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Split up figure.rs
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155
voxygen/src/scene/figure/cache.rs
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155
voxygen/src/scene/figure/cache.rs
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@ -0,0 +1,155 @@
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use super::load::*;
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use crate::{
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anim::SkeletonAttr,
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render::{FigurePipeline, Mesh, Model, Renderer},
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};
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use common::comp::{Body, Equipment};
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use hashbrown::HashMap;
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#[derive(PartialEq, Eq, Hash, Clone)]
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enum FigureKey {
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Simple(Body),
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Complex(Body, Option<Equipment>),
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}
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pub struct FigureModelCache {
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models: HashMap<FigureKey, ((Model<FigurePipeline>, SkeletonAttr), u64)>,
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}
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impl FigureModelCache {
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pub fn new() -> Self {
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Self {
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models: HashMap::new(),
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}
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}
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pub fn get_or_create_model(
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&mut self,
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renderer: &mut Renderer,
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body: Body,
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equipment: Option<&Equipment>,
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tick: u64,
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) -> &(Model<FigurePipeline>, SkeletonAttr) {
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let key = if equipment.is_some() {
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FigureKey::Complex(body, equipment.cloned())
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} else {
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FigureKey::Simple(body)
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};
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match self.models.get_mut(&key) {
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Some((_model, last_used)) => {
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*last_used = tick;
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}
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None => {
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self.models.insert(
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key.clone(),
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(
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{
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let bone_meshes = match body {
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Body::Humanoid(body) => [
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Some(load_head(body.race, body.body_type)),
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Some(load_chest(body.chest)),
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Some(load_belt(body.belt)),
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Some(load_pants(body.pants)),
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Some(load_left_hand(body.hand)),
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Some(load_right_hand(body.hand)),
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Some(load_left_foot(body.foot)),
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Some(load_right_foot(body.foot)),
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Some(load_main(equipment.and_then(|e| e.main.as_ref()))),
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Some(load_left_shoulder(body.shoulder)),
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Some(load_right_shoulder(body.shoulder)),
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Some(load_draw()),
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None,
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None,
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None,
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None,
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],
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Body::Quadruped(body) => [
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Some(load_pig_head(body.head)),
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Some(load_pig_chest(body.chest)),
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Some(load_pig_leg_lf(body.leg_l)),
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Some(load_pig_leg_rf(body.leg_r)),
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Some(load_pig_leg_lb(body.leg_l)),
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Some(load_pig_leg_rb(body.leg_r)),
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None,
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None,
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None,
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None,
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None,
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None,
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None,
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None,
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None,
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None,
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],
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Body::QuadrupedMedium(body) => [
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Some(load_wolf_head_upper(body.head_upper)),
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Some(load_wolf_jaw(body.jaw)),
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Some(load_wolf_head_lower(body.head_lower)),
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Some(load_wolf_tail(body.tail)),
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Some(load_wolf_torso_back(body.torso_back)),
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Some(load_wolf_torso_mid(body.torso_mid)),
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Some(load_wolf_ears(body.ears)),
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Some(load_wolf_foot_lf(body.foot_lf)),
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Some(load_wolf_foot_rf(body.foot_rf)),
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Some(load_wolf_foot_lb(body.foot_lb)),
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Some(load_wolf_foot_rb(body.foot_rb)),
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None,
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None,
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None,
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None,
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None,
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],
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Body::Object(object) => [
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Some(load_object(object)),
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None,
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None,
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None,
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None,
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None,
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None,
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None,
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None,
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None,
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None,
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None,
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None,
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None,
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None,
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None,
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],
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};
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let skeleton_attr = match body {
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Body::Humanoid(body) => SkeletonAttr::from(&body),
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_ => SkeletonAttr::default(),
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};
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let mut mesh = Mesh::new();
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bone_meshes
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.iter()
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.enumerate()
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.filter_map(|(i, bm)| bm.as_ref().map(|bm| (i, bm)))
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.for_each(|(i, bone_mesh)| {
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mesh.push_mesh_map(bone_mesh, |vert| {
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vert.with_bone_idx(i as u8)
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})
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});
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(renderer.create_model(&mesh).unwrap(), skeleton_attr)
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},
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tick,
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),
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);
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}
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}
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&self.models[&key].0
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}
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pub fn clean(&mut self, tick: u64) {
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// TODO: Don't hard-code this.
