veloren/voxygen/src/scene/figure/cache.rs

395 lines
19 KiB
Rust

use super::load::*;
use crate::{
anim::SkeletonAttr,
render::{FigurePipeline, Mesh, Model, Renderer},
scene::camera::CameraMode,
};
use common::{
assets::watch::ReloadIndicator,
comp::{ActionState, Body, CharacterState, Equipment, MovementState},
};
use hashbrown::HashMap;
use std::mem::{discriminant, Discriminant};
#[derive(PartialEq, Eq, Hash, Clone)]
enum FigureKey {
Simple(Body),
Complex(
Body,
Option<Equipment>,
CameraMode,
Option<CharacterStateCacheKey>,
),
}
#[derive(PartialEq, Eq, Hash, Clone)]
struct CharacterStateCacheKey {
movement: Discriminant<MovementState>,
action: Discriminant<ActionState>,
}
impl From<&CharacterState> for CharacterStateCacheKey {
fn from(cs: &CharacterState) -> Self {
Self {
movement: discriminant(&cs.movement),
action: discriminant(&cs.action),
}
}
}
pub struct FigureModelCache {
models: HashMap<FigureKey, ((Model<FigurePipeline>, SkeletonAttr), u64)>,
manifest_indicator: ReloadIndicator,
}
impl FigureModelCache {
pub fn new() -> Self {
Self {
models: HashMap::new(),
manifest_indicator: ReloadIndicator::new(),
}
}
pub fn get_or_create_model(
&mut self,
renderer: &mut Renderer,
body: Body,
equipment: Option<&Equipment>,
tick: u64,
camera_mode: CameraMode,
character_state: Option<&CharacterState>,
) -> &(Model<FigurePipeline>, SkeletonAttr) {
let key = if equipment.is_some() {
FigureKey::Complex(
body,
equipment.cloned(),
camera_mode,
character_state.map(|cs| CharacterStateCacheKey::from(cs)),
)
} else {
FigureKey::Simple(body)
};
match self.models.get_mut(&key) {
Some((_model, last_used)) => {
*last_used = tick;
}
None => {
self.models.insert(
key.clone(),
(
{
let humanoid_head_spec =
HumHeadSpec::load_watched(&mut self.manifest_indicator);
let humanoid_armor_shoulder_spec =
HumArmorShoulderSpec::load_watched(&mut self.manifest_indicator);
let humanoid_armor_chest_spec =
HumArmorChestSpec::load_watched(&mut self.manifest_indicator);
let humanoid_armor_hand_spec =
HumArmorHandSpec::load_watched(&mut self.manifest_indicator);
let humanoid_armor_belt_spec =
HumArmorBeltSpec::load_watched(&mut self.manifest_indicator);
let humanoid_armor_pants_spec =
HumArmorPantsSpec::load_watched(&mut self.manifest_indicator);
let humanoid_armor_foot_spec =
HumArmorFootSpec::load_watched(&mut self.manifest_indicator);
let bone_meshes = match body {
Body::Humanoid(body) => [
match camera_mode {
CameraMode::ThirdPerson => {
Some(humanoid_head_spec.mesh_head(
body.race,
body.body_type,
body.hair_color,
body.hair_style,
body.beard,
body.eye_color,
body.skin,
body.eyebrows,
body.accessory,
))
}
CameraMode::FirstPerson => None,
},
match camera_mode {
CameraMode::ThirdPerson => {
Some(humanoid_armor_chest_spec.mesh_chest(&body))
}
CameraMode::FirstPerson => None,
},
match camera_mode {
CameraMode::ThirdPerson => {
Some(humanoid_armor_belt_spec.mesh_belt(&body))
}
CameraMode::FirstPerson => None,
},
match camera_mode {
CameraMode::ThirdPerson => {
Some(humanoid_armor_pants_spec.mesh_pants(&body))
}
CameraMode::FirstPerson => None,
},
if camera_mode == CameraMode::FirstPerson
&& character_state
.map(|cs| cs.movement.is_roll())
.unwrap_or_default()
{
None
} else {
Some(humanoid_armor_hand_spec.mesh_left_hand(&body))
},
if character_state
.map(|cs| cs.movement.is_roll())
.unwrap_or_default()
{
None
} else {
Some(humanoid_armor_hand_spec.mesh_right_hand(&body))
},
match camera_mode {
CameraMode::ThirdPerson => {
Some(humanoid_armor_foot_spec.mesh_left_foot(&body))
}
CameraMode::FirstPerson => None,
},
match camera_mode {
CameraMode::ThirdPerson => {
Some(humanoid_armor_foot_spec.mesh_right_foot(&body))
}
CameraMode::FirstPerson => None,
},
if camera_mode != CameraMode::FirstPerson
|| character_state
.map(|cs| {
cs.action.is_attack()
|| cs.action.is_block()
|| cs.action.is_wield()
})
.unwrap_or_default()
{
Some(mesh_main(equipment.and_then(|e| e.main.as_ref())))
} else {
None
},
match camera_mode {
CameraMode::ThirdPerson => Some(
humanoid_armor_shoulder_spec.mesh_left_shoulder(&body),
