Anims export a transform for mounts

This commit is contained in:
Snowram 2021-05-05 23:10:38 +02:00
parent 026ba616ff
commit 486fbf940e
21 changed files with 164 additions and 99 deletions

View File

@ -682,7 +682,7 @@ impl Body {
(quadruped_medium::Species::Zebra, _) => Vec3::from([0.5, 0.5, 0.0]),
(quadruped_medium::Species::Antelope, _) => Vec3::from([0.3, 0.3, 0.0]),
(quadruped_medium::Species::Kelpie, _) => Vec3::from([0.5, 0.5, 0.0]),
(quadruped_medium::Species::Horse, _) => Vec3::from([0.1, 0.1, 0.0]),
(quadruped_medium::Species::Horse, _) => Vec3::from([0.0, 0.0, 0.0]),
(quadruped_medium::Species::Barghest, _) => Vec3::from([0.5, 0.5, 0.0]),
(quadruped_medium::Species::Cattle, quadruped_medium::BodyType::Male) => {
Vec3::from([0.5, 0.5, 0.0])

View File

@ -76,8 +76,9 @@ impl Skeleton for BipedLargeSkeleton {
fn compute_matrices_inner(
&self,
base_mat: Mat4<f32>,
offsets: Option<Transform<f32, f32, f32>>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Vec3<f32>; 2] {
) -> [Transform<f32, f32, f32>; 2] {
let upper_torso = Mat4::<f32>::from(self.upper_torso);
let torso_mat = base_mat * Mat4::<f32>::from(self.torso);
@ -124,7 +125,7 @@ impl Skeleton for BipedLargeSkeleton {
// FIXME: Should this be control_l_mat?
make_bone(upper_torso_mat * control_mat * hand_l_mat * Mat4::<f32>::from(self.hold)),
];
[Vec3::default(), Vec3::default()]
[Transform::default(), Transform::default()]
}
}

View File

@ -46,8 +46,9 @@ impl Skeleton for BipedSmallSkeleton {
fn compute_matrices_inner(
&self,
base_mat: Mat4<f32>,
offsets: Option<Transform<f32, f32, f32>>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Vec3<f32>; 2] {
) -> [Transform<f32, f32, f32>; 2] {
let chest_mat = base_mat * Mat4::<f32>::from(self.chest);
let pants_mat = chest_mat * Mat4::<f32>::from(self.pants);
let control_mat = chest_mat * Mat4::<f32>::from(self.control);
@ -64,7 +65,7 @@ impl Skeleton for BipedSmallSkeleton {
make_bone(base_mat * Mat4::<f32>::from(self.foot_l)),
make_bone(base_mat * Mat4::<f32>::from(self.foot_r)),
];
[Vec3::default(), Vec3::default()]
[Transform::default(), Transform::default()]
}
}

View File

@ -54,8 +54,9 @@ impl Skeleton for BirdLargeSkeleton {
fn compute_matrices_inner(
&self,
base_mat: Mat4<f32>,
offsets: Option<Transform<f32, f32, f32>>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Vec3<f32>; 2] {
) -> [Transform<f32, f32, f32>; 2] {
let chest_mat = base_mat * Mat4::<f32>::from(self.chest);
let neck_mat = chest_mat * Mat4::<f32>::from(self.neck);
let head_mat = neck_mat * Mat4::<f32>::from(self.head);
@ -91,7 +92,7 @@ impl Skeleton for BirdLargeSkeleton {
make_bone(foot_l_mat),
make_bone(foot_r_mat),
];
[Vec3::default(), (chest_mat * Vec4::one()).xyz()]
[Transform::default(), self.chest]
}
}

