first quadruped changes

Former-commit-id: 71ad084a872c3bf96d5cbab53c376d214f3cdcd0
This commit is contained in:
jshipsey 2019-05-13 19:43:10 -04:00
parent 3a0befee8c
commit 732c43ce11
14 changed files with 830 additions and 2 deletions

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assets/voxygen/voxel/pigchest.vox (Stored with Git LFS) Normal file

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assets/voxygen/voxel/pighead.vox (Stored with Git LFS) Normal file

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assets/voxygen/voxel/pigleg_l.vox (Stored with Git LFS) Normal file

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@ -129,10 +129,47 @@ impl HumanoidBody {
}
}
}
const ALL_QRACES: [Race; 6] = [
Race::Danari,
Race::Dwarf,
Race::Elf,
Race::Human,
Race::Orc,
Race::Undead,];
const ALL_QBODY_TYPES: [BodyType; 3] = [BodyType::Female, BodyType::Male, BodyType::Unspecified];
const ALL_QHEADS: [Head; 1] = [Head::Default];
const ALL_QCHESTS: [Chest; 1] = [Chest::Default];
const ALL_QHANDS: [Hand; 1] = [Hand::Default];
const ALL_QFEET: [Foot; 1] = [Foot::Default];
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub struct QuadrupedBody {
pub race: Race,
pub body_type: BodyType,
pub head: Head,
pub chest: Chest,
pub hand: Hand,
pub foot: Foot,
}
impl QuadrupedBody {
pub fn random() -> Self {
Self {
race: *thread_rng().choose(&ALL_QRACES).unwrap(),
body_type: *thread_rng().choose(&ALL_QBODY_TYPES).unwrap(),
head: *thread_rng().choose(&ALL_QHEADS).unwrap(),
chest: *thread_rng().choose(&ALL_QCHESTS).unwrap(),
hand: *thread_rng().choose(&ALL_QHANDS).unwrap(),
foot: *thread_rng().choose(&ALL_QFEET).unwrap(),
}
}
}
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum Body {
Humanoid(HumanoidBody),
Quadruped(QuadrupedBody),
}
#[derive(Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]

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@ -9,5 +9,6 @@ pub use actor::Animation;
pub use actor::AnimationHistory;
pub use actor::Body;
pub use actor::HumanoidBody;
pub use actor::QuadrupedBody;
pub use agent::{Agent, Control};
pub use player::Player;

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@ -194,7 +194,7 @@ fn handle_pet(server: &mut Server, entity: EcsEntity, args: String, action: &Cha
server
.create_npc(
"Bungo".to_owned(),
comp::Body::Humanoid(comp::HumanoidBody::random()),
comp::Body::Quadruped(comp::QuadrupedBody::random()),
)
.with(comp::Control::default())
.with(comp::Agent::Pet {

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@ -71,6 +71,7 @@ impl Animation for RunAnimation {
next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one();
next.torso.offset = Vec3::new(-0.5, -0.2, 0.4);
next.torso.ori = Quaternion::rotation_x(-velocity * 0.05 - wavecos * 0.1);
next.torso.scale = Vec3::one() / 11.0;

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@ -1,5 +1,5 @@
pub mod character;
pub mod quadruped;
// Library
use vek::*;

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@ -0,0 +1,68 @@
pub mod run;
// Reexports
pub use self::run::RunAnimation;
// Crate
use crate::render::FigureBoneData;
// Local
use super::{Bone, Skeleton};
const SCALE: f32 = 11.0;
#[derive(Clone)]
pub struct QuadrupedSkeleton {
head: Bone,
chest: Bone,
lf_leg: Bone,
rf_leg: Bone,
lb_leg: Bone,
rb_leg: Bone,
}
impl QuadrupedSkeleton {
pub fn new() -> Self {
Self {
head: Bone::default(),
chest: Bone::default(),
lf_leg: Bone::default(),
rf_leg: Bone::default(),
lb_leg: Bone::default(),
rb_leg: Bone::default(),
}
}
}
impl Skeleton for QuadrupedSkeleton {
fn compute_matrices(&self) -> [FigureBoneData; 16] {
[
FigureBoneData::new(self.head.compute_base_matrix()),
FigureBoneData::new(self.chest.compute_base_matrix()),
FigureBoneData::new(self.lf_leg.compute_base_matrix()),
FigureBoneData::new(self.rf_leg.compute_base_matrix()),
FigureBoneData::new(self.lb_leg.compute_base_matrix()),
FigureBoneData::new(self.rb_leg.compute_base_matrix()),
FigureBoneData::default(),
FigureBoneData::default(),
FigureBoneData::default(),
FigureBoneData::default(),
FigureBoneData::default(),
FigureBoneData::default(),
FigureBoneData::default(),
FigureBoneData::default(),
FigureBoneData::default(),
FigureBoneData::default(),
]
}
fn interpolate(&mut self, target: &Self) {
self.head.interpolate(&target.head);
self.chest.interpolate(&target.chest);
self.lf_leg.interpolate(&target.lf_leg);
self.rf_leg.interpolate(&target.rf_leg);
self.lb_leg.interpolate(&target.lb_leg);
self.rb_leg.interpolate(&target.rb_leg);
}
}

