Split up figure.rs

This commit is contained in:
Imbris 2019-08-20 21:19:02 -04:00
parent ab34377309
commit 6289ce8c7f
4 changed files with 1051 additions and 1060 deletions

File diff suppressed because it is too large Load Diff

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use super::load::*;
use crate::{
anim::SkeletonAttr,
render::{FigurePipeline, Mesh, Model, Renderer},
};
use common::comp::{Body, Equipment};
use hashbrown::HashMap;
#[derive(PartialEq, Eq, Hash, Clone)]
enum FigureKey {
Simple(Body),
Complex(Body, Option<Equipment>),
}
pub struct FigureModelCache {
models: HashMap<FigureKey, ((Model<FigurePipeline>, SkeletonAttr), u64)>,
}
impl FigureModelCache {
pub fn new() -> Self {
Self {
models: HashMap::new(),
}
}
pub fn get_or_create_model(
&mut self,
renderer: &mut Renderer,
body: Body,
equipment: Option<&Equipment>,
tick: u64,
) -> &(Model<FigurePipeline>, SkeletonAttr) {
let key = if equipment.is_some() {
FigureKey::Complex(body, equipment.cloned())
} else {
FigureKey::Simple(body)
};
match self.models.get_mut(&key) {
Some((_model, last_used)) => {
*last_used = tick;
}
None => {
self.models.insert(
key.clone(),
(
{
let bone_meshes = match body {
Body::Humanoid(body) => [
Some(load_head(body.race, body.body_type)),
Some(load_chest(body.chest)),
Some(load_belt(body.belt)),
Some(load_pants(body.pants)),
Some(load_left_hand(body.hand)),
Some(load_right_hand(body.hand)),
Some(load_left_foot(body.foot)),
Some(load_right_foot(body.foot)),
Some(load_main(equipment.and_then(|e| e.main.as_ref()))),
Some(load_left_shoulder(body.shoulder)),
Some(load_right_shoulder(body.shoulder)),
Some(load_draw()),
None,
None,
None,
None,
],
Body::Quadruped(body) => [
Some(load_pig_head(body.head)),
Some(load_pig_chest(body.chest)),
Some(load_pig_leg_lf(body.leg_l)),
Some(load_pig_leg_rf(body.leg_r)),
Some(load_pig_leg_lb(body.leg_l)),
Some(load_pig_leg_rb(body.leg_r)),
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
],
Body::QuadrupedMedium(body) => [
Some(load_wolf_head_upper(body.head_upper)),
Some(load_wolf_jaw(body.jaw)),
Some(load_wolf_head_lower(body.head_lower)),
Some(load_wolf_tail(body.tail)),
Some(load_wolf_torso_back(body.torso_back)),
Some(load_wolf_torso_mid(body.torso_mid)),
Some(load_wolf_ears(body.ears)),
Some(load_wolf_foot_lf(body.foot_lf)),
Some(load_wolf_foot_rf(body.foot_rf)),
Some(load_wolf_foot_lb(body.foot_lb)),
Some(load_wolf_foot_rb(body.foot_rb)),
None,
None,
None,
None,
None,
],
Body::Object(object) => [
Some(load_object(object)),
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
],
};
let skeleton_attr = match body {
Body::Humanoid(body) => SkeletonAttr::from(&body),
_ => SkeletonAttr::default(),
};
let mut mesh = Mesh::new();
bone_meshes
.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(), skeleton_attr)
},
tick,
),
);
}
}
&self.models[&key].0
}
pub fn clean(&mut self, tick: u64) {
// TODO: Don't hard-code this.
