Hotreload animations using libloading

This commit is contained in:
Imbris 2020-06-17 03:49:14 -04:00
parent a67ea3ec5c
commit d00e88b804
81 changed files with 411 additions and 146 deletions

12
Cargo.lock generated
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@ -4594,11 +4594,23 @@ dependencies = [
"veloren-client",
"veloren-common",
"veloren-server",
"veloren-voxygen-anim",
"veloren-world",
"winit",
"winres",
]
[[package]]
name = "veloren-voxygen-anim"
version = "0.6.0"
dependencies = [
"lazy_static",
"libloading 0.6.2",
"notify",
"vek",
"veloren-common",
]
[[package]]
name = "veloren-world"
version = "0.6.0"

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@ -10,6 +10,7 @@ members = [
"voxygen",
"world",
"network",
"voxygen/src/anim"
]
# default profile for devs, fast to compile, okay enough to run, no debug information

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@ -12,6 +12,7 @@ default-run = "veloren-voxygen"
gl = ["gfx_device_gl"]
singleplayer = ["server"]
tweak = ["const-tweaker"]
hot-anim = ["anim/use-dyn-lib"]
default = ["gl", "singleplayer", "msgbox"]
@ -19,6 +20,8 @@ default = ["gl", "singleplayer", "msgbox"]
common = { package = "veloren-common", path = "../common" }
client = { package = "veloren-client", path = "../client" }
anim = { package = "veloren-voxygen-anim", path = "src/anim", default-features = false }
# Graphics
gfx = "0.18.2"
gfx_device_gl = { version = "0.16.2", optional = true }

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@ -0,0 +1,23 @@
[package]
name = "veloren-voxygen-anim"
version = "0.6.0"
authors = ["Joshua Barretto <joshua.s.barretto@gmail.com>", "Imbris <imbrisf@gmail.com>"]
edition = "2018"
[lib]
name = "voxygen_anim"
crate-type = ["lib", "cdylib"]
[features]
use-dyn-lib = ["libloading", "notify", "lazy_static"]
be-dyn-lib = []
default = ["be-dyn-lib"]
[dependencies]
vek = { version = "0.11.2", features = ["serde"] }
common = { package = "veloren-common", path = "../../../common" }
libloading = { version = "0.6.2", optional = true }
notify = { version = "5.0.0-pre.2", optional = true }
lazy_static = { version = "1.4.0", optional = true }

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@ -1,75 +0,0 @@
pub mod biped_large;
pub mod bird_medium;
pub mod bird_small;
pub mod character;
pub mod critter;
pub mod dragon;
pub mod fish_medium;
pub mod fish_small;
pub mod fixture;
pub mod golem;
pub mod object;
pub mod quadruped_medium;
pub mod quadruped_small;
use crate::render::FigureBoneData;
use vek::*;
#[derive(Copy, Clone, Debug)]
pub struct Bone {
pub offset: Vec3<f32>,
pub ori: Quaternion<f32>,
pub scale: Vec3<f32>,
}
impl Default for Bone {
fn default() -> Self {
Self {
offset: Vec3::zero(),
ori: Quaternion::identity(),
scale: Vec3::broadcast(1.0 / 11.0),
}
}
}
impl Bone {
pub fn compute_base_matrix(&self) -> Mat4<f32> {
Mat4::<f32>::translation_3d(self.offset)
* Mat4::scaling_3d(self.scale)
* Mat4::from(self.ori)
}
/// Change the current bone to be more like `target`.
fn interpolate(&mut self, target: &Bone, dt: f32) {
// TODO: Make configurable.
let factor = (15.0 * dt).min(1.0);
self.offset += (target.offset - self.offset) * factor;
self.ori = vek::Slerp::slerp(self.ori, target.ori, factor);
self.scale += (target.scale - self.scale) * factor;
}
}
pub trait Skeleton: Send + Sync + 'static {
type Attr;
fn bone_count(&self) -> usize { 16 }
fn compute_matrices(&self) -> ([FigureBoneData; 16], Vec3<f32>);
/// Change the current skeleton to be more like `target`.
fn interpolate(&mut self, target: &Self, dt: f32);
}
pub trait Animation {
type Skeleton: Skeleton;
type Dependency;
/// Returns a new skeleton that is generated by the animation.
fn update_skeleton(
skeleton: &Self::Skeleton,
dependency: Self::Dependency,
anim_time: f64,
rate: &mut f32,
skeleton_attr: &<<Self as Animation>::Skeleton as Skeleton>::Attr,
) -> Self::Skeleton;
}