View File

@ -35,8 +35,9 @@ impl Skeleton for BirdMediumSkeleton {
fn compute_matrices_inner(
&self,
base_mat: Mat4<f32>,
offsets: Option<Transform<f32, f32, f32>>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Vec3<f32>; 2] {
) -> [Transform<f32, f32, f32>; 2] {
let torso_mat = base_mat * Mat4::<f32>::from(self.torso);
*(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [
@ -48,7 +49,7 @@ impl Skeleton for BirdMediumSkeleton {
make_bone(base_mat * Mat4::<f32>::from(self.leg_l)),
make_bone(base_mat * Mat4::<f32>::from(self.leg_r)),
];
[Vec3::default(), (torso_mat * Vec4::one()).xyz()]
[Transform::default(), self.torso]
}
}

View File

@ -72,12 +72,14 @@ skeleton_impls!(struct CharacterSkeleton {
control_r,
:: // Begin non-bone fields
holding_lantern: bool,
offsets: Option<Transform<f32, f32, f32>>,
});
impl CharacterSkeleton {
pub fn new(holding_lantern: bool) -> Self {
pub fn new(holding_lantern: bool, offsets: Option<Transform<f32, f32, f32>>) -> Self {
Self {
holding_lantern,
offsets,
..Self::default()
}
}
@ -96,9 +98,16 @@ impl Skeleton for CharacterSkeleton {
fn compute_matrices_inner(
&self,
base_mat: Mat4<f32>,
offsets: Option<Transform<f32, f32, f32>>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Vec3<f32>; 2] {
let torso_mat = base_mat * Mat4::<f32>::from(self.torso);
) -> [Transform<f32, f32, f32>; 2] {
dbg!(self.torso);
let mut torso_mat = base_mat * Mat4::<f32>::from(self.torso);
if let Some(offset) = self.offsets {
dbg!(offset);
torso_mat = base_mat * Mat4::<f32>::from(Transform{position: offset.position, orientation: offset.orientation, scale: Vec3::<f32>::one()})
* Mat4::<f32>::from(self.torso);
}
let chest_mat = torso_mat * Mat4::<f32>::from(self.chest);
let head_mat = chest_mat * Mat4::<f32>::from(self.head);
let shorts_mat = chest_mat * Mat4::<f32>::from(self.shorts);
@ -134,8 +143,9 @@ impl Skeleton for CharacterSkeleton {
make_bone(control_mat * hand_l_mat * Mat4::<f32>::from(self.hold)),
];
[
(lantern_mat * Vec4::new(0.0, 0.0, -4.0, 1.0)).xyz(),
(chest_mat * Vec4::zero()).xyz(),
//(lantern_mat * Vec4::new(0.0, 0.0, -4.0, 1.0)).xyz(),
Transform::default(),
self.chest
]
}
}

View File

@ -17,7 +17,7 @@ impl Animation for MountAnimation {
Vec3<f32>,
Vec3<f32>,
Vec3<f32>,
Vec3<f32>,
Transform<f32, f32, f32>,
);
type Skeleton = CharacterSkeleton;
@ -81,10 +81,8 @@ impl Animation for MountAnimation {
next.head.orientation = Quaternion::rotation_z(head_look.x + slow * 0.2 - slow * 0.1)
* Quaternion::rotation_x((0.4 + slowa * -0.1 + slow * 0.1 + head_look.y).abs());
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + mount_offset.z * 14.0);
next.chest.orientation =
Quaternion::rotation_x(-0.6 + stop * 0.15 + x_tilt * (canceler * 6.0).min(2.0))
* Quaternion::rotation_y(tilt * 3.1);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
next.chest.orientation = Quaternion::rotation_x(-0.6 + stop * 0.15);
next.belt.position = Vec3::new(0.0, s_a.belt.0 + stop * 1.2, s_a.belt.1);
next.belt.orientation = Quaternion::rotation_x(stop * 0.3);
@ -110,19 +108,11 @@ impl Animation for MountAnimation {
next.hand_r.orientation =
Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI / 2.0);
next.foot_l.position = Vec3::new(
-s_a.foot.0 - 2.0,
4.0 + s_a.foot.1,
s_a.foot.2 + mount_offset.z * 14.0,
);
next.foot_l.position = Vec3::new(-s_a.foot.0 - 2.0, 4.0 + s_a.foot.1, s_a.foot.2);
next.foot_l.orientation = Quaternion::rotation_x(slow * 0.1 + stop * 0.4 + slow * 0.1)
* Quaternion::rotation_y(0.5);
next.foot_r.position = Vec3::new(
s_a.foot.0 + 2.0,
4.0 + s_a.foot.1,
s_a.foot.2 + mount_offset.z * 14.0,
);
next.foot_r.position = Vec3::new(s_a.foot.0 + 2.0, 4.0 + s_a.foot.1, s_a.foot.2);
next.foot_r.orientation = Quaternion::rotation_x(slowa * 0.1 + stop * 0.4 + slowa * 0.1)
* Quaternion::rotation_y(-0.5);