self.models
.retain(|_, (_, last_used)| *last_used + 60 > tick);
}
}

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use crate::{
mesh::Meshable,
render::{FigurePipeline, Mesh},
};
use common::{
assets,
comp::{
humanoid::{Belt, BodyType, Chest, Foot, Hand, Pants, Race, Shoulder},
item::Tool,
object, quadruped, quadruped_medium, Item,
},
figure::Segment,
};
use dot_vox::DotVoxData;
use vek::*;
pub fn load_segment(mesh_name: &str) -> Segment {
let full_specifier: String = ["voxygen.voxel.", mesh_name].concat();
Segment::from(assets::load_expect::<DotVoxData>(full_specifier.as_str()).as_ref())
}
pub fn load_mesh(mesh_name: &str, position: Vec3<f32>) -> Mesh<FigurePipeline> {
Meshable::<FigurePipeline, FigurePipeline>::generate_mesh(&load_segment(mesh_name), position).0
}
pub fn load_head(race: Race, body_type: BodyType) -> Mesh<FigurePipeline> {
let (name, offset) = match (race, body_type) {
// z-value should be 0.25 of the total z
(Race::Human, BodyType::Male) => {
("figure.head.head_human_male", Vec3::new(-7.0, -5.0, -2.25))
}
(Race::Human, BodyType::Female) => (
"figure.head.head_human_female",
Vec3::new(-7.0, -7.5, -3.25),
),
(Race::Elf, BodyType::Male) => ("figure.head.head_elf_male", Vec3::new(-8.0, -5.0, -2.25)),
(Race::Elf, BodyType::Female) => {
("figure.head.head_elf_female", Vec3::new(-8.0, -5.5, -3.0))
}
(Race::Dwarf, BodyType::Male) => {
("figure.head.head_dwarf_male", Vec3::new(-6.0, -5.0, -12.5))
}
(Race::Dwarf, BodyType::Female) => (
"figure.head.head_dwarf_female",
Vec3::new(-6.0, -6.0, -9.25),
),
(Race::Orc, BodyType::Male) => ("figure.head.head_orc_male", Vec3::new(-8.0, -5.0, -2.50)),
(Race::Orc, BodyType::Female) => {
("figure.head.head_orc_female", Vec3::new(-8.0, -8.0, -3.5))
}
(Race::Undead, BodyType::Male) => {
("figure.head.head_undead_male", Vec3::new(-5.5, -5.0, -2.5))
}
(Race::Undead, BodyType::Female) => (
"figure.head.head_undead_female",
Vec3::new(-6.0, -5.0, -2.5),
),
(Race::Danari, BodyType::Male) => {
("figure.head.head_danari_male", Vec3::new(-9.0, -5.0, -2.75))
}
(Race::Danari, BodyType::Female) => (
"figure.head.head_danari_female",
Vec3::new(-9.0, -7.5, -3.0),
),
};
load_mesh(name, offset)
}
// loads models with different offsets
// pub fn load_beard(beard: Beard) -> Mesh<FigurePipeline> {
// let (name, offset) = match beard {
// Beard::None => ("figure/body/empty", Vec3::new(0.0, 0.0, 0.0)),
// Beard::Human1 => ("figure/empty", Vec3::new(0.0, 0.0, 0.0)),
// };
// load_mesh(name, offset)
// }
pub fn load_chest(chest: Chest) -> Mesh<FigurePipeline> {
let color = match chest {
Chest::Brown => (125, 53, 0),
Chest::Dark => (0, 38, 43),
Chest::Green => (0, 255, 34),
Chest::Orange => (255, 106, 0),
Chest::Blue => (0, 38, 255),
};
let bare_chest = load_segment("figure.body.chest");
let chest_armor = load_segment("armor.chest.generic");
let chest = bare_chest.union(&chest_armor.chromify(Rgb::from(color)), Vec3::new(0, 0, 0));
Meshable::<FigurePipeline, FigurePipeline>::generate_mesh(&chest, Vec3::new(-6.0, -3.5, 0.0)).0
}
pub fn load_belt(belt: Belt) -> Mesh<FigurePipeline> {
load_mesh(
match belt {
//Belt::Default => "figure/body/belt_male",
Belt::Dark => "armor.belt.belt_dark",
},
Vec3::new(-5.0, -3.5, 0.0),
)
}
