spec.mesh_foot_fl(
body.species,
body.body_type,
generate_mesh,
)),
Some(dragon_lateral_spec.mesh_foot_fr(
body.species,
body.body_type,
generate_mesh,
)),
Some(dragon_lateral_spec.mesh_foot_bl(
body.species,
body.body_type,
generate_mesh,
)),
Some(dragon_lateral_spec.mesh_foot_br(
body.species,
body.body_type,
generate_mesh,
)),
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) => {
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let biped_large_center_spec =
BipedLargeCenterSpec::load_watched(manifest_indicator);
let biped_large_lateral_spec =
BipedLargeLateralSpec::load_watched(manifest_indicator);
[
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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,
)),
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Some(biped_large_center_spec.mesh_main(
body.species,
body.body_type,
generate_mesh,
)),
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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,
]
},
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Body::Golem(body) => {
let golem_center_spec = GolemCenterSpec::load_watched(manifest_indicator);
let golem_lateral_spec = GolemLateralSpec::load_watched(manifest_indicator);
[
Some(golem_center_spec.mesh_head(body.species, body.body_type, generate_mesh)),
Some(golem_center_spec.mesh_torso_upper(
body.species,
body.body_type,
generate_mesh,
)),
Some(golem_lateral_spec.mesh_shoulder_l(
body.species,
body.body_type,
generate_mesh,
)),
Some(golem_lateral_spec.mesh_shoulder_r(
body.species,
body.body_type,
generate_mesh,
)),
Some(golem_lateral_spec.mesh_hand_l(
body.species,
body.body_type,
generate_mesh,
)),
Some(golem_lateral_spec.mesh_hand_r(
body.species,
body.body_type,
generate_mesh,
)),
Some(golem_lateral_spec.mesh_leg_l(
body.species,
body.body_type,
generate_mesh,
)),
Some(golem_lateral_spec.mesh_leg_r(
body.species,
body.body_type,
generate_mesh,
)),
Some(golem_lateral_spec.mesh_foot_l(
body.species,
body.body_type,
generate_mesh,
)),
Some(golem_lateral_spec.mesh_foot_r(
body.species,
body.body_type,
generate_mesh,
)),
None,
None,
None,
None,
None,
None,
]
},
Body::Critter(body) => {
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let critter_center_spec = CritterCenterSpec::load_watched(manifest_indicator);
[
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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,
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]
},
Body::QuadrupedLow(body) => {
let quadruped_low_central_spec =
QuadrupedLowCentralSpec::load_watched(manifest_indicator);
let quadruped_low_lateral_spec =
QuadrupedLowLateralSpec::load_watched(manifest_indicator);
[
Some(quadruped_low_central_spec.mesh_head_upper(
body.species,
body.body_type,
generate_mesh,
)),
Some(quadruped_low_central_spec.mesh_head_lower(
body.species,
body.body_type,
generate_mesh,
)),
Some(quadruped_low_central_spec.mesh_jaw(
body.species,
body.body_type,
generate_mesh,
)),
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Some(quadruped_low_central_spec.mesh_chest(
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body.species,
body.body_type,
generate_mesh,
)),
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Some(quadruped_low_central_spec.mesh_tail_front(
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body.species,
body.body_type,
generate_mesh,
)),
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Some(quadruped_low_central_spec.mesh_tail_rear(
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body.species,
body.body_type,
generate_mesh,
)),
Some(quadruped_low_lateral_spec.mesh_foot_fl(
body.species,
body.body_type,
generate_mesh,
)),
Some(quadruped_low_lateral_spec.mesh_foot_fr(
body.species,
body.body_type,
generate_mesh,
)),
Some(quadruped_low_lateral_spec.mesh_foot_bl(
body.species,
body.body_type,
generate_mesh,
)),
Some(quadruped_low_lateral_spec.mesh_foot_br(
body.species,
body.body_type,
generate_mesh,
)),
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();
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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()
};
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fn generate_mesh(
segment: &Segment,
offset: Vec3<f32>,
) -> Mesh<FigurePipeline> {
Meshable::<FigurePipeline, FigurePipeline>::generate_mesh(
segment,
(offset, Vec3::one()),
)
.0
}
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fn generate_mesh_lod_mid(
segment: &Segment,
offset: Vec3<f32>,
) -> Mesh<FigurePipeline> {
let lod_scale = Vec3::broadcast(0.6);
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Meshable::<FigurePipeline, FigurePipeline>::generate_mesh(
&segment.scaled_by(lod_scale),
(offset * lod_scale, Vec3::one() / lod_scale),
)
.0
}
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fn generate_mesh_lod_low(
segment: &Segment,
offset: Vec3<f32>,
) -> Mesh<FigurePipeline> {
let lod_scale = Vec3::broadcast(0.3);
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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);
}
}