View File

@ -42,8 +42,9 @@ impl Skeleton for DragonSkeleton {
fn compute_matrices_inner(
&self,
base_mat: Mat4<f32>,
offsets: Option<Transform<f32, f32, f32>>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Vec3<f32>; 2] {
) -> [Transform<f32, f32, f32>; 2] {
let chest_front_mat = base_mat * Mat4::<f32>::from(self.chest_front);
let chest_rear_mat = chest_front_mat * Mat4::<f32>::from(self.chest_rear);
let head_lower_mat = chest_front_mat * Mat4::<f32>::from(self.head_lower);
@ -69,7 +70,7 @@ impl Skeleton for DragonSkeleton {
make_bone(chest_rear_mat * Mat4::<f32>::from(self.foot_bl)),
make_bone(chest_rear_mat * Mat4::<f32>::from(self.foot_br)),
];
[Vec3::default(), (chest_front_mat * Vec4::one()).xyz()]
[Transform::default(), self.chest_front]
}
}

View File

@ -32,8 +32,9 @@ impl Skeleton for FishMediumSkeleton {
fn compute_matrices_inner(
&self,
base_mat: Mat4<f32>,
offsets: Option<Transform<f32, f32, f32>>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Vec3<f32>; 2] {
) -> [Transform<f32, f32, f32>; 2] {
let chest_front_mat = base_mat * Mat4::<f32>::from(self.chest_front);
let chest_back_mat = Mat4::<f32>::from(self.chest_back);
let head_mat = Mat4::<f32>::from(self.head);
@ -47,7 +48,7 @@ impl Skeleton for FishMediumSkeleton {
make_bone(chest_front_mat * Mat4::<f32>::from(self.fin_l)),
make_bone(chest_front_mat * Mat4::<f32>::from(self.fin_r)),
];
[Vec3::default(), Vec3::default()]
[Transform::default(), Transform::default()]
}
}

View File

@ -29,8 +29,9 @@ impl Skeleton for FishSmallSkeleton {
fn compute_matrices_inner(
&self,
base_mat: Mat4<f32>,
offsets: Option<Transform<f32, f32, f32>>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Vec3<f32>; 2] {
) -> [Transform<f32, f32, f32>; 2] {
let chest_mat = base_mat * Mat4::<f32>::from(self.chest);
*(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [
@ -39,7 +40,7 @@ impl Skeleton for FishSmallSkeleton {
make_bone(chest_mat * Mat4::<f32>::from(self.fin_l)),
make_bone(chest_mat * Mat4::<f32>::from(self.fin_r)),
];
[Vec3::default(), Vec3::default()]
[Transform::default(), Transform::default()]
}
}

View File

@ -30,10 +30,11 @@ impl Skeleton for FixtureSkeleton {
fn compute_matrices_inner(
&self,
base_mat: Mat4<f32>,
offsets: Option<Transform<f32, f32, f32>>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Vec3<f32>; 2] {
) -> [Transform<f32, f32, f32>; 2] {
buf[0] = make_bone(base_mat);
[Vec3::default(), Vec3::default()]
[Transform::default(), Transform::default()]
}
}