pub fn load_pants(pants: Pants) -> Mesh<FigurePipeline> {
load_mesh(
match pants {
Pants::Blue => "armor.pants.pants_blue",
Pants::Brown => "armor.pants.pants_brown",
Pants::Dark => "armor.pants.pants_dark",
Pants::Green => "armor.pants.pants_green",
Pants::Orange => "armor.pants.pants_orange",
},
Vec3::new(-5.0, -3.5, 0.0),
)
}
pub fn load_left_hand(hand: Hand) -> Mesh<FigurePipeline> {
load_mesh(
match hand {
Hand::Default => "figure.body.hand",
},
Vec3::new(-2.0, -2.5, -2.0),
)
}
pub fn load_right_hand(hand: Hand) -> Mesh<FigurePipeline> {
load_mesh(
match hand {
Hand::Default => "figure.body.hand",
},
Vec3::new(-2.0, -2.5, -2.0),
)
}
pub fn load_left_foot(foot: Foot) -> Mesh<FigurePipeline> {
load_mesh(
match foot {
Foot::Dark => "armor.foot.foot_dark",
},
Vec3::new(-2.5, -3.5, -9.0),
)
}
pub fn load_right_foot(foot: Foot) -> Mesh<FigurePipeline> {
load_mesh(
match foot {
Foot::Dark => "armor.foot.foot_dark",
},
Vec3::new(-2.5, -3.5, -9.0),
)
}
pub fn load_main(item: Option<&Item>) -> Mesh<FigurePipeline> {
if let Some(item) = item {
let (name, offset) = match item {
Item::Tool { kind, .. } => match kind {
Tool::Sword => ("weapon.sword.rusty_2h", Vec3::new(-1.5, -6.5, -4.0)),
Tool::Axe => ("weapon.axe.rusty_2h", Vec3::new(-1.5, -5.0, -4.0)),
Tool::Hammer => ("weapon.hammer.rusty_2h", Vec3::new(-2.5, -5.5, -4.0)),
Tool::Daggers => ("weapon.hammer.rusty_2h", Vec3::new(-2.5, -5.5, -4.0)),
Tool::SwordShield => ("weapon.axe.rusty_2h", Vec3::new(-2.5, -6.5, -2.0)),
Tool::Bow => ("weapon.hammer.rusty_2h", Vec3::new(-2.5, -5.5, -4.0)),
Tool::Staff => ("weapon.axe.rusty_2h", Vec3::new(-2.5, -6.5, -2.0)),
},
Item::Debug(_) => ("weapon.debug_wand", Vec3::new(-1.5, -9.5, -4.0)),
_ => ("figure.empty", Vec3::default()),
};
load_mesh(name, offset)
} else {
load_mesh("figure.empty", Vec3::default())
}
}
pub fn load_left_shoulder(shoulder: Shoulder) -> Mesh<FigurePipeline> {
load_mesh(
match shoulder {
Shoulder::None => "figure.empty",
Shoulder::Brown1 => "armor.shoulder.shoulder_l_brown",
},
Vec3::new(-2.5, -3.5, -1.5),
)
}
pub fn load_right_shoulder(shoulder: Shoulder) -> Mesh<FigurePipeline> {
load_mesh(
match shoulder {
Shoulder::None => "figure.empty",
Shoulder::Brown1 => "armor.shoulder.shoulder_r_brown",
},
Vec3::new(-2.5, -3.5, -1.5),
)
}
// TODO: Inventory
pub fn load_draw() -> Mesh<FigurePipeline> {
load_mesh("object.glider", Vec3::new(-26.0, -26.0, -5.0))
}
//pub fn load_right_equip(hand: Hand) -> Mesh<FigurePipeline> {
// load_mesh(
// match hand {
// Hand::Default => "figure/body/hand",
// },
// Vec3::new(-2.0, -2.5, -5.0),
// )
//}
/////////
pub fn load_pig_head(head: quadruped::Head) -> Mesh<FigurePipeline> {
load_mesh(
match head {
quadruped::Head::Default => "npc.pig_purple.pig_head",
},
Vec3::new(-6.0, 4.5, 3.0),
)
}
pub fn load_pig_chest(chest: quadruped::Chest) -> Mesh<FigurePipeline> {
load_mesh(
match chest {
quadruped::Chest::Default => "npc.pig_purple.pig_chest",
},
Vec3::new(-5.0, 4.5, 0.0),
)
}
pub fn load_pig_leg_lf(leg_l: quadruped::LegL) -> Mesh<FigurePipeline> {
load_mesh(
match leg_l {
quadruped::LegL::Default => "npc.pig_purple.pig_leg_l",
},
Vec3::new(0.0, -1.0, -1.5),
)
}
pub fn load_pig_leg_rf(leg_r: quadruped::LegR) -> Mesh<FigurePipeline> {
load_mesh(
match leg_r {