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@ -5,8 +5,7 @@ pub mod run;
// Reexports
pub use self::{idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation};
use super::{Bone, Skeleton};
use crate::render::FigureBoneData;
use super::{Bone, FigureBoneData, Skeleton};
use common::comp::{self};
use vek::Vec3;

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@ -5,8 +5,7 @@ pub mod run;
// Reexports
pub use self::{fly::FlyAnimation, idle::IdleAnimation, run::RunAnimation};
use super::{Bone, Skeleton};
use crate::render::FigureBoneData;
use super::{Bone, FigureBoneData, Skeleton};
use common::comp::{self};
use vek::Vec3;

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@ -5,8 +5,7 @@ pub mod run;
// Reexports
pub use self::{idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation};
use super::{Bone, Skeleton};
use crate::render::FigureBoneData;
use super::{Bone, FigureBoneData, Skeleton};
use common::comp::{self};
use vek::Vec3;

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@ -31,8 +31,7 @@ pub use self::{
wield::WieldAnimation,
};
use super::{Bone, Skeleton};
use crate::render::FigureBoneData;
use super::{Bone, FigureBoneData, Skeleton};
use common::comp;
use vek::{Vec3, Vec4};

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@ -5,8 +5,7 @@ pub mod run;
// Reexports
pub use self::{idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation};
use super::{Bone, Skeleton};
use crate::render::FigureBoneData;
use super::{Bone, FigureBoneData, Skeleton};
use common::comp::{self};
use vek::Vec3;

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@ -5,8 +5,7 @@ pub mod run;
// Reexports
pub use self::{fly::FlyAnimation, idle::IdleAnimation, run::RunAnimation};
use super::{Bone, Skeleton};
use crate::render::FigureBoneData;
use super::{Bone, FigureBoneData, Skeleton};
use common::comp::{self};
use vek::Vec3;

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@ -0,0 +1,109 @@
use lazy_static::lazy_static;
use libloading::Library;
use notify::{
event::{AccessKind, AccessMode},
immediate_watcher, EventKind, RecursiveMode, Watcher,
};
use std::{
process::{Command, Stdio},
sync::Mutex,
};
lazy_static! {
pub static ref LIB: Mutex<Option<LoadedLib>> = Mutex::new(Some(LoadedLib::compile_load()));
}
pub struct LoadedLib {
pub lib: Library,
}
impl LoadedLib {
fn compile_load() -> Self {
// Compile
let _output = Command::new("cargo")
.stderr(Stdio::inherit())
.stdout(Stdio::inherit())
.arg("build")
.arg("--release")
.arg("--package")
.arg("veloren-voxygen-anim")
.output()
.unwrap();
Self::load()
}
fn load() -> Self {
#[cfg(target_os = "windows")]
let lib = Library::new("../target/release/libvoxygen_anim.dll").unwrap();
#[cfg(not(target_os = "windows"))]
let lib = Library::new("../target/release/libvoxygen_anim.so").unwrap();
Self { lib }
}
}
// Starts up watcher test test2 test3 test4 test5
pub fn init() {
// Start watcher
let mut watcher = immediate_watcher(event_fn).unwrap();
watcher.watch("src/anim", RecursiveMode::Recursive).unwrap();
// Let the watcher live forever
std::mem::forget(watcher);
}
// Recompiles and hotreloads the lib if the source is changed
// Note: designed with voxygen dir as working dir, could be made more flexible
fn event_fn(res: notify::Result<notify::Event>) {
match res {
Ok(event) => match event.kind {
EventKind::Access(AccessKind::Close(AccessMode::Write)) => {
if event
.paths
.iter()
.any(|p| p.extension().map(|e| e == "rs").unwrap_or(false))
{
println!(
"Hot reloading animations because these files were modified:\n{:?}",
event.paths
);
reload();
}
},
_ => {},
},
Err(e) => println!("watch error: {:?}", e),
}
}
fn reload() {
// Compile
let output = Command::new("cargo")
.stderr(Stdio::inherit())
.stdout(Stdio::inherit())
.arg("build")
.arg("--release")
.arg("--package")
.arg("veloren-voxygen-anim")
.output()
.unwrap();
// Stop if recompile failed
if !output.status.success() {
println!("Failed to compile anim crate");
return;
}
println!("Compile Success!!");
let mut lock = LIB.lock().unwrap();
// Close lib
lock.take().unwrap().lib.close().unwrap();
// Open new lib
*lock = Some(LoadedLib::load());
println!("Updated");
}