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@ -0,0 +1,57 @@
// Standard
use std::f32::consts::PI;
// Library
use vek::*;
// Local
use super::{super::Animation, QuadrupedSkeleton, SCALE};
pub struct RunAnimation;
impl Animation for RunAnimation {
type Skeleton = QuadrupedSkeleton;
type Dependency = (f32, f64);
fn update_skeleton(
skeleton: &Self::Skeleton,
(velocity, global_time): Self::Dependency,
anim_time: f64,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let wave = (anim_time as f32 * 14.0).sin();
let wavetest = (wave.cbrt());
let fuzzwave = (anim_time as f32 * 12.0).sin();
let wavecos = (anim_time as f32 * 14.0).cos();
let wave_slow = (anim_time as f32 * 7.0 + PI).sin();
let wavecos_slow = (anim_time as f32 * 8.0 + PI).cos();
let wave_dip = (wave_slow.abs() - 0.5).abs();
next.head.offset = Vec3::new(5.5, 2.0, 11.0 + wavecos * 1.3);
next.head.ori = Quaternion::rotation_x(0.15);
next.head.scale = Vec3::one();
next.chest.offset = Vec3::new(5.5, 0.0, 7.0 + wavecos * 1.1);
next.chest.ori = Quaternion::rotation_z(wave * 0.1);
next.chest.scale = Vec3::one();
next.lf_leg.offset = Vec3::new(5.5, 0.0, 5.0 + wavecos * 1.1);
next.lf_leg.ori = Quaternion::rotation_z(wave * 0.25);
next.lf_leg.scale = Vec3::one();
next.rf_leg.offset = Vec3::new(5.5, 0.0, 2.0 + wavecos * 1.1);
next.rf_leg.ori = Quaternion::rotation_z(wave * 0.6);
next.rf_leg.scale = Vec3::one();
next.lb_leg.offset = Vec3::new(-6.0, 0.0 + wavecos * 2.5, 11.0 - wave * 1.5);
next.lb_leg.ori = Quaternion::rotation_x(wavecos * 0.9);
next.lb_leg.scale = Vec3::one();
next.rb_leg.offset = Vec3::new(9.0, 0.0 - wavecos * 2.5, 11.0 + wave * 1.5);
next.rb_leg.ori = Quaternion::rotation_x(wavecos * -0.9);
next.rb_leg.scale = Vec3::one();
next
}
}

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@ -308,7 +308,9 @@ impl FigureMgr {
state.bone_consts(),
);
}
Body::Quadruped(body) => {..};
} // TODO: Non-humanoid bodies
},
// TODO: Non-character actors
}