),
CameraMode::FirstPerson => None,
},
match camera_mode {
CameraMode::ThirdPerson => Some(
humanoid_armor_shoulder_spec.mesh_right_shoulder(&body),
),
CameraMode::FirstPerson => None,
},
Some(mesh_draw()),
None,
None,
None,
None,
],
Body::Quadruped(body) => [
Some(mesh_pig_head(body.head)),
Some(mesh_pig_chest(body.chest)),
Some(mesh_pig_leg_lf(body.leg_l)),
Some(mesh_pig_leg_rf(body.leg_r)),
Some(mesh_pig_leg_lb(body.leg_l)),
Some(mesh_pig_leg_rb(body.leg_r)),
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
],
Body::QuadrupedMedium(body) => [
Some(mesh_wolf_head_upper(body.head_upper)),
Some(mesh_wolf_jaw(body.jaw)),
Some(mesh_wolf_head_lower(body.head_lower)),
Some(mesh_wolf_tail(body.tail)),
Some(mesh_wolf_torso_back(body.torso_back)),
Some(mesh_wolf_torso_mid(body.torso_mid)),
Some(mesh_wolf_ears(body.ears)),
Some(mesh_wolf_foot_lf(body.foot_lf)),
Some(mesh_wolf_foot_rf(body.foot_rf)),
Some(mesh_wolf_foot_lb(body.foot_lb)),
Some(mesh_wolf_foot_rb(body.foot_rb)),
None,
None,
None,
None,
None,
],
Body::BirdMedium(body) => [
Some(mesh_duck_m_head(body.head)),
Some(mesh_duck_m_torso(body.torso)),
Some(mesh_duck_m_tail(body.tail)),
Some(mesh_duck_m_wing_l(body.wing_l)),
Some(mesh_duck_m_wing_r(body.wing_r)),
Some(mesh_duck_m_leg_l(body.leg_l)),
Some(mesh_duck_m_leg_r(body.leg_r)),
None,
None,
None,
None,
None,
None,
None,
None,
None,
],
Body::FishMedium(body) => [
Some(mesh_marlin_head(body.head)),
Some(mesh_marlin_torso(body.torso)),
Some(mesh_marlin_rear(body.rear)),
Some(mesh_marlin_tail(body.tail)),
Some(mesh_marlin_fin_l(body.fin_l)),
Some(mesh_marlin_fin_r(body.fin_r)),
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
],
Body::Dragon(body) => [
Some(mesh_dragon_head(body.head)),
Some(mesh_dragon_chest_front(body.chest_front)),
Some(mesh_dragon_chest_rear(body.chest_rear)),
Some(mesh_dragon_tail_front(body.tail_front)),
Some(mesh_dragon_tail_rear(body.tail_rear)),
Some(mesh_dragon_wing_in_l(body.wing_in_l)),
Some(mesh_dragon_wing_in_r(body.wing_in_r)),
Some(mesh_dragon_wing_out_l(body.wing_out_l)),
Some(mesh_dragon_wing_out_r(body.wing_out_r)),
Some(mesh_dragon_foot_fl(body.foot_fl)),
Some(mesh_dragon_foot_fr(body.foot_fr)),
Some(mesh_dragon_foot_bl(body.foot_bl)),
Some(mesh_dragon_foot_br(body.foot_br)),
None,
None,
None,
],
Body::BirdSmall(body) => [
Some(mesh_crow_head(body.head)),
Some(mesh_crow_torso(body.torso)),
Some(mesh_crow_wing_l(body.wing_l)),
Some(mesh_crow_wing_r(body.wing_r)),
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
],
Body::FishSmall(body) => [
Some(mesh_cardinalfish_torso(body.torso)),
Some(mesh_cardinalfish_tail(body.tail)),
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
],
Body::BipedLarge(body) => [
Some(mesh_knight_head(body.head)),
Some(mesh_knight_upper_torso(body.upper_torso)),
Some(mesh_knight_lower_torso(body.lower_torso)),
Some(mesh_knight_shoulder_l(body.shoulder_l)),
Some(mesh_knight_shoulder_r(body.shoulder_r)),
Some(mesh_knight_hand_l(body.hand_l)),
Some(mesh_knight_hand_r(body.hand_r)),
Some(mesh_knight_leg_l(body.leg_l)),
Some(mesh_knight_leg_r(body.leg_r)),
Some(mesh_knight_foot_l(body.foot_l)),
Some(mesh_knight_foot_r(body.foot_r)),
None,
None,
None,
None,
None,
],
Body::Object(object) => [
Some(mesh_object(object)),
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
],
};
let skeleton_attr = match body {
Body::Humanoid(body) => SkeletonAttr::from(&body),
_ => SkeletonAttr::default(),
};
let mut mesh = Mesh::new();
bone_meshes
.iter()
.enumerate()
.filter_map(|(i, bm)| bm.as_ref().map(|bm| (i, bm)))
.for_each(|(i, bone_mesh)| {
mesh.push_mesh_map(bone_mesh, |vert| {
vert.with_bone_idx(i as u8)
})
});
(renderer.create_model(&mesh).unwrap(), skeleton_attr)
},
tick,
),
);
}
}
&self.models[&key].0
}
pub fn clean(&mut self, tick: u64) {
// Check for reloaded manifests
// TODO: maybe do this in a different function, maintain?
if self.manifest_indicator.reloaded() {
self.models.clear();
}
// TODO: Don't hard-code this.
self.models
.retain(|_, (_, last_used)| *last_used + 60 > tick);
}
}