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@ -5,8 +5,7 @@ pub mod run;
// Reexports
pub use self::{idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation};
use super::{Bone, Skeleton};
use crate::render::FigureBoneData;
use super::{Bone, FigureBoneData, Skeleton};
use common::comp::{self};
use vek::Vec3;

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@ -5,8 +5,7 @@ pub mod run;
// Reexports
pub use self::{idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation};
use super::{Bone, Skeleton};
use crate::render::FigureBoneData;
use super::{Bone, FigureBoneData, Skeleton};
use common::comp::{self};
use vek::Vec3;

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@ -1,5 +1,4 @@
use super::Skeleton;
use crate::render::FigureBoneData;
use super::{FigureBoneData, Skeleton};
use vek::Vec3;
#[derive(Clone)]

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@ -5,8 +5,7 @@ pub mod run;
// Reexports
pub use self::{idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation};
use super::{Bone, Skeleton};
use crate::render::FigureBoneData;
use super::{Bone, FigureBoneData, Skeleton};
use common::comp::{self};
use vek::Vec3;

158
voxygen/src/anim/src/lib.rs Normal file
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@ -0,0 +1,158 @@
// TODO: we could probably avoid the need for this
#[cfg(all(feature = "be-dyn-lib", feature = "use-dyn-lib"))]
compile_error!("Can't use both \"be-dyn-lib\" and \"use-dyn-lib\" features at once");
pub mod biped_large;
pub mod bird_medium;
pub mod bird_small;
pub mod character;
pub mod critter;
pub mod dragon;
#[cfg(feature = "use-dyn-lib")] pub mod dyn_lib;
pub mod fish_medium;
pub mod fish_small;
pub mod fixture;
pub mod golem;
pub mod object;
pub mod quadruped_medium;
pub mod quadruped_small;
#[cfg(feature = "use-dyn-lib")]
pub use dyn_lib::init;
use vek::*;
// TODO: replace with inner type everywhere
pub struct FigureBoneData(pub Mat4<f32>);
impl FigureBoneData {
pub fn new(mat: Mat4<f32>) -> Self { Self(mat) }
pub fn default() -> Self { Self(Mat4::identity()) }
}
#[derive(Copy, Clone, Debug)]
pub struct Bone {
pub offset: Vec3<f32>,
pub ori: Quaternion<f32>,
pub scale: Vec3<f32>,
}
impl Default for Bone {
fn default() -> Self {
Self {
offset: Vec3::zero(),
ori: Quaternion::identity(),
scale: Vec3::broadcast(1.0 / 11.0),
}
}
}
impl Bone {
pub fn compute_base_matrix(&self) -> Mat4<f32> {
Mat4::<f32>::translation_3d(self.offset)
* Mat4::scaling_3d(self.scale)
* Mat4::from(self.ori)
}
/// Change the current bone to be more like `target`.
fn interpolate(&mut self, target: &Bone, dt: f32) {
// TODO: Make configurable.
let factor = (15.0 * dt).min(1.0);
self.offset += (target.offset - self.offset) * factor;
self.ori = vek::Slerp::slerp(self.ori, target.ori, factor);
self.scale += (target.scale - self.scale) * factor;
}
}
pub trait Skeleton: Send + Sync + 'static {
type Attr;
#[cfg(feature = "use-dyn-lib")]
const COMPUTE_FN: &'static [u8] = b"\0";
fn bone_count(&self) -> usize { 16 }
fn compute_matrices(&self) -> ([FigureBoneData; 16], Vec3<f32>) {