quadruped::LegR::Default => "npc.pig_purple.pig_leg_r",
},
Vec3::new(0.0, -1.0, -1.5),
)
}
pub fn load_pig_leg_lb(leg_l: quadruped::LegL) -> Mesh<FigurePipeline> {
load_mesh(
match leg_l {
quadruped::LegL::Default => "npc.pig_purple.pig_leg_l",
},
Vec3::new(0.0, -1.0, -1.5),
)
}
pub fn load_pig_leg_rb(leg_r: quadruped::LegR) -> Mesh<FigurePipeline> {
load_mesh(
match leg_r {
quadruped::LegR::Default => "npc.pig_purple.pig_leg_r",
},
Vec3::new(0.0, -1.0, -1.5),
)
}
//////
pub fn load_wolf_head_upper(upper_head: quadruped_medium::HeadUpper) -> Mesh<FigurePipeline> {
load_mesh(
match upper_head {
quadruped_medium::HeadUpper::Default => "npc.wolf.wolf_head_upper",
},
Vec3::new(-7.0, -6.0, -5.5),
)
}
pub fn load_wolf_jaw(jaw: quadruped_medium::Jaw) -> Mesh<FigurePipeline> {
load_mesh(
match jaw {
quadruped_medium::Jaw::Default => "npc.wolf.wolf_jaw",
},
Vec3::new(-3.0, -3.0, -2.5),
)
}
pub fn load_wolf_head_lower(head_lower: quadruped_medium::HeadLower) -> Mesh<FigurePipeline> {
load_mesh(
match head_lower {
quadruped_medium::HeadLower::Default => "npc.wolf.wolf_head_lower",
},
Vec3::new(-7.0, -6.0, -5.5),
)
}
pub fn load_wolf_tail(tail: quadruped_medium::Tail) -> Mesh<FigurePipeline> {
load_mesh(
match tail {
quadruped_medium::Tail::Default => "npc.wolf.wolf_tail",
},
Vec3::new(-2.0, -12.0, -5.0),
)
}
pub fn load_wolf_torso_back(torso_back: quadruped_medium::TorsoBack) -> Mesh<FigurePipeline> {
load_mesh(
match torso_back {
quadruped_medium::TorsoBack::Default => "npc.wolf.wolf_torso_back",
},
Vec3::new(-7.0, -6.0, -6.0),
)
}
pub fn load_wolf_torso_mid(torso_mid: quadruped_medium::TorsoMid) -> Mesh<FigurePipeline> {
load_mesh(
match torso_mid {
quadruped_medium::TorsoMid::Default => "npc.wolf.wolf_torso_mid",
},
Vec3::new(-8.0, -5.5, -6.0),
)
}
pub fn load_wolf_ears(ears: quadruped_medium::Ears) -> Mesh<FigurePipeline> {
load_mesh(
match ears {
quadruped_medium::Ears::Default => "npc.wolf.wolf_ears",
},
Vec3::new(-4.0, -1.0, -1.0),
)
}
pub fn load_wolf_foot_lf(foot_lf: quadruped_medium::FootLF) -> Mesh<FigurePipeline> {
load_mesh(
match foot_lf {
quadruped_medium::FootLF::Default => "npc.wolf.wolf_foot_lf",
},
Vec3::new(-2.5, -4.0, -2.5),
)
}
pub fn load_wolf_foot_rf(foot_rf: quadruped_medium::FootRF) -> Mesh<FigurePipeline> {
load_mesh(
match foot_rf {
quadruped_medium::FootRF::Default => "npc.wolf.wolf_foot_rf",
},
Vec3::new(-2.5, -4.0, -2.5),
)
}
pub fn load_wolf_foot_lb(foot_lb: quadruped_medium::FootLB) -> Mesh<FigurePipeline> {
load_mesh(
match foot_lb {
quadruped_medium::FootLB::Default => "npc.wolf.wolf_foot_lb",
},
Vec3::new(-2.5, -4.0, -2.5),
)
}
pub fn load_wolf_foot_rb(foot_rb: quadruped_medium::FootRB) -> Mesh<FigurePipeline> {
load_mesh(
match foot_rb {
quadruped_medium::FootRB::Default => "npc.wolf.wolf_foot_rb",
},
Vec3::new(-2.5, -4.0, -2.5),
)
}
pub fn load_object(obj: object::Body) -> Mesh<FigurePipeline> {
use object::Body;
let (name, offset) = match obj {
Body::Bomb => ("object.bomb", Vec3::new(-5.5, -5.5, 0.0)),
Body::Scarecrow => ("object.scarecrow", Vec3::new(-9.5, -4.0, 0.0)),
Body::Cauldron => ("object.cauldron", Vec3::new(-10.0, -10.0, 0.0)),
Body::ChestVines => ("object.chest_vines", Vec3::new(-7.5, -6.0, 0.0)),
Body::Chest => ("object.chest", Vec3::new(-7.5, -6.0, 0.0)),