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@ -0,0 +1,360 @@
use crate::{
anim::{
character::{CharacterSkeleton, IdleAnimation, JumpAnimation, RunAnimation},
Animation, Skeleton,
},
mesh::Meshable,
render::{
Consts, FigureBoneData, FigureLocals, FigurePipeline, Globals, Mesh, Model, Renderer,
},
Error,
};
use client::Client;
use common::{
assets,
comp::{
self,
actor::{Belt, Chest, Foot, Hand, Head, Pants, Shoulder, Weapon},
Body, HumanoidBody,
},
figure::Segment,
msg,
};
use dot_vox::DotVoxData;
use specs::{Component, Entity as EcsEntity, Join, VecStorage};
use std::{collections::HashMap, f32};
use vek::*;
pub struct FigureModelCache {
models: HashMap<HumanoidBody, (Model<FigurePipeline>, u64)>,
}
impl FigureModelCache {
pub fn new() -> Self {
Self {
models: HashMap::new(),
}
}
pub fn get_or_create_model(
&mut self,
renderer: &mut Renderer,
body: HumanoidBody,
tick: u64,
) -> &Model<FigurePipeline> {
match self.models.get_mut(&body) {
Some((model, last_used)) => {
*last_used = tick;
}
None => {
self.models.insert(
body,
(
{
let bone_meshes = [
Some(Self::load_head(body.head)),
Some(Self::load_chest(body.chest)),
Some(Self::load_belt(body.belt)),
Some(Self::load_pants(body.pants)),
Some(Self::load_left_hand(body.hand)),
Some(Self::load_right_hand(body.hand)),
Some(Self::load_left_foot(body.foot)),
Some(Self::load_right_foot(body.foot)),
Some(Self::load_weapon(body.weapon)),
Some(Self::load_left_shoulder(body.shoulder)),
Some(Self::load_right_shoulder(body.shoulder)),
None,
None,
None,
None,
None,
];
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()
},
tick,
),
);
}
}
&self.models[&body].0
}
pub fn clean(&mut self, tick: u64) {
// TODO: Don't hard-code this
self.models
.retain(|_, (_, last_used)| *last_used + 60 > tick);
}
// TODO: Don't make this public
pub fn load_mesh(filename: &str, position: Vec3<f32>) -> Mesh<FigurePipeline> {
let fullpath: String = ["/voxygen/voxel/", filename].concat();
Segment::from(assets::load_expect::<DotVoxData>(fullpath.as_str()).as_ref())
.generate_mesh(position)
}
fn load_head(head: Head) -> Mesh<FigurePipeline> {
Self::load_mesh(
match head {
Head::Default => "head.vox",
},
Vec3::new(-7.0, -5.5, -6.0),
)
}
fn load_chest(chest: Chest) -> Mesh<FigurePipeline> {
Self::load_mesh(
match chest {
Chest::Default => "chest.vox",
},
Vec3::new(-6.0, -3.5, 0.0),
)
}
fn load_belt(belt: Belt) -> Mesh<FigurePipeline> {
Self::load_mesh(
match belt {
Belt::Default => "belt.vox",
},
Vec3::new(-5.0, -3.5, 0.0),
)
}
fn load_pants(pants: Pants) -> Mesh<FigurePipeline> {
Self::load_mesh(
match pants {
Pants::Default => "pants.vox",
},
Vec3::new(-5.0, -3.5, 0.0),
)
}
fn load_left_hand(hand: Hand) -> Mesh<FigurePipeline> {
Self::load_mesh(
match hand {
Hand::Default => "hand.vox",
},
Vec3::new(2.0, 0.0, -7.0),
)
}
fn load_right_hand(hand: Hand) -> Mesh<FigurePipeline> {
Self::load_mesh(
match hand {
Hand::Default => "hand.vox",
},
Vec3::new(2.0, 0.0, -7.0),
)
}
fn load_left_foot(foot: Foot) -> Mesh<FigurePipeline> {
Self::load_mesh(
match foot {
Foot::Default => "foot.vox",
},
Vec3::new(2.5, -3.5, -9.0),
)
}
fn load_right_foot(foot: Foot) -> Mesh<FigurePipeline> {
Self::load_mesh(
match foot {
Foot::Default => "foot.vox",
},
Vec3::new(2.5, -3.5, -9.0),
)
}
fn load_weapon(weapon: Weapon) -> Mesh<FigurePipeline> {