#[cfg(not(feature = "use-dyn-lib"))]
{
Self::compute_matrices_inner(self)
}
#[cfg(feature = "use-dyn-lib")]
{
let lock = dyn_lib::LIB.lock().unwrap();
let lib = &lock.as_ref().unwrap().lib;
let compute_fn: libloading::Symbol<fn(&Self) -> ([FigureBoneData; 16], Vec3<f32>)> =
unsafe { lib.get(Self::COMPUTE_FN).unwrap() };
compute_fn(self)
}
}
fn compute_matrices_inner(&self) -> ([FigureBoneData; 16], Vec3<f32>) {
panic!(
"Neither compute_matrices_inner nor compute_matrices override present in Animation \
impl"
)
}
/// Change the current skeleton to be more like `target`.
fn interpolate(&mut self, target: &Self, dt: f32);
}
pub trait Animation {
type Skeleton: Skeleton;
type Dependency;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"\0";
/// Returns a new skeleton that is generated by the animation.
fn update_skeleton(
skeleton: &Self::Skeleton,
dependency: Self::Dependency,
anim_time: f64,
rate: &mut f32,
skeleton_attr: &<<Self as Animation>::Skeleton as Skeleton>::Attr,
) -> Self::Skeleton {
#[cfg(not(feature = "use-dyn-lib"))]
{
Self::update_skeleton_inner(skeleton, dependency, anim_time, rate, skeleton_attr)
}
#[cfg(feature = "use-dyn-lib")]
{
let lock = dyn_lib::LIB.lock().unwrap();
let lib = &lock.as_ref().unwrap().lib;
let update_fn: libloading::Symbol<
fn(
&Self::Skeleton,
Self::Dependency,
f64,
&mut f32,
&<Self::Skeleton as Skeleton>::Attr,
) -> Self::Skeleton,
> = unsafe {
//let start = std::time::Instant::now();
// Overhead of 0.5-5 us (could use hashmap to mitigate if this is an issue)
let f = lib.get(Self::UPDATE_FN).unwrap();
//println!("{}", start.elapsed().as_nanos());
f
};
update_fn(skeleton, dependency, anim_time, rate, skeleton_attr)
}
}
fn update_skeleton_inner(
_skeleton: &Self::Skeleton,
_dependency: Self::Dependency,
_anim_time: f64,
_rate: &mut f32,
_skeleton_attr: &<<Self as Animation>::Skeleton as Skeleton>::Attr,
) -> Self::Skeleton {
panic!(
"Neither update_skeleton_inner nor update_skeleton override present in Animation impl"
)
}
}

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@ -1,5 +1,4 @@
use super::Skeleton;
use crate::render::FigureBoneData;
use super::{FigureBoneData, Skeleton};
use vek::*;
#[derive(Clone)]

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@ -8,7 +8,11 @@ impl Animation for IdleAnimation {
type Dependency = f64;
type Skeleton = QuadrupedMediumSkeleton;
fn update_skeleton(
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"quadruped_medium_idle\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_medium_idle")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
global_time: Self::Dependency,
anim_time: f64,

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@ -7,7 +7,11 @@ impl Animation for JumpAnimation {
type Dependency = (f32, f64);
type Skeleton = QuadrupedMediumSkeleton;
fn update_skeleton(
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"quadruped_medium_jump\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_medium_jump")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
_global_time: Self::Dependency,
_anim_time: f64,