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self.models
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.retain(|_, (_, last_used)| *last_used + 60 > tick);
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}
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}
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419
voxygen/src/scene/figure/load.rs
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419
voxygen/src/scene/figure/load.rs
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@ -0,0 +1,419 @@
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use crate::{
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mesh::Meshable,
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render::{FigurePipeline, Mesh},
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};
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use common::{
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assets,
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comp::{
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humanoid::{Belt, BodyType, Chest, Foot, Hand, Pants, Race, Shoulder},
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item::Tool,
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object, quadruped, quadruped_medium, Item,
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},
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figure::Segment,
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};
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use dot_vox::DotVoxData;
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use vek::*;
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pub fn load_segment(mesh_name: &str) -> Segment {
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let full_specifier: String = ["voxygen.voxel.", mesh_name].concat();
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Segment::from(assets::load_expect::<DotVoxData>(full_specifier.as_str()).as_ref())
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}
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pub fn load_mesh(mesh_name: &str, position: Vec3<f32>) -> Mesh<FigurePipeline> {
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Meshable::<FigurePipeline, FigurePipeline>::generate_mesh(&load_segment(mesh_name), position).0
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}
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pub fn load_head(race: Race, body_type: BodyType) -> Mesh<FigurePipeline> {
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let (name, offset) = match (race, body_type) {
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// z-value should be 0.25 of the total z
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(Race::Human, BodyType::Male) => {
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("figure.head.head_human_male", Vec3::new(-7.0, -5.0, -2.25))
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}
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(Race::Human, BodyType::Female) => (
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"figure.head.head_human_female",
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Vec3::new(-7.0, -7.5, -3.25),
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),
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(Race::Elf, BodyType::Male) => ("figure.head.head_elf_male", Vec3::new(-8.0, -5.0, -2.25)),
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(Race::Elf, BodyType::Female) => {
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("figure.head.head_elf_female", Vec3::new(-8.0, -5.5, -3.0))
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}
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(Race::Dwarf, BodyType::Male) => {
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("figure.head.head_dwarf_male", Vec3::new(-6.0, -5.0, -12.5))
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}
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(Race::Dwarf, BodyType::Female) => (
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"figure.head.head_dwarf_female",
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Vec3::new(-6.0, -6.0, -9.25),
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),
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(Race::Orc, BodyType::Male) => ("figure.head.head_orc_male", Vec3::new(-8.0, -5.0, -2.50)),
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(Race::Orc, BodyType::Female) => {
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("figure.head.head_orc_female", Vec3::new(-8.0, -8.0, -3.5))
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}
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(Race::Undead, BodyType::Male) => {
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("figure.head.head_undead_male", Vec3::new(-5.5, -5.0, -2.5))
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}
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(Race::Undead, BodyType::Female) => (
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"figure.head.head_undead_female",
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Vec3::new(-6.0, -5.0, -2.5),
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),
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(Race::Danari, BodyType::Male) => {
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("figure.head.head_danari_male", Vec3::new(-9.0, -5.0, -2.75))
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}
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(Race::Danari, BodyType::Female) => (
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"figure.head.head_danari_female",
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Vec3::new(-9.0, -7.5, -3.0),
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),
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};
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load_mesh(name, offset)
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}
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// loads models with different offsets
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// pub fn load_beard(beard: Beard) -> Mesh<FigurePipeline> {
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// let (name, offset) = match beard {
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// Beard::None => ("figure/body/empty", Vec3::new(0.0, 0.0, 0.0)),
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// Beard::Human1 => ("figure/empty", Vec3::new(0.0, 0.0, 0.0)),
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// };
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// load_mesh(name, offset)
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// }
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pub fn load_chest(chest: Chest) -> Mesh<FigurePipeline> {
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let color = match chest {
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Chest::Brown => (125, 53, 0),
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Chest::Dark => (0, 38, 43),
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Chest::Green => (0, 255, 34),
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Chest::Orange => (255, 106, 0),
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Chest::Blue => (0, 38, 255),
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};
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let bare_chest = load_segment("figure.body.chest");