View File

@ -46,8 +46,9 @@ impl Skeleton for GolemSkeleton {
fn compute_matrices_inner(
&self,
base_mat: Mat4<f32>,
offsets: Option<Transform<f32, f32, f32>>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Vec3<f32>; 2] {
) -> [Transform<f32, f32, f32>; 2] {
let torso_mat = base_mat * Mat4::<f32>::from(self.torso);
let upper_torso_mat = torso_mat * Mat4::<f32>::from(self.upper_torso);
let lower_torso_mat = upper_torso_mat * Mat4::<f32>::from(self.lower_torso);
@ -70,7 +71,7 @@ impl Skeleton for GolemSkeleton {
make_bone(leg_l_mat * Mat4::<f32>::from(self.foot_l)),
make_bone(leg_r_mat * Mat4::<f32>::from(self.foot_r)),
];
[Vec3::default(), (torso_mat * Vec4::one()).xyz()]
[Transform::default(), self.torso]
}
}

View File

@ -101,18 +101,20 @@ pub trait Skeleton: Send + Sync + 'static {
fn compute_matrices_inner(
&self,
base_mat: Mat4<f32>,
offsets: Option<Transform<f32, f32, f32>>,
buf: &mut [FigureBoneData; MAX_BONE_COUNT],
) -> [Vec3<f32>; 2];
) -> [Transform<f32, f32, f32>; 2];
}
pub fn compute_matrices<S: Skeleton>(
skeleton: &S,
base_mat: Mat4<f32>,
offsets: Option<Transform<f32, f32, f32>>,
buf: &mut [FigureBoneData; MAX_BONE_COUNT],
) -> [Vec3<f32>; 2] {
) -> [Transform<f32, f32, f32>; 2] {
#[cfg(not(feature = "use-dyn-lib"))]
{
S::compute_matrices_inner(skeleton, base_mat, buf)
S::compute_matrices_inner(skeleton, base_mat, offsets, buf)
}
#[cfg(feature = "use-dyn-lib")]
{
@ -120,7 +122,7 @@ pub fn compute_matrices<S: Skeleton>(
let lib = &lock.as_ref().unwrap().lib;
let compute_fn: libloading::Symbol<
fn(&S, Mat4<f32>, &mut [FigureBoneData; MAX_BONE_COUNT]) -> [Vec3<f32>; 2],
fn(&S, Mat4<f32>, &mut [FigureBoneData; MAX_BONE_COUNT]) -> [Transform<f32, f32, f32>; 2],
> = unsafe { lib.get(S::COMPUTE_FN) }.unwrap_or_else(|e| {
panic!(
"Trying to use: {} but had error: {:?}",

View File

@ -28,15 +28,19 @@ impl Skeleton for ObjectSkeleton {
fn compute_matrices_inner(
&self,
base_mat: Mat4<f32>,
offsets: Option<Transform<f32, f32, f32>>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Vec3<f32>; 2] {
) -> [Transform<f32, f32, f32>; 2] {
let bone0_mat = base_mat * Mat4::<f32>::from(self.bone0);
*(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [
make_bone(bone0_mat * Mat4::scaling_3d(1.0 / 11.0)),
make_bone(Mat4::<f32>::from(self.bone1) * Mat4::scaling_3d(1.0 / 11.0)), /* Decorellated from ori */
];
[Vec3::unit_z() * 0.5, Vec3::default()]
[
Transform::default(),
Transform::default(),
]
}
}

View File

@ -47,8 +47,9 @@ impl Skeleton for QuadrupedLowSkeleton {
fn compute_matrices_inner(
&self,
base_mat: Mat4<f32>,
offsets: Option<Transform<f32, f32, f32>>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Vec3<f32>; 2] {
) -> [Transform<f32, f32, f32>; 2] {
let chest_mat = base_mat * Mat4::<f32>::from(self.chest);
let tail_front = chest_mat * Mat4::<f32>::from(self.tail_front);
let head_lower_mat = chest_mat * Mat4::<f32>::from(self.head_lower);
@ -66,7 +67,7 @@ impl Skeleton for QuadrupedLowSkeleton {
make_bone(chest_mat * Mat4::<f32>::from(self.foot_bl)),
make_bone(chest_mat * Mat4::<f32>::from(self.foot_br)),
];
[Vec3::default(), (chest_mat * Vec4::one()).xyz()]
[Transform::default(), self.chest]
}
}

