mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Merge branch 'timo-cleanup' into 'master'
Cleanup See merge request veloren/veloren!226
This commit is contained in:
commit
99a1f153fb
@ -115,6 +115,7 @@ impl PlayState for MainMenuState {
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MainMenuEvent::StartSingleplayer => {
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return PlayStateResult::Push(Box::new(StartSingleplayerState::new()));
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}
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MainMenuEvent::Settings => {} // TODO
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MainMenuEvent::Quit => return PlayStateResult::Shutdown,
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MainMenuEvent::DisclaimerClosed => {
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global_state.settings.show_disclaimer = false
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|
@ -87,6 +87,7 @@ pub enum Event {
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},
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StartSingleplayer,
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Quit,
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Settings,
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DisclaimerClosed,
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}
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@ -458,7 +459,8 @@ impl MainMenuUi {
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.was_clicked()
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{
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events.push(Event::Quit);
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};
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}
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// Settings
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if Button::image(self.imgs.button)
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.w_h(190.0, 40.0)
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@ -471,7 +473,10 @@ impl MainMenuUi {
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.label_y(Relative::Scalar(3.0))
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.set(self.ids.settings_button, ui_widgets)
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.was_clicked()
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{};
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{
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events.push(Event::Settings);
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}
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// Servers
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if Button::image(self.imgs.button)
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.w_h(190.0, 40.0)
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|
@ -1,360 +0,0 @@
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use crate::{
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anim::{
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character::{CharacterSkeleton, IdleAnimation, JumpAnimation, RunAnimation},
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Animation, Skeleton,
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},
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mesh::Meshable,
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render::{
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||||
Consts, FigureBoneData, FigureLocals, FigurePipeline, Globals, Mesh, Model, Renderer,
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||||
},
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Error,
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||||
};
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use client::Client;
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use common::{
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||||
assets,
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comp::{
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||||
self,
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actor::{Belt, Chest, Foot, Hand, Head, Pants, Shoulder, Weapon},
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Body, HumanoidBody,
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||||
},
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figure::Segment,
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msg,
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};
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use dot_vox::DotVoxData;
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use specs::{Component, Entity as EcsEntity, Join, VecStorage};
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use std::{collections::HashMap, f32};
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use vek::*;
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pub struct FigureModelCache {
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models: HashMap<HumanoidBody, (Model<FigurePipeline>, 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: HumanoidBody,
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tick: u64,
|
||||
) -> &Model<FigurePipeline> {
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match self.models.get_mut(&body) {
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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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body,
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(
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{
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let bone_meshes = [
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Some(Self::load_head(body.head)),
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Some(Self::load_chest(body.chest)),
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Some(Self::load_belt(body.belt)),
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Some(Self::load_pants(body.pants)),
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Some(Self::load_left_hand(body.hand)),
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Some(Self::load_right_hand(body.hand)),
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Some(Self::load_left_foot(body.foot)),
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Some(Self::load_right_foot(body.foot)),
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Some(Self::load_weapon(body.weapon)),
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Some(Self::load_left_shoulder(body.shoulder)),
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Some(Self::load_right_shoulder(body.shoulder)),
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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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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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|
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renderer.create_model(&mesh).unwrap()
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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[&body].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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// TODO: Don't make this public.
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pub fn load_mesh(filename: &str, position: Vec3<f32>) -> Mesh<FigurePipeline> {
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let full_path: String = ["voxygen/voxel/", filename].concat();
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Segment::from(assets::load_expect::<DotVoxData>(full_path.as_str()).as_ref())
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.generate_mesh(position)
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}
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fn load_head(head: Head) -> Mesh<FigurePipeline> {
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Self::load_mesh(