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let chest_armor = load_segment("armor.chest.generic");
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let chest = bare_chest.union(&chest_armor.chromify(Rgb::from(color)), Vec3::new(0, 0, 0));
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Meshable::<FigurePipeline, FigurePipeline>::generate_mesh(&chest, Vec3::new(-6.0, -3.5, 0.0)).0
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}
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pub fn load_belt(belt: Belt) -> Mesh<FigurePipeline> {
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load_mesh(
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match belt {
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//Belt::Default => "figure/body/belt_male",
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Belt::Dark => "armor.belt.belt_dark",
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},
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Vec3::new(-5.0, -3.5, 0.0),
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)
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}
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pub fn load_pants(pants: Pants) -> Mesh<FigurePipeline> {
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load_mesh(
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match pants {
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Pants::Blue => "armor.pants.pants_blue",
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Pants::Brown => "armor.pants.pants_brown",
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Pants::Dark => "armor.pants.pants_dark",
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Pants::Green => "armor.pants.pants_green",
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Pants::Orange => "armor.pants.pants_orange",
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},
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Vec3::new(-5.0, -3.5, 0.0),
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)
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}
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pub fn load_left_hand(hand: Hand) -> Mesh<FigurePipeline> {
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load_mesh(
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match hand {
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Hand::Default => "figure.body.hand",
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},
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Vec3::new(-2.0, -2.5, -2.0),
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)
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}
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pub fn load_right_hand(hand: Hand) -> Mesh<FigurePipeline> {
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load_mesh(
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match hand {
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Hand::Default => "figure.body.hand",
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},
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Vec3::new(-2.0, -2.5, -2.0),
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)
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}
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pub fn load_left_foot(foot: Foot) -> Mesh<FigurePipeline> {
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load_mesh(
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match foot {
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Foot::Dark => "armor.foot.foot_dark",
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},
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Vec3::new(-2.5, -3.5, -9.0),
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)
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}
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pub fn load_right_foot(foot: Foot) -> Mesh<FigurePipeline> {
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load_mesh(
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match foot {
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Foot::Dark => "armor.foot.foot_dark",
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},
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Vec3::new(-2.5, -3.5, -9.0),
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)
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}
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pub fn load_main(item: Option<&Item>) -> Mesh<FigurePipeline> {
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if let Some(item) = item {
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let (name, offset) = match item {
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Item::Tool { kind, .. } => match kind {
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Tool::Sword => ("weapon.sword.rusty_2h", Vec3::new(-1.5, -6.5, -4.0)),
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Tool::Axe => ("weapon.axe.rusty_2h", Vec3::new(-1.5, -5.0, -4.0)),
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Tool::Hammer => ("weapon.hammer.rusty_2h", Vec3::new(-2.5, -5.5, -4.0)),
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Tool::Daggers => ("weapon.hammer.rusty_2h", Vec3::new(-2.5, -5.5, -4.0)),
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Tool::SwordShield => ("weapon.axe.rusty_2h", Vec3::new(-2.5, -6.5, -2.0)),
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Tool::Bow => ("weapon.hammer.rusty_2h", Vec3::new(-2.5, -5.5, -4.0)),
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Tool::Staff => ("weapon.axe.rusty_2h", Vec3::new(-2.5, -6.5, -2.0)),
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},
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Item::Debug(_) => ("weapon.debug_wand", Vec3::new(-1.5, -9.5, -4.0)),
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_ => ("figure.empty", Vec3::default()),
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};
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load_mesh(name, offset)
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} else {
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load_mesh("figure.empty", Vec3::default())
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}
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}
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pub fn load_left_shoulder(shoulder: Shoulder) -> Mesh<FigurePipeline> {
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load_mesh(
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match shoulder {
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Shoulder::None => "figure.empty",
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Shoulder::Brown1 => "armor.shoulder.shoulder_l_brown",
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},
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Vec3::new(-2.5, -3.5, -1.5),
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)
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}
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pub fn load_right_shoulder(shoulder: Shoulder) -> Mesh<FigurePipeline> {
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load_mesh(
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match shoulder {
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Shoulder::None => "figure.empty",