Self::load_mesh(
match weapon {
Weapon::Sword => "sword.vox",
// TODO actually match against other weapons and set the right model
_ => "sword.vox",
},
Vec3::new(0.0, 0.0, -4.0),
)
}
fn load_left_shoulder(shoulder: Shoulder) -> Mesh<FigurePipeline> {
Self::load_mesh(
match shoulder {
Shoulder::Default => "shoulder_l.vox",
},
Vec3::new(2.5, 0.0, 0.0),
)
}
fn load_right_shoulder(shoulder: Shoulder) -> Mesh<FigurePipeline> {
Self::load_mesh(
match shoulder {
Shoulder::Default => "shoulder_r.vox",
},
Vec3::new(2.5, 0.0, 0.0),
)
}
// fn load_draw(draw: Draw) -> Mesh<FigurePipeline> {
// Self::load_mesh(
// match draw {
// //Draw::DefaultDraw => "sword.vox",
//
// },
// Vec3::new(0.0, 0.0, -2.0)
//
//
// )
// }
}
pub struct FigureMgr {
model_cache: FigureModelCache,
states: HashMap<EcsEntity, FigureState<CharacterSkeleton>>,
}
impl FigureMgr {
pub fn new() -> Self {
Self {
model_cache: FigureModelCache::new(),
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 ecs = client.state().ecs();
for (entity, pos, vel, dir, actor, animation_history) in (
&ecs.entities(),
&ecs.read_storage::<comp::phys::Pos>(),
&ecs.read_storage::<comp::phys::Vel>(),
&ecs.read_storage::<comp::phys::Dir>(),
&ecs.read_storage::<comp::Actor>(),
&ecs.read_storage::<comp::AnimationHistory>(),
)
.join()
{
match actor {
comp::Actor::Character { body, .. } => match body {
Body::Humanoid(body) => {
let state = self.states.entry(entity).or_insert_with(|| {
FigureState::new(renderer, CharacterSkeleton::new())
});
let target_skeleton = match animation_history.current {
comp::Animation::Idle => IdleAnimation::update_skeleton(
state.skeleton_mut(),
time,
animation_history.time,
),
comp::Animation::Run => RunAnimation::update_skeleton(
state.skeleton_mut(),
(vel.0.magnitude(), time),
animation_history.time,
),
comp::Animation::Jump => JumpAnimation::update_skeleton(
state.skeleton_mut(),
time,
animation_history.time,
),
};
state.skeleton.interpolate(&target_skeleton);
state.update(renderer, pos.0, dir.0);
} // TODO: Non-humanoid bodies
},
// TODO: Non-character actors
}
}
self.states
.retain(|entity, _| ecs.entities().is_alive(*entity));
}
pub fn render(
&mut self,
renderer: &mut Renderer,
client: &mut Client,
globals: &Consts<Globals>,
) {
let tick = client.get_tick();
let ecs = client.state().ecs();
for (entity, actor) in (&ecs.entities(), &ecs.read_storage::<comp::Actor>()).join() {
match actor {
comp::Actor::Character { body, .. } => match body {
Body::Humanoid(body) => {
if let Some(state) = self.states.get(&entity) {
let model = self.model_cache.get_or_create_model(renderer, *body, tick);
renderer.render_figure(
model,
globals,
&state.locals(),
state.bone_consts(),
);
}
} // TODO: Non-humanoid bodies
},
// TODO: Non-character actors
}
}
}
}
pub struct FigureState<S: Skeleton> {
bone_consts: Consts<FigureBoneData>,
locals: Consts<FigureLocals>,
skeleton: S,
}
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(),
skeleton,
}
}
pub fn update(&mut self, renderer: &mut Renderer, pos: Vec3<f32>, dir: Vec3<f32>) {
let mat = Mat4::<f32>::identity()
* Mat4::translation_3d(pos)
* Mat4::rotation_z(-dir.x.atan2(dir.y)); // + f32::consts::PI / 2.0);
let locals = FigureLocals::new(mat);
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
}
}