Body::ChestDark => ("object.chest_dark", Vec3::new(-7.5, -6.0, 0.0)),
Body::ChestDemon => ("object.chest_demon", Vec3::new(-7.5, -6.0, 0.0)),
Body::ChestGold => ("object.chest_gold", Vec3::new(-7.5, -6.0, 0.0)),
Body::ChestLight => ("object.chest_light", Vec3::new(-7.5, -6.0, 0.0)),
Body::ChestOpen => ("object.chest_open", Vec3::new(-7.5, -6.0, 0.0)),
Body::ChestSkull => ("object.chest_skull", Vec3::new(-7.5, -6.0, 0.0)),
Body::Pumpkin => ("object.pumpkin", Vec3::new(-5.5, -4.0, 0.0)),
Body::Pumpkin2 => ("object.pumpkin_2", Vec3::new(-5.0, -4.0, 0.0)),
Body::Pumpkin3 => ("object.pumpkin_3", Vec3::new(-5.0, -4.0, 0.0)),
Body::Pumpkin4 => ("object.pumpkin_4", Vec3::new(-5.0, -4.0, 0.0)),
Body::Pumpkin5 => ("object.pumpkin_5", Vec3::new(-4.0, -5.0, 0.0)),
Body::Campfire => ("object.campfire", Vec3::new(-9.0, -10.0, 0.0)),
Body::LanternGround => ("object.lantern_ground", Vec3::new(-3.5, -3.5, 0.0)),
Body::LanternGroundOpen => ("object.lantern_ground_open", Vec3::new(-3.5, -3.5, 0.0)),
Body::LanternStanding => ("object.lantern_standing", Vec3::new(-7.5, -3.5, 0.0)),
Body::LanternStanding2 => ("object.lantern_standing_2", Vec3::new(-11.5, -3.5, 0.0)),
Body::PotionRed => ("object.potion_red", Vec3::new(-2.0, -2.0, 0.0)),
Body::PotionBlue => ("object.potion_blue", Vec3::new(-2.0, -2.0, 0.0)),
Body::PotionGreen => ("object.potion_green", Vec3::new(-2.0, -2.0, 0.0)),
Body::Crate => ("object.crate", Vec3::new(-7.0, -7.0, 0.0)),
Body::Tent => ("object.tent", Vec3::new(-18.5, -19.5, 0.0)),
Body::WindowSpooky => ("object.window_spooky", Vec3::new(-15.0, -1.5, -1.0)),
Body::DoorSpooky => ("object.door_spooky", Vec3::new(-15.0, -4.5, 0.0)),
Body::Table => ("object.table", Vec3::new(-12.0, -8.0, 0.0)),
Body::Table2 => ("object.table_2", Vec3::new(-8.0, -8.0, 0.0)),
Body::Table3 => ("object.table_3", Vec3::new(-10.0, -10.0, 0.0)),
Body::Drawer => ("object.drawer", Vec3::new(-11.0, -7.5, 0.0)),
Body::BedBlue => ("object.bed_human_blue", Vec3::new(-11.0, -15.0, 0.0)),
Body::Anvil => ("object.anvil", Vec3::new(-3.0, -7.0, 0.0)),
Body::Gravestone => ("object.gravestone", Vec3::new(-5.0, -2.0, 0.0)),
Body::Gravestone2 => ("object.gravestone_2", Vec3::new(-8.5, -3.0, 0.0)),
Body::Chair => ("object.chair", Vec3::new(-5.0, -4.5, 0.0)),
Body::Chair2 => ("object.chair_2", Vec3::new(-5.0, -4.5, 0.0)),
Body::Chair3 => ("object.chair_3", Vec3::new(-5.0, -4.5, 0.0)),
Body::Bench => ("object.bench", Vec3::new(-8.8, -5.0, 0.0)),
Body::Carpet => ("object.carpet", Vec3::new(-14.0, -14.0, -0.5)),
Body::Bedroll => ("object.bedroll", Vec3::new(-11.0, -19.5, -0.5)),
Body::CarpetHumanRound => ("object.carpet_human_round", Vec3::new(-14.0, -14.0, -0.5)),
Body::CarpetHumanSquare => ("object.carpet_human_square", Vec3::new(-13.5, -14.0, -0.5)),
Body::CarpetHumanSquare2 => (
"object.carpet_human_square_2",
Vec3::new(-13.5, -14.0, -0.5),
),
Body::CarpetHumanSquircle => (
"object.carpet_human_squircle",
Vec3::new(-21.0, -21.0, -0.5),
),
Body::Pouch => ("object.pouch", Vec3::new(-5.5, -4.5, 0.0)),
};
load_mesh(name, offset)
}

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mod cache;
mod load;
pub use cache::FigureModelCache;
pub use load::load_mesh; // TODO: Don't make this public.