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match head {
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Head::Default => "figure/head.vox",
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},
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Vec3::new(-7.0, -5.5, -6.0),
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)
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}
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fn load_chest(chest: Chest) -> Mesh<FigurePipeline> {
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Self::load_mesh(
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match chest {
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Chest::Default => "chest.vox",
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},
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Vec3::new(-6.0, -3.5, 0.0),
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||||
)
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}
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fn load_belt(belt: Belt) -> Mesh<FigurePipeline> {
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Self::load_mesh(
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match belt {
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Belt::Default => "belt.vox",
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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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fn load_pants(pants: Pants) -> Mesh<FigurePipeline> {
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Self::load_mesh(
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match pants {
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Pants::Default => "pants.vox",
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},
|
||||
Vec3::new(-5.0, -3.5, 0.0),
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)
|
||||
}
|
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fn load_left_hand(hand: Hand) -> Mesh<FigurePipeline> {
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Self::load_mesh(
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match hand {
|
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Hand::Default => "hand.vox",
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},
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Vec3::new(2.0, 0.0, -7.0),
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)
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||||
}
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fn load_right_hand(hand: Hand) -> Mesh<FigurePipeline> {
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Self::load_mesh(
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match hand {
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Hand::Default => "hand.vox",
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},
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Vec3::new(2.0, 0.0, -7.0),
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)
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}
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fn load_left_foot(foot: Foot) -> Mesh<FigurePipeline> {
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Self::load_mesh(
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match foot {
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Foot::Default => "foot.vox",
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},
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Vec3::new(2.5, -3.5, -9.0),
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)
|
||||
}
|
||||
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fn load_right_foot(foot: Foot) -> Mesh<FigurePipeline> {
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Self::load_mesh(
|
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match foot {
|
||||
Foot::Default => "foot.vox",
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||||
},
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||||
Vec3::new(2.5, -3.5, -9.0),
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)
|
||||
}
|
||||
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fn load_weapon(weapon: Weapon) -> Mesh<FigurePipeline> {
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||||
Self::load_mesh(
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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),
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||||
)
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||||
}
|
||||
|
||||
fn load_right_shoulder(shoulder: Shoulder) -> Mesh<FigurePipeline> {
|
||||
Self::load_mesh(
|
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match shoulder {
|
||||
Shoulder::Default => "shoulder_r.vox",
|
||||
},
|
||||
Vec3::new(2.5, 0.0, 0.0),
|
||||
)
|
||||
}
|
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// fn load_draw(draw: Draw) -> Mesh<FigurePipeline> {
|
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// 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, ori, actor, animation_history) in (
|
||||
&ecs.entities(),
|
||||
&ecs.read_storage::<comp::phys::Pos>(),
|
||||
&ecs.read_storage::<comp::phys::Vel>(),
|
||||
&ecs.read_storage::<comp::phys::Ori>(),
|
||||
&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, ori.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>, ori: Vec3<f32>) {
|
||||
let mat = Mat4::<f32>::identity()
|
||||
* Mat4::translation_3d(pos)
|
||||
* Mat4::rotation_z(-ori.x.atan2(ori.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
|
||||
}
|
||||
}
|
@ -1,290 +0,0 @@
|
||||
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 full_path: String = ["voxygen/voxel/npc/", filename].concat();S
|
||||
Segment::from(assets::load_expect::<DotVoxData>(full_path.as_str()).as_ref())
|
||||
.generate_mesh(position)
|
||||
}
|
||||
|
||||
fn load_head(head: Head) -> Mesh<FigurePipeline> {
|
||||
Self::load_mesh(
|
||||
match head {
|
||||
Head::Default => "pig_purple/pig_head.vox",
|
||||
},
|
||||
Vec3::new(0.0, 0.0, 0.0),
|
||||
)
|
||||
}
|
||||
|
||||
fn load_chest(chest: Chest) -> Mesh<FigurePipeline> {
|
||||
Self::load_mesh(
|
||||
match chest {
|
||||
Chest::Default => "pig_purple/pig_chest.vox",
|
||||
},
|
||||
Vec3::new(0.0, 0.0, 0.0),
|
||||
)
|
||||
}
|
||||
|
||||
fn load_leg_lf(leg_l: Leg_l) -> Mesh<FigurePipeline> {
|
||||
Self::load_mesh(
|
||||
match belt {
|
||||
Belt::Default => "pig_purple/pig_leg_l.vox",
|
||||
},
|
||||
Vec3::new(0.0, 0.0, 0.0),
|
||||
)
|
||||
}
|
||||
|
||||
fn load_leg_rf(leg_r: Leg_r) -> Mesh<FigurePipeline> {
|
||||
Self::load_mesh(
|
||||
match pants {
|
||||
Pants::Default => "pig_purple/pig_leg_r.vox",
|
||||
},
|
||||
Vec3::new(0.0, 0.0, 0.0),
|
||||
)
|
||||
}
|
||||
|
||||
fn load_leg_lb(leg_l: Leg_l) -> Mesh<FigurePipeline> {
|
||||
Self::load_mesh(
|
||||
match hand {
|
||||
Hand::Default => "pig_purple/pig_leg_l.vox",
|
||||
},
|
||||
Vec3::new(0.0, 0.0, 0.0),
|
||||
)
|
||||
}
|
||||
|
||||
fn load_leg_rb(leg_r: Leg_r) -> Mesh<FigurePipeline> {
|
||||
Self::load_mesh(
|
||||
match hand {
|
||||
Hand::Default => "pig_purple/pig_leg_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, ori, actor, animation_history) in (
|
||||
&ecs.entities(),
|
||||
&ecs.read_storage::<comp::phys::Pos>(),
|
||||
&ecs.read_storage::<comp::phys::Vel>(),
|
||||
&ecs.read_storage::<comp::phys::Ori>(),
|
||||
&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, ori.0);
|
||||
} // TODO: Non-humanoid bodies
|
||||
},
|
||||
// TODO: Non-character actors
|
||||
}
|
||||
}
|
||||
|
||||
self.states
|
||||
.retain(|entity, _| ecs.entities().is_alive(*entity));
|
||||
} // TODO: Place `render` into above impl and fix `maintain`.
|
||||
|
||||
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>, ori: Vec3<f32>) {
|
||||
let mat = Mat4::<f32>::identity()
|
||||
* Mat4::translation_3d(pos)
|
||||
* Mat4::rotation_z(-ori.x.atan2(ori.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
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user