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@ -0,0 +1,290 @@
use crate::{
anim::{
quadruped::{QuadrupedSkeleton, RunAnimation},
Animation, Skeleton,
},
mesh::Meshable,
render::{
Consts, FigureBoneData, FigureLocals, FigurePipeline, Globals, Mesh, Model, Renderer,
},
Error,
};
use client::Client;
use common::{
assets,
comp::{
self,
actor::{Head, Chest, l_leg, r_leg},
Body, QuadrupedBody,
},
figure::Segment,
msg,
};
use dot_vox::DotVoxData;
use specs::{Component, Entity as EcsEntity, Join, VecStorage};
use std::{collections::HashMap, f32};
use vek::*;
pub struct FigureModelCache {
models: HashMap<QuadrupedBody, (Model<FigurePipeline>, u64)>,
}
impl FigureModelCache {
pub fn new() -> Self {
Self {
models: HashMap::new(),
}
}
pub fn get_or_create_model(
&mut self,
renderer: &mut Renderer,
body: QuadrupedBody,
tick: u64,
) -> &Model<FigurePipeline> {
match self.models.get_mut(&body) {
Some((model, last_used)) => {
*last_used = tick;
}
None => {
self.models.insert(
body,
(
{
let bone_meshes = [
Some(Self::load_head(body.head)),
Some(Self::load_chest(body.chest)),
Some(Self::load_lf_leg(body.leg_l)),
Some(Self::load_rf_leg(body.leg_r)),
Some(Self::load_lb_leg(body.leg_l)),
Some(Self::load_rb_leg(body.leg_r)),
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
];
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()
},
tick,
),
);
}
}
&self.models[&body].0
}
pub fn clean(&mut self, tick: u64) {
// TODO: Don't hard-code this
self.models
.retain(|_, (_, last_used)| *last_used + 60 > tick);
}
// TODO: Don't make this public
pub fn load_mesh(filename: &str, position: Vec3<f32>) -> Mesh<FigurePipeline> {
let fullpath: String = ["/voxygen/voxel/", filename].concat();
Segment::from(assets::load_expect::<DotVoxData>(fullpath.as_str()).as_ref())
.generate_mesh(position)
}
fn load_head(head: Head) -> Mesh<FigurePipeline> {
Self::load_mesh(
match head {
Head::Default => "pighead.vox",
},
Vec3::new(0.0, 0.0, 0.0),
)
}
fn load_chest(chest: Chest) -> Mesh<FigurePipeline> {
Self::load_mesh(
match chest {
Chest::Default => "pigchest.vox",
},
Vec3::new(0.0, 0.0, 0.0),
)
}
fn load_lf_leg(leg_l: Leg_l) -> Mesh<FigurePipeline> {
Self::load_mesh(
match belt {
Belt::Default => "pigleg_l.vox",
},
Vec3::new(0.0, 0.0, 0.0),
)
}
fn load_rf_leg(leg_R: Leg_r) -> Mesh<FigurePipeline> {
Self::load_mesh(
match pants {
Pants::Default => "pigleg_r.vox",
},
Vec3::new(0.0, 0.0, 0.0),
)
}
fn load_lb_leg(leg_l: Leg_l) -> Mesh<FigurePipeline> {
Self::load_mesh(
match hand {
Hand::Default => "pigleg_l.vox",
},
Vec3::new(0.0, 0.0, 0.0),
)
}
fn load_rb_leg(leg_R: Leg_r) -> Mesh<FigurePipeline> {
Self::load_mesh(
match hand {
Hand::Default => "pigleg_r.vox",
},
Vec3::new(0.0, 0.0, 0.0),
)
}
}
pub struct FigureMgr {
model_cache: FigureModelCache,
states: HashMap<EcsEntity, FigureState<QuadrupedSkeleton>>,
}
impl FigureMgr {
pub fn new() -> Self {
Self {
model_cache: FigureModelCache::new(),
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 ecs = client.state().ecs();
for (entity, pos, vel, dir, actor, animation_history) in (
&ecs.entities(),
&ecs.read_storage::<comp::phys::Pos>(),
&ecs.read_storage::<comp::phys::Vel>(),
&ecs.read_storage::<comp::phys::Dir>(),
&ecs.read_storage::<comp::Actor>(),
&ecs.read_storage::<comp::AnimationHistory>(),
)
.join()
{
match actor {
comp::Actor::Quadruped { body, .. } => match body {
Body::Humanoid(body) => {
let state = self.states.entry(entity).or_insert_with(|| {
FigureState::new(renderer, QuadrupedSkeleton::new())
});
comp::Animation::Run => RunAnimation::update_skeleton(
state.skeleton_mut(),
(vel.0.magnitude(), time),
animation_history.time,
),
};
state.skeleton.interpolate(&target_skeleton);
state.update(renderer, pos.0, dir.0);
} // TODO: Non-humanoid bodies
},
// TODO: Non-character actors
}
}
self.states
.retain(|entity, _| ecs.entities().is_alive(*entity));
}
pub fn render(
&mut self,
renderer: &mut Renderer,
client: &mut Client,
globals: &Consts<Globals>,
) {
let tick = client.get_tick();
let ecs = client.state().ecs();
for (entity, actor) in (&ecs.entities(), &ecs.read_storage::<comp::Actor>()).join() {
match actor {
comp::Actor::Quadruped { body, .. } => match body {
Body::Humanoid(body) => {
if let Some(state) = self.states.get(&entity) {
let model = self.model_cache.get_or_create_model(renderer, *body, tick);
renderer.render_figure(
model,
globals,
&state.locals(),
state.bone_consts(),
);
}
} // TODO: Non-humanoid bodies
},
// TODO: Non-character actors
}
}
}
}
pub struct FigureState<S: Skeleton> {
bone_consts: Consts<FigureBoneData>,
locals: Consts<FigureLocals>,
skeleton: S,
}
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(),
skeleton,
}
}
pub fn update(&mut self, renderer: &mut Renderer, pos: Vec3<f32>, dir: Vec3<f32>) {
let mat = Mat4::<f32>::identity()
* Mat4::translation_3d(pos)
* Mat4::rotation_z(-dir.x.atan2(dir.y)); // + f32::consts::PI / 2.0);
let locals = FigureLocals::new(mat);
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
}
}