View File

@ -52,8 +52,10 @@ impl Skeleton for QuadrupedMediumSkeleton {
fn compute_matrices_inner(
&self,
base_mat: Mat4<f32>,
offsets: Option<Transform<f32, f32, f32>>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Vec3<f32>; 2] {
) -> [Transform<f32, f32, f32>; 2] {
dbg!(self.torso_back);
let torso_front_mat = base_mat * Mat4::<f32>::from(self.torso_front);
let torso_back_mat = torso_front_mat * Mat4::<f32>::from(self.torso_back);
let neck_mat = torso_front_mat * Mat4::<f32>::from(self.neck);
@ -80,7 +82,7 @@ impl Skeleton for QuadrupedMediumSkeleton {
make_bone(leg_bl_mat * Mat4::<f32>::from(self.foot_bl)),
make_bone(leg_br_mat * Mat4::<f32>::from(self.foot_br)),
];
[Vec3::default(), (torso_front_mat * Vec4::one()).xyz()]
[Transform::default(), self.torso_front]
}
}

View File

@ -39,8 +39,9 @@ impl Skeleton for QuadrupedSmallSkeleton {
fn compute_matrices_inner(
&self,
base_mat: Mat4<f32>,
offsets: Option<Transform<f32, f32, f32>>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Vec3<f32>; 2] {
) -> [Transform<f32, f32, f32>; 2] {
let chest_mat = base_mat * Mat4::<f32>::from(self.chest);
*(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [
@ -52,7 +53,7 @@ impl Skeleton for QuadrupedSmallSkeleton {
make_bone(chest_mat * Mat4::<f32>::from(self.leg_br)),
make_bone(chest_mat * Mat4::<f32>::from(self.tail)),
];
[Vec3::default(), (chest_mat * Vec4::one()).xyz()]
[Transform::default(), self.chest]
}
}

View File

@ -28,8 +28,9 @@ impl Skeleton for ShipSkeleton {
fn compute_matrices_inner(
&self,
base_mat: Mat4<f32>,
offsets: Option<Transform<f32, f32, f32>>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Vec3<f32>; 2] {
) -> [Transform<f32, f32, f32>; 2] {
let bone0_mat = base_mat * Mat4::<f32>::from(self.bone0);
*(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [
@ -38,7 +39,10 @@ impl Skeleton for ShipSkeleton {
make_bone(bone0_mat * Mat4::<f32>::from(self.bone2) * Mat4::scaling_3d(1.0 / 11.0)), /* Decorellated from ori */
make_bone(bone0_mat * Mat4::<f32>::from(self.bone3) * Mat4::scaling_3d(1.0 / 11.0)), /* Decorellated from ori */
];
[Vec3::unit_z() * 0.5, (bone0_mat * Vec4::one()).xyz()]
[
Transform::default(),
self.bone0,
]
}
}

View File

@ -46,8 +46,10 @@ impl Skeleton for TheropodSkeleton {
fn compute_matrices_inner(
&self,
base_mat: Mat4<f32>,
offsets: Option<Transform<f32, f32, f32>>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Vec3<f32>; 2] {
) -> [Transform<f32, f32, f32>; 2] {
dbg!(self.chest_front);
let chest_front_mat = base_mat * Mat4::<f32>::from(self.chest_front);
let neck_mat = chest_front_mat * Mat4::<f32>::from(self.neck);
let head_mat = neck_mat * Mat4::<f32>::from(self.head);
@ -71,7 +73,7 @@ impl Skeleton for TheropodSkeleton {
make_bone(leg_l_mat * Mat4::<f32>::from(self.foot_l)),
make_bone(leg_r_mat * Mat4::<f32>::from(self.foot_r)),
];
[Vec3::default(), (chest_front_mat * Vec4::one()).xyz()]
[Transform::default(), self.chest_front]
}
}