use crate::{
anim::{
self, character::CharacterSkeleton, object::ObjectSkeleton, quadruped::QuadrupedSkeleton,
quadrupedmedium::QuadrupedMediumSkeleton, Animation, Skeleton,
},
render::{Consts, FigureBoneData, FigureLocals, Globals, Light, Renderer},
scene::camera::{Camera, CameraMode},
};
use client::Client;
use common::{
comp::{
ActionState::*, Body,
CharacterState, Last, MovementState::*, Ori, Pos, Scale, Stats, Vel,
},
terrain::TerrainChunkSize,
vol::VolSize,
};
use hashbrown::HashMap;
use log::debug;
use specs::{Entity as EcsEntity, Join};
use vek::*;
use std::time::Instant;
const DAMAGE_FADE_COEFFICIENT: f64 = 5.0;
pub struct FigureMgr {
model_cache: FigureModelCache,
character_states: HashMap<EcsEntity, FigureState<CharacterSkeleton>>,
quadruped_states: HashMap<EcsEntity, FigureState<QuadrupedSkeleton>>,
quadruped_medium_states: HashMap<EcsEntity, FigureState<QuadrupedMediumSkeleton>>,
object_states: HashMap<EcsEntity, FigureState<ObjectSkeleton>>,
}
impl FigureMgr {
pub fn new() -> Self {
Self {
model_cache: FigureModelCache::new(),
character_states: HashMap::new(),
quadruped_states: HashMap::new(),
quadruped_medium_states: HashMap::new(),
object_states: HashMap::new(),
}
}
pub fn clean(&mut self, tick: u64) {
self.model_cache.clean(tick);
}
pub fn maintain(&mut self, renderer: &mut Renderer, client: &Client) {
let time = client.state().get_time();
let tick = client.get_tick();
let ecs = client.state().ecs();
let view_distance = client.view_distance().unwrap_or(1);
let dt = client.state().get_delta_time();
// Get player position.
let player_pos = ecs
.read_storage::<Pos>()
.get(client.entity())
.map_or(Vec3::zero(), |pos| pos.0);
for (entity, pos, vel, ori, scale, body, character, last_character, stats) in (
&ecs.entities(),
&ecs.read_storage::<Pos>(),
&ecs.read_storage::<Vel>(),
&ecs.read_storage::<Ori>(),
ecs.read_storage::<Scale>().maybe(),
&ecs.read_storage::<Body>(),
ecs.read_storage::<CharacterState>().maybe(),
ecs.read_storage::<Last<CharacterState>>().maybe(),
ecs.read_storage::<Stats>().maybe(),
)
.join()
{
// Don't process figures outside the vd
let vd_frac = (pos.0 - player_pos)
.map2(TerrainChunkSize::SIZE, |d, sz| d.abs() as f32 / sz as f32)
.magnitude()
/ view_distance as f32;
// Keep from re-adding/removing entities on the border of the vd
if vd_frac > 1.2 {
match body {
Body::Humanoid(_) => {
self.character_states.remove(&entity);
}
Body::Quadruped(_) => {
self.quadruped_states.remove(&entity);
}
Body::QuadrupedMedium(_) => {
self.quadruped_medium_states.remove(&entity);
}
Body::Object(_) => {
self.object_states.remove(&entity);
}
}
continue;
} else if vd_frac > 1.0 {
continue;
}
// Change in health as color!
let col = stats
.and_then(|stats| stats.health.last_change)
.map(|(_, time, _)| {
Rgba::broadcast(1.0)
+ Rgba::new(0.0, -1.0, -1.0, 0.0)
.map(|c| (c / (1.0 + DAMAGE_FADE_COEFFICIENT * time)) as f32)
})
.unwrap_or(Rgba::broadcast(1.0));
let scale = scale.map(|s| s.0).unwrap_or(1.0);
let skeleton_attr = &self
.model_cache
.get_or_create_model(renderer, *body, stats.map(|s| &s.equipment), tick)
.1;
match body {
Body::Humanoid(_) => {
let state = self
.character_states
.entry(entity)
.or_insert_with(|| FigureState::new(renderer, CharacterSkeleton::new()));
let (character, last_character) = match (character, last_character) {
(Some(c), Some(l)) => (c, l),
_ => continue,
};
if !character.is_same_movement(&last_character.0) {
state.last_movement_change = Instant::now();
}
if !character.is_same_action(&last_character.0) {
state.last_action_change = Instant::now();
}
let time_since_movement_change =
state.last_movement_change.elapsed().as_secs_f64();
let time_since_action_change = state.last_action_change.elapsed().as_secs_f64();
let target_base = match &character.movement {