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@ -5,8 +5,7 @@ pub mod run;
// Reexports
pub use self::{idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation};
use super::{Bone, Skeleton};
use crate::render::FigureBoneData;
use super::{Bone, FigureBoneData, Skeleton};
use common::comp::{self};
use vek::Vec3;
@ -32,9 +31,13 @@ impl QuadrupedMediumSkeleton {
impl Skeleton for QuadrupedMediumSkeleton {
type Attr = SkeletonAttr;
#[cfg(feature = "use-dyn-lib")]
const COMPUTE_FN: &'static [u8] = b"quadruped_medium_compute_mats\0";
fn bone_count(&self) -> usize { 11 }
fn compute_matrices(&self) -> ([FigureBoneData; 16], Vec3<f32>) {
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_medium_compute_mats")]
fn compute_matrices_inner(&self) -> ([FigureBoneData; 16], Vec3<f32>) {
let ears_mat = self.ears.compute_base_matrix();
let head_upper_mat = self.head_upper.compute_base_matrix();
let head_lower_mat = self.head_lower.compute_base_matrix();

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@ -8,7 +8,11 @@ impl Animation for RunAnimation {
type Dependency = (f32, f64);
type Skeleton = QuadrupedMediumSkeleton;
fn update_skeleton(
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"quadruped_medium_run\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_medium_run")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_velocity, global_time): Self::Dependency,
anim_time: f64,

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@ -8,7 +8,11 @@ impl Animation for IdleAnimation {
type Dependency = f64;
type Skeleton = QuadrupedSmallSkeleton;
fn update_skeleton(
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"quadruped_small_idle\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_small_idle")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
global_time: Self::Dependency,
anim_time: f64,

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@ -7,7 +7,11 @@ impl Animation for JumpAnimation {
type Dependency = (f32, f64);
type Skeleton = QuadrupedSmallSkeleton;
fn update_skeleton(
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"quadruped_small_jump\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_small_jump")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_velocity, _global_time): Self::Dependency,
_anim_time: f64,

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@ -5,8 +5,7 @@ pub mod run;
// Reexports
pub use self::{idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation};
use super::{Bone, Skeleton};
use crate::render::FigureBoneData;
use super::{Bone, FigureBoneData, Skeleton};
use common::comp::{self};
use vek::Vec3;
@ -28,9 +27,13 @@ impl QuadrupedSmallSkeleton {
impl Skeleton for QuadrupedSmallSkeleton {
type Attr = SkeletonAttr;
#[cfg(feature = "use-dyn-lib")]
const COMPUTE_FN: &'static [u8] = b"quadruped_small_compute_mats\0";
fn bone_count(&self) -> usize { 7 }
fn compute_matrices(&self) -> ([FigureBoneData; 16], Vec3<f32>) {
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_small_compute_mats")]
fn compute_matrices_inner(&self) -> ([FigureBoneData; 16], Vec3<f32>) {
let chest_mat = self.chest.compute_base_matrix();
(
[

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@ -8,7 +8,11 @@ impl Animation for RunAnimation {
type Dependency = (f32, f64);
type Skeleton = QuadrupedSmallSkeleton;
fn update_skeleton(
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"quadruped_small_run\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_small_run")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_velocity, _global_time): Self::Dependency,
anim_time: f64,

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@ -5,7 +5,6 @@
#[macro_use]
pub mod ui;
pub mod anim;
pub mod audio;
pub mod controller;
mod ecs;

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@ -162,6 +162,10 @@ fn main() {
default_hook(panic_info);
}));
// Initialise watcher for animation hotreloading
#[cfg(feature = "hot-anim")]
anim::init();
// Set up the initial play state.
let mut states: Vec<Box<dyn PlayState>> = vec![Box::new(MainMenuState::new(&mut global_state))];
states

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@ -7,7 +7,6 @@ pub mod model;
pub mod pipelines;
pub mod renderer;
pub mod texture;
mod util;
// Reexports
pub use self::{