View File

@ -449,7 +449,8 @@ impl FigureMgr {
(vek::Rgb::zero(), 0.0, 0.0, true)
};
if let Some(state) = body.and_then(|body| self.states.get_mut(body, &entity)) {
light_anim.offset = vek::Vec3::from(state.lantern_offset[0]);
light_anim.offset =
(vek::Mat4::from_col_array(anim::vek::Mat4::<f32>::from(state.lantern_offset[0]).into_col_array()) * Vec4::one()).xyz();
}
if !light_anim.strength.is_normal() {
light_anim.strength = 0.0;
@ -751,18 +752,16 @@ impl FigureMgr {
//let mut state_mountee = self.states.get_mut(entity.get(body), &entity);
let mut mountee_offsets = vek::Vec3::new(0.0, 0.0, 0.0);
let mut mountee_offsets = anim::vek::Transform::default(); //vek::Mat4::from_col_array(state.lantern_offset[0].into_col_array()
if let Some(Mounting(entity)) = mountings {
let mountee_entity = ecs
.read_resource::<UidAllocator>()
.retrieve_entity_internal((*entity).into());
dbg!(mountee_entity);
if let Some(entity) = mountee_entity {
if let Some(body) = ecs.read_storage::<Body>().get(entity) {
let mountee_state = self.states.get_mut(body, &entity);
if let Some(meta) = mountee_state {
mountee_offsets = vek::Vec3::from(meta.lantern_offset[1]);
dbg!(mountee_offsets);
mountee_offsets = meta.lantern_offset[1];
}
}
}
@ -795,7 +794,11 @@ impl FigureMgr {
.character_states
.entry(entity)
.or_insert_with(|| {
FigureState::new(renderer, CharacterSkeleton::new(holding_lantern))
FigureState::new(
renderer,
CharacterSkeleton::new(holding_lantern, Some(mountee_offsets)),
Some(mountee_offsets),
)
});
// Average velocity relative to the current ground
@ -817,7 +820,7 @@ impl FigureMgr {
) {
// Standing
(true, false, false) => anim::character::StandAnimation::update_skeleton(
&CharacterSkeleton::new(holding_lantern),
&CharacterSkeleton::new(holding_lantern, Some(mountee_offsets)),
(active_tool_kind, second_tool_kind, hands, time, rel_avg_vel),
state.state_time,
&mut state_animation_rate,
@ -825,7 +828,7 @@ impl FigureMgr {
),
// Running
(true, true, false) => anim::character::RunAnimation::update_skeleton(
&CharacterSkeleton::new(holding_lantern),
&CharacterSkeleton::new(holding_lantern, Some(mountee_offsets)),
(
active_tool_kind,
second_tool_kind,
@ -844,7 +847,7 @@ impl FigureMgr {
),
// In air
(false, _, false) => anim::character::JumpAnimation::update_skeleton(
&CharacterSkeleton::new(holding_lantern),
&CharacterSkeleton::new(holding_lantern, Some(mountee_offsets)),
(
active_tool_kind,
second_tool_kind,
@ -861,7 +864,7 @@ impl FigureMgr {
),
// Swim
(_, _, true) => anim::character::SwimAnimation::update_skeleton(
&CharacterSkeleton::new(holding_lantern),
&CharacterSkeleton::new(holding_lantern, Some(mountee_offsets)),
(
active_tool_kind,
second_tool_kind,
@ -1539,7 +1542,7 @@ impl FigureMgr {
// TODO: Update to use the quaternion.
ori * anim::vek::Vec3::<f32>::unit_y(),
state.last_ori * anim::vek::Vec3::<f32>::unit_y(),
mountee_offsets.into(),
mountee_offsets,
),
state.state_time,
&mut state_animation_rate,
@ -1604,7 +1607,11 @@ impl FigureMgr {
.quadruped_small_states
.entry(entity)
.or_insert_with(|| {
FigureState::new(renderer, QuadrupedSmallSkeleton::default())
FigureState::new(
renderer,
QuadrupedSmallSkeleton::default(),
Some(mountee_offsets),