Stand => anim::character::StandAnimation::update_skeleton(
&CharacterSkeleton::new(),
time,
time_since_movement_change,
skeleton_attr,
),
Run => anim::character::RunAnimation::update_skeleton(
&CharacterSkeleton::new(),
(vel.0.magnitude(), ori.0.magnitude(), time),
time_since_movement_change,
skeleton_attr,
),
Jump => anim::character::JumpAnimation::update_skeleton(
&CharacterSkeleton::new(),
time,
time_since_movement_change,
skeleton_attr,
),
Roll { .. } => anim::character::RollAnimation::update_skeleton(
&CharacterSkeleton::new(),
time,
time_since_movement_change,
skeleton_attr,
),
Glide => anim::character::GlidingAnimation::update_skeleton(
&CharacterSkeleton::new(),
(vel.0.magnitude(), time),
time_since_movement_change,
skeleton_attr,
),
};
let target_bones = match (&character.movement, &character.action) {
(Stand, Wield { .. }) => anim::character::CidleAnimation::update_skeleton(
&target_base,
time,
time_since_action_change,
skeleton_attr,
),
(Stand, Block { .. }) => {
anim::character::BlockIdleAnimation::update_skeleton(
&target_base,
time,
time_since_action_change,
skeleton_attr,
)
}
(_, Attack { .. }) => anim::character::AttackAnimation::update_skeleton(
&target_base,
time,
time_since_action_change,
skeleton_attr,
),
(_, Wield { .. }) => anim::character::WieldAnimation::update_skeleton(
&target_base,
(vel.0.magnitude(), time),
time_since_action_change,
skeleton_attr,
),
(_, Block { .. }) => anim::character::BlockAnimation::update_skeleton(
&target_base,
time,
time_since_action_change,
skeleton_attr,
),
_ => target_base,
};
state.skeleton.interpolate(&target_bones, dt);
state.update(renderer, pos.0, ori.0, scale, col, dt);
}
Body::Quadruped(_) => {
let state = self
.quadruped_states
.entry(entity)
.or_insert_with(|| FigureState::new(renderer, QuadrupedSkeleton::new()));
let (character, last_character) = match (character, last_character) {
(Some(c), Some(l)) => (c, l),
_ => continue,
};
if !character.is_same_movement(&last_character.0) {
state.last_movement_change = Instant::now();
}
let time_since_movement_change =
state.last_movement_change.elapsed().as_secs_f64();
let target_base = match character.movement {
Stand => anim::quadruped::IdleAnimation::update_skeleton(
&QuadrupedSkeleton::new(),
time,
time_since_movement_change,
skeleton_attr,
),
Run => anim::quadruped::RunAnimation::update_skeleton(
&QuadrupedSkeleton::new(),
(vel.0.magnitude(), time),
time_since_movement_change,
skeleton_attr,
),
Jump => anim::quadruped::JumpAnimation::update_skeleton(
&QuadrupedSkeleton::new(),
(vel.0.magnitude(), time),
time_since_movement_change,
skeleton_attr,
),
// TODO!
_ => state.skeleton_mut().clone(),
};
state.skeleton.interpolate(&target_base, dt);
state.update(renderer, pos.0, ori.0, scale, col, dt);
}
Body::QuadrupedMedium(_) => {
let state = self
.quadruped_medium_states
.entry(entity)
.or_insert_with(|| {
FigureState::new(renderer, QuadrupedMediumSkeleton::new())
});
let (character, last_character) = match (character, last_character) {
(Some(c), Some(l)) => (c, l),
_ => continue,
};
if !character.is_same_movement(&last_character.0) {
state.last_movement_change = Instant::now();
}
let time_since_movement_change =
state.last_movement_change.elapsed().as_secs_f64();
let target_base = match character.movement {
Stand => anim::quadrupedmedium::IdleAnimation::update_skeleton(
&QuadrupedMediumSkeleton::new(),
time,
time_since_movement_change,
skeleton_attr,
),
Run => anim::quadrupedmedium::RunAnimation::update_skeleton(
&QuadrupedMediumSkeleton::new(),
(vel.0.magnitude(), time),
time_since_movement_change,
skeleton_attr,
),
Jump => anim::quadrupedmedium::JumpAnimation::update_skeleton(
&QuadrupedMediumSkeleton::new(),
(vel.0.magnitude(), time),
time_since_movement_change,
skeleton_attr,
),
// TODO!