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@ -1,5 +1,5 @@
use super::{
super::{util::arr_to_mat, Pipeline, TgtColorFmt, TgtDepthStencilFmt},
super::{Pipeline, TgtColorFmt, TgtDepthStencilFmt},
Globals, Light, Shadow,
};
use gfx::{
@ -81,7 +81,7 @@ impl Locals {
flags |= is_player as u32;
Self {
model_mat: arr_to_mat(model_mat.into_col_array()),
model_mat: model_mat.into_col_arrays(),
model_col: col.into_array(),
flags,
}
@ -95,7 +95,7 @@ impl Default for Locals {
impl BoneData {
pub fn new(bone_mat: Mat4<f32>) -> Self {
Self {
bone_mat: arr_to_mat(bone_mat.into_col_array()),
bone_mat: bone_mat.into_col_arrays(),
}
}

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@ -6,7 +6,6 @@ pub mod sprite;
pub mod terrain;
pub mod ui;
use super::util::arr_to_mat;
use crate::scene::camera::CameraMode;
use common::terrain::BlockKind;
use gfx::{self, gfx_constant_struct_meta, gfx_defines, gfx_impl_struct_meta};
@ -64,9 +63,9 @@ impl Globals {
sprite_render_distance: f32,
) -> Self {
Self {
view_mat: arr_to_mat(view_mat.into_col_array()),
proj_mat: arr_to_mat(proj_mat.into_col_array()),
all_mat: arr_to_mat((proj_mat * view_mat).into_col_array()),
view_mat: view_mat.into_col_arrays(),
proj_mat: proj_mat.into_col_arrays(),
all_mat: (proj_mat * view_mat).into_col_arrays(),
cam_pos: Vec4::from(cam_pos).into_array(),
focus_pos: Vec4::from(focus_pos).into_array(),
view_distance: [view_distance; 4],

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@ -1,5 +1,5 @@
use super::{
super::{util::arr_to_mat, Pipeline, TgtColorFmt, TgtDepthStencilFmt},
super::{Pipeline, TgtColorFmt, TgtDepthStencilFmt},
Globals, Light, Shadow,
};
use gfx::{
@ -67,7 +67,7 @@ impl Vertex {
impl Instance {
pub fn new(mat: Mat4<f32>, col: Rgb<f32>, wind_sway: f32) -> Self {
let mat_arr = arr_to_mat(mat.into_col_array());
let mat_arr = mat.into_col_arrays();
Self {
inst_mat0: mat_arr[0],
inst_mat1: mat_arr[1],

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@ -1,10 +0,0 @@
// TODO: Get rid of this ugliness.
#[rustfmt::skip]
pub fn arr_to_mat(arr: [f32; 16]) -> [[f32; 4]; 4] {
[
[arr[ 0], arr[ 1], arr[ 2], arr[ 3]],
[arr[ 4], arr[ 5], arr[ 6], arr[ 7]],
[arr[ 8], arr[ 9], arr[10], arr[11]],
[arr[12], arr[13], arr[14], arr[15]],
]
}

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@ -1,10 +1,10 @@
use super::load::*;
use crate::{
anim::{self, Skeleton},
mesh::Meshable,
render::{FigurePipeline, Mesh, Model, Renderer},
scene::camera::CameraMode,
};
use anim::{Skeleton};
use common::{
assets::watch::ReloadIndicator,
comp::{