)
});
// Average velocity relative to the current ground
@ -1806,7 +1813,11 @@ impl FigureMgr {
.quadruped_medium_states
.entry(entity)
.or_insert_with(|| {
FigureState::new(renderer, QuadrupedMediumSkeleton::default())
FigureState::new(
renderer,
QuadrupedMediumSkeleton::default(),
Some(mountee_offsets),
)
});
// Average velocity relative to the current ground
@ -2133,7 +2144,11 @@ impl FigureMgr {
.quadruped_low_states
.entry(entity)
.or_insert_with(|| {
FigureState::new(renderer, QuadrupedLowSkeleton::default())
FigureState::new(
renderer,
QuadrupedLowSkeleton::default(),
Some(mountee_offsets),
)
});
// Average velocity relative to the current ground
@ -2492,7 +2507,11 @@ impl FigureMgr {
.bird_medium_states
.entry(entity)
.or_insert_with(|| {
FigureState::new(renderer, BirdMediumSkeleton::default())
FigureState::new(
renderer,
BirdMediumSkeleton::default(),
Some(mountee_offsets),
)
});
// Average velocity relative to the current ground
@ -2602,7 +2621,11 @@ impl FigureMgr {
.fish_medium_states
.entry(entity)
.or_insert_with(|| {
FigureState::new(renderer, FishMediumSkeleton::default())
FigureState::new(
renderer,
FishMediumSkeleton::default(),
Some(mountee_offsets),
)
});
// Average velocity relative to the current ground
@ -2691,7 +2714,11 @@ impl FigureMgr {
.biped_small_states
.entry(entity)
.or_insert_with(|| {
FigureState::new(renderer, BipedSmallSkeleton::default())
FigureState::new(
renderer,
BipedSmallSkeleton::default(),
Some(mountee_offsets),
)
});
// Average velocity relative to the current ground
@ -3034,10 +3061,9 @@ impl FigureMgr {
&slow_jobs,
);
let state =
self.states.dragon_states.entry(entity).or_insert_with(|| {
FigureState::new(renderer, DragonSkeleton::default())
});
let state = self.states.dragon_states.entry(entity).or_insert_with(|| {
FigureState::new(renderer, DragonSkeleton::default(), Some(mountee_offsets))
});
// Average velocity relative to the current ground
let rel_avg_vel = state.avg_vel - physics.ground_vel;
@ -3132,7 +3158,13 @@ impl FigureMgr {
.states
.theropod_states
.entry(entity)
.or_insert_with(|| FigureState::new(renderer, TheropodSkeleton::default()));
.or_insert_with(|| {
FigureState::new(
renderer,
TheropodSkeleton::default(),
Some(mountee_offsets),
)
});
// Average velocity relative to the current ground
let rel_avg_vel = state.avg_vel - physics.ground_vel;
@ -3320,7 +3352,11 @@ impl FigureMgr {
.bird_large_states
.entry(entity)
.or_insert_with(|| {
FigureState::new(renderer, BirdLargeSkeleton::default())
FigureState::new(
renderer,
BirdLargeSkeleton::default(),
Some(mountee_offsets),
)
});
let (character, last_character) = match (character, last_character) {
@ -3581,7 +3617,11 @@ impl FigureMgr {
.fish_small_states
.entry(entity)
.or_insert_with(|| {
FigureState::new(renderer, FishSmallSkeleton::default())
FigureState::new(
renderer,
FishSmallSkeleton::default(),
Some(mountee_offsets),
)
});
// Average velocity relative to the current ground
@ -3670,7 +3710,11 @@ impl FigureMgr {
.biped_large_states
.entry(entity)
.or_insert_with(|| {
FigureState::new(renderer, BipedLargeSkeleton::default())
FigureState::new(
renderer,
BipedLargeSkeleton::default(),
Some(mountee_offsets),
)
});