_ => state.skeleton_mut().clone(),
};
state.skeleton.interpolate(&target_base, dt);
state.update(renderer, pos.0, ori.0, scale, col, dt);
}
Body::Object(_) => {
let state = self
.object_states
.entry(entity)
.or_insert_with(|| FigureState::new(renderer, ObjectSkeleton::new()));
state.skeleton = state.skeleton_mut().clone();
state.update(renderer, pos.0, ori.0, scale, col, dt);
}
}
}
// Clear states that have dead entities.
self.character_states
.retain(|entity, _| ecs.entities().is_alive(*entity));
self.quadruped_states
.retain(|entity, _| ecs.entities().is_alive(*entity));
self.quadruped_medium_states
.retain(|entity, _| ecs.entities().is_alive(*entity));
self.object_states
.retain(|entity, _| ecs.entities().is_alive(*entity));
}
pub fn render(
&mut self,
renderer: &mut Renderer,
client: &mut Client,
globals: &Consts<Globals>,
lights: &Consts<Light>,
camera: &Camera,
) {
let tick = client.get_tick();
let ecs = client.state().ecs();
let frustum = camera.frustum(client);
for (entity, _, _, _, body, stats, _) in (
&ecs.entities(),
&ecs.read_storage::<Pos>(),
&ecs.read_storage::<Vel>(),
&ecs.read_storage::<Ori>(),
&ecs.read_storage::<Body>(),
ecs.read_storage::<Stats>().maybe(),
ecs.read_storage::<Scale>().maybe(),
)
.join()
// Don't render figures outside of frustum (camera viewport, max draw distance is farplane)
.filter(|(_, pos, _, _, _, _, scale)| {
frustum.sphere_intersecting(
&pos.0.x,
&pos.0.y,
&pos.0.z,
&(scale.unwrap_or(&Scale(1.0)).0 * 2.0),
)
})
// Don't render dead entities
.filter(|(_, _, _, _, _, stats, _)| stats.map_or(true, |s| !s.is_dead))
{
if let Some((locals, bone_consts)) = match body {
Body::Humanoid(_) => self
.character_states
.get(&entity)
.map(|state| (state.locals(), state.bone_consts())),
Body::Quadruped(_) => self
.quadruped_states
.get(&entity)
.map(|state| (state.locals(), state.bone_consts())),
Body::QuadrupedMedium(_) => self
.quadruped_medium_states
.get(&entity)
.map(|state| (state.locals(), state.bone_consts())),
Body::Object(_) => self
.object_states
.get(&entity)
.map(|state| (state.locals(), state.bone_consts())),
} {
let model = &self
.model_cache
.get_or_create_model(renderer, *body, stats.map(|s| &s.equipment), tick)
.0;
// Don't render the player's body while in first person mode
if camera.get_mode() == CameraMode::FirstPerson
&& client
.state()
.read_storage::<Body>()
.get(client.entity())
.is_some()
&& entity == client.entity()
{
continue;
}
renderer.render_figure(model, globals, locals, bone_consts, lights);
} else {
debug!("Body has no saved figure");
}
}
}
}
pub struct FigureState<S: Skeleton> {
bone_consts: Consts<FigureBoneData>,
locals: Consts<FigureLocals>,
last_movement_change: Instant,
last_action_change: Instant,
skeleton: S,
pos: Vec3<f32>,
ori: Vec3<f32>,
}
impl<S: Skeleton> FigureState<S> {
pub fn new(renderer: &mut Renderer, skeleton: S) -> Self {
Self {
bone_consts: renderer
.create_consts(&skeleton.compute_matrices())
.unwrap(),
locals: renderer.create_consts(&[FigureLocals::default()]).unwrap(),
last_movement_change: Instant::now(),
last_action_change: Instant::now(),
skeleton,
pos: Vec3::zero(),
ori: Vec3::zero(),
}
}
pub fn update(
&mut self,
renderer: &mut Renderer,
pos: Vec3<f32>,
ori: Vec3<f32>,
scale: f32,
col: Rgba<f32>,
dt: f32,
) {
// Update interpolation values
if self.pos.distance_squared(pos) < 64.0 * 64.0 {
self.pos = Lerp::lerp(self.pos, pos, 15.0 * dt);
self.ori = Slerp::slerp(self.ori, ori, 7.5 * dt);
} else {
self.pos = pos;
self.ori = ori;
}
let mat = Mat4::<f32>::identity()
* Mat4::translation_3d(self.pos)
* Mat4::rotation_z(-ori.x.atan2(ori.y))
* Mat4::scaling_3d(Vec3::from(0.8 * scale));
let locals = FigureLocals::new(mat, col);
renderer.update_consts(&mut self.locals, &[locals]).unwrap();
renderer
.update_consts(&mut self.bone_consts, &self.skeleton.compute_matrices())
.unwrap();
}
pub fn locals(&self) -> &Consts<FigureLocals> {
&self.locals
}
pub fn bone_consts(&self) -> &Consts<FigureBoneData> {
&self.bone_consts
}
pub fn skeleton_mut(&mut self) -> &mut S {
&mut self.skeleton
}
}