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Shoulder::Brown1 => "armor.shoulder.shoulder_r_brown",
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},
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Vec3::new(-2.5, -3.5, -1.5),
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)
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}
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// TODO: Inventory
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pub fn load_draw() -> Mesh<FigurePipeline> {
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load_mesh("object.glider", Vec3::new(-26.0, -26.0, -5.0))
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}
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//pub fn load_right_equip(hand: Hand) -> Mesh<FigurePipeline> {
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// load_mesh(
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// match hand {
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// Hand::Default => "figure/body/hand",
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// },
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// Vec3::new(-2.0, -2.5, -5.0),
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// )
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//}
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/////////
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pub fn load_pig_head(head: quadruped::Head) -> Mesh<FigurePipeline> {
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load_mesh(
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match head {
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quadruped::Head::Default => "npc.pig_purple.pig_head",
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},
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Vec3::new(-6.0, 4.5, 3.0),
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)
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}
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pub fn load_pig_chest(chest: quadruped::Chest) -> Mesh<FigurePipeline> {
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load_mesh(
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match chest {
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quadruped::Chest::Default => "npc.pig_purple.pig_chest",
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},
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Vec3::new(-5.0, 4.5, 0.0),
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)
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}
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pub fn load_pig_leg_lf(leg_l: quadruped::LegL) -> Mesh<FigurePipeline> {
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load_mesh(
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match leg_l {
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quadruped::LegL::Default => "npc.pig_purple.pig_leg_l",
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},
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Vec3::new(0.0, -1.0, -1.5),
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)
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}
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pub fn load_pig_leg_rf(leg_r: quadruped::LegR) -> Mesh<FigurePipeline> {
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load_mesh(
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match leg_r {
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quadruped::LegR::Default => "npc.pig_purple.pig_leg_r",
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},
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Vec3::new(0.0, -1.0, -1.5),
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)
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}
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pub fn load_pig_leg_lb(leg_l: quadruped::LegL) -> Mesh<FigurePipeline> {
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load_mesh(
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match leg_l {
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quadruped::LegL::Default => "npc.pig_purple.pig_leg_l",
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},
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Vec3::new(0.0, -1.0, -1.5),
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)
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}
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pub fn load_pig_leg_rb(leg_r: quadruped::LegR) -> Mesh<FigurePipeline> {
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load_mesh(
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match leg_r {
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quadruped::LegR::Default => "npc.pig_purple.pig_leg_r",
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},
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Vec3::new(0.0, -1.0, -1.5),
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)
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}
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//////
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pub fn load_wolf_head_upper(upper_head: quadruped_medium::HeadUpper) -> Mesh<FigurePipeline> {
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load_mesh(
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match upper_head {
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quadruped_medium::HeadUpper::Default => "npc.wolf.wolf_head_upper",
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},
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Vec3::new(-7.0, -6.0, -5.5),
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)
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}
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pub fn load_wolf_jaw(jaw: quadruped_medium::Jaw) -> Mesh<FigurePipeline> {
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load_mesh(
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match jaw {
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quadruped_medium::Jaw::Default => "npc.wolf.wolf_jaw",
|
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},
|
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Vec3::new(-3.0, -3.0, -2.5),
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)
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}
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pub fn load_wolf_head_lower(head_lower: quadruped_medium::HeadLower) -> Mesh<FigurePipeline> {
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load_mesh(
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match head_lower {
|
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quadruped_medium::HeadLower::Default => "npc.wolf.wolf_head_lower",
|
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},
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Vec3::new(-7.0, -6.0, -5.5),
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)
|
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}
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pub fn load_wolf_tail(tail: quadruped_medium::Tail) -> Mesh<FigurePipeline> {
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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)
|
||||
}
|
477
voxygen/src/scene/figure/mod.rs
Normal file
477
voxygen/src/scene/figure/mod.rs
Normal file
@ -0,0 +1,477 @@
|
||||
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
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user