// Average velocity relative to the current ground
@ -4266,10 +4310,9 @@ impl FigureMgr {
&slow_jobs,
);
let state =
self.states.golem_states.entry(entity).or_insert_with(|| {
FigureState::new(renderer, GolemSkeleton::default())
});
let state = self.states.golem_states.entry(entity).or_insert_with(|| {
FigureState::new(renderer, GolemSkeleton::default(), Some(mountee_offsets))
});
// Average velocity relative to the current ground
let _rel_avg_vel = state.avg_vel - physics.ground_vel;
@ -4518,10 +4561,9 @@ impl FigureMgr {
&slow_jobs,
);
let state =
self.states.object_states.entry(entity).or_insert_with(|| {
FigureState::new(renderer, ObjectSkeleton::default())
});
let state = self.states.object_states.entry(entity).or_insert_with(|| {
FigureState::new(renderer, ObjectSkeleton::default(), Some(mountee_offsets))
});
// Average velocity relative to the current ground
let _rel_avg_vel = state.avg_vel - physics.ground_vel;
@ -4646,11 +4688,9 @@ impl FigureMgr {
&slow_jobs,
);
let state = self
.states
.ship_states
.entry(entity)
.or_insert_with(|| FigureState::new(renderer, ShipSkeleton::default()));
let state = self.states.ship_states.entry(entity).or_insert_with(|| {
FigureState::new(renderer, ShipSkeleton::default(), Some(mountee_offsets))
});
// Average velocity relative to the current ground
let _rel_avg_vel = state.avg_vel - physics.ground_vel;
@ -5344,7 +5384,7 @@ impl FigureColLights {
pub struct FigureStateMeta {
bone_consts: Consts<FigureBoneData>,
locals: Consts<FigureLocals>,
lantern_offset: [anim::vek::Vec3<f32>; 2],
lantern_offset: [anim::vek::Transform<f32, f32, f32>; 2],
state_time: f32,
last_ori: anim::vek::Quaternion<f32>,
lpindex: u8,
@ -5382,10 +5422,10 @@ impl<S> DerefMut for FigureState<S> {
}
impl<S: Skeleton> FigureState<S> {
pub fn new(renderer: &mut Renderer, skeleton: S) -> Self {
pub fn new(renderer: &mut Renderer, skeleton: S, offsets: Option<anim::vek::Transform::<f32, f32, f32>>) -> Self {
let mut buf = [Default::default(); anim::MAX_BONE_COUNT];
let lantern_offset =
anim::compute_matrices(&skeleton, anim::vek::Mat4::identity(), &mut buf);
anim::compute_matrices(&skeleton, anim::vek::Mat4::identity(), None, &mut buf);
let bone_consts = figure_bone_data_from_anim(&buf);
Self {
meta: FigureStateMeta {
@ -5515,7 +5555,7 @@ impl<S: Skeleton> FigureState<S> {
);
renderer.update_consts(&mut self.locals, &[locals]).unwrap();
let lantern_offset = anim::compute_matrices(&self.skeleton, mat, buf);
let lantern_offset = anim::compute_matrices(&self.skeleton, mat, None, buf);
let new_bone_consts = figure_bone_data_from_anim(buf);

View File

@ -163,10 +163,10 @@ impl Scene {
map_bounds,
figure_model_cache: FigureModelCache::new(),
figure_state: FigureState::new(renderer, CharacterSkeleton::default()),
figure_state: FigureState::new(renderer, CharacterSkeleton::default(), None),
backdrop: backdrop.map(|specifier| {
let mut state = FigureState::new(renderer, FixtureSkeleton::default());
let mut state = FigureState::new(renderer, FixtureSkeleton::default(), None);
let mut greedy = FigureModel::make_greedy();
let mut opaque_mesh = Mesh::new();
let (segment, offset) = load_mesh(specifier, Vec3::new(-55.0, -49.5, -2.0));