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@ -5,13 +5,6 @@ pub use cache::FigureModelCache;
pub use load::load_mesh; // TODO: Don't make this public.
use crate::{
anim::{
self, biped_large::BipedLargeSkeleton, bird_medium::BirdMediumSkeleton,
bird_small::BirdSmallSkeleton, character::CharacterSkeleton, critter::CritterSkeleton,
dragon::DragonSkeleton, fish_medium::FishMediumSkeleton, fish_small::FishSmallSkeleton,
golem::GolemSkeleton, object::ObjectSkeleton, quadruped_medium::QuadrupedMediumSkeleton,
quadruped_small::QuadrupedSmallSkeleton, Animation, Skeleton,
},
ecs::comp::Interpolated,
render::{Consts, FigureBoneData, FigureLocals, Globals, Light, Renderer, Shadow},
scene::{
@ -19,6 +12,13 @@ use crate::{
SceneData,
},
};
use anim::{
biped_large::BipedLargeSkeleton, bird_medium::BirdMediumSkeleton,
bird_small::BirdSmallSkeleton, character::CharacterSkeleton, critter::CritterSkeleton,
dragon::DragonSkeleton, fish_medium::FishMediumSkeleton, fish_small::FishSmallSkeleton,
golem::GolemSkeleton, object::ObjectSkeleton, quadruped_medium::QuadrupedMediumSkeleton,
quadruped_small::QuadrupedSmallSkeleton, Animation, Skeleton,
};
use common::{
comp::{
item::ItemKind, Body, CharacterState, Last, LightAnimation, LightEmitter, Loadout, Ori,
@ -2037,7 +2037,8 @@ pub struct FigureState<S: Skeleton> {
impl<S: Skeleton> FigureState<S> {
pub fn new(renderer: &mut Renderer, skeleton: S) -> Self {
let (bone_consts, lantern_offset) = skeleton.compute_matrices();
let (bone_mats, lantern_offset) = skeleton.compute_matrices();
let bone_consts = figure_bone_data_from_anim(bone_mats);
Self {
bone_consts: renderer.create_consts(&bone_consts).unwrap(),
locals: renderer.create_consts(&[FigureLocals::default()]).unwrap(),
@ -2081,7 +2082,9 @@ impl<S: Skeleton> FigureState<S> {
let locals = FigureLocals::new(mat, col, is_player);
renderer.update_consts(&mut self.locals, &[locals]).unwrap();
let (new_bone_consts, lantern_offset) = self.skeleton.compute_matrices();
let (new_bone_mats, lantern_offset) = self.skeleton.compute_matrices();
let new_bone_consts = figure_bone_data_from_anim(new_bone_mats);
renderer
.update_consts(
&mut self.bone_consts,
@ -2097,3 +2100,24 @@ impl<S: Skeleton> FigureState<S> {
pub fn skeleton_mut(&mut self) -> &mut S { &mut self.skeleton }
}
fn figure_bone_data_from_anim(mats: [anim::FigureBoneData; 16]) -> [FigureBoneData; 16] {
[
FigureBoneData::new(mats[0].0),
FigureBoneData::new(mats[1].0),
FigureBoneData::new(mats[2].0),
FigureBoneData::new(mats[3].0),
FigureBoneData::new(mats[4].0),
FigureBoneData::new(mats[5].0),
FigureBoneData::new(mats[6].0),
FigureBoneData::new(mats[7].0),
FigureBoneData::new(mats[8].0),
FigureBoneData::new(mats[9].0),
FigureBoneData::new(mats[10].0),
FigureBoneData::new(mats[11].0),
FigureBoneData::new(mats[12].0),
FigureBoneData::new(mats[13].0),
FigureBoneData::new(mats[14].0),
FigureBoneData::new(mats[15].0),
]
}

View File

@ -9,7 +9,6 @@ use self::{
terrain::Terrain,
};
use crate::{
anim::character::SkeletonAttr,
audio::{music::MusicMgr, sfx::SfxMgr, AudioFrontend},
render::{
create_pp_mesh, create_skybox_mesh, Consts, Globals, Light, Model, PostProcessLocals,
@ -17,6 +16,7 @@ use crate::{
},
window::{AnalogGameInput, Event},
};
use anim::character::SkeletonAttr;
use common::{
comp,
state::State,

View File

@ -1,9 +1,4 @@
use crate::{
anim::{
character::{CharacterSkeleton, IdleAnimation, SkeletonAttr},
fixture::FixtureSkeleton,
Animation, Skeleton,
},
mesh::Meshable,
render::{
create_pp_mesh, create_skybox_mesh, Consts, FigurePipeline, Globals, Light, Mesh, Model,
@ -15,6 +10,11 @@ use crate::{
},
window::{Event, PressState},
};
use anim::{
character::{CharacterSkeleton, IdleAnimation, SkeletonAttr},
fixture::FixtureSkeleton,
Animation, Skeleton,
};
use common::{
comp::{humanoid, Body, Loadout},
figure::Segment,