add hand skeleton
This commit is contained in:
parent
d06a208188
commit
5632c9ccfe
@ -1,2 +1,3 @@
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generator = "base:demo"
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player-entity = "base:player"
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hand-skeleton = "base:hand"
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9
res/content/base/skeletons/hand.json
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9
res/content/base/skeletons/hand.json
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@ -0,0 +1,9 @@
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{
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"root": {
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"nodes": [
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{
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"name": "item"
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}
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]
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}
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}
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@ -63,6 +63,14 @@ const rigging::SkeletonConfig* Content::getSkeleton(const std::string& id
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return found->second.get();
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}
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const rigging::SkeletonConfig& Content::requireSkeleton(const std::string& id) const {
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auto skeleton = getSkeleton(id);
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if (skeleton == nullptr) {
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throw std::runtime_error("skeleton '" + id + "' not loaded");
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}
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return *skeleton;
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}
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const BlockMaterial* Content::findBlockMaterial(const std::string& id) const {
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auto found = blockMaterials.find(id);
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if (found == blockMaterials.end()) {
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@ -212,6 +212,7 @@ public:
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}
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const rigging::SkeletonConfig* getSkeleton(const std::string& id) const;
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const rigging::SkeletonConfig& requireSkeleton(const std::string& id) const;
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const BlockMaterial* findBlockMaterial(const std::string& id) const;
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const ContentPackRuntime* getPackRuntime(const std::string& id) const;
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ContentPackRuntime* getPackRuntime(const std::string& id);
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94
src/graphics/render/HandsRenderer.cpp
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94
src/graphics/render/HandsRenderer.cpp
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@ -0,0 +1,94 @@
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#include "HandsRenderer.hpp"
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#include <glm/ext.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include "ModelBatch.hpp"
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#include "assets/Assets.hpp"
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#include "content/Content.hpp"
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#include "graphics/core/Shader.hpp"
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#include "graphics/commons/Model.hpp"
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#include "items/Inventory.hpp"
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#include "items/ItemStack.hpp"
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#include "items/ItemDef.hpp"
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#include "objects/Player.hpp"
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#include "objects/rigging.hpp"
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#include "world/Level.hpp"
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#include "window/Camera.hpp"
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#include "window/Window.hpp"
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using namespace rigging;
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HandsRenderer::HandsRenderer(
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const Assets& assets,
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const Level& level,
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const Player& player,
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ModelBatch& modelBatch,
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std::shared_ptr<Skeleton> skeleton
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)
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: assets(assets),
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level(level),
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player(player),
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modelBatch(modelBatch),
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skeleton(std::move(skeleton)) {
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}
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void HandsRenderer::renderHands(
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const Camera& camera, float delta
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) {
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// configure model matrix
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const glm::vec3 itemOffset(0.06f, 0.035f, -0.1);
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static glm::mat4 prevRotation(1.0f);
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const float speed = 24.0f;
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glm::mat4 matrix = glm::translate(glm::mat4(1.0f), itemOffset);
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matrix = glm::scale(matrix, glm::vec3(0.1f));
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glm::mat4 rotation = camera.rotation;
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// rotation interpolation
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glm::quat rot0 = glm::quat_cast(prevRotation);
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glm::quat rot1 = glm::quat_cast(rotation);
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glm::quat finalRot =
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glm::slerp(rot0, rot1, static_cast<float>(delta * speed));
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rotation = glm::mat4_cast(finalRot);
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prevRotation = rotation;
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// building matrix
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matrix = rotation * matrix *
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glm::rotate(
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glm::mat4(1.0f), -glm::pi<float>() * 0.5f, glm::vec3(0, 1, 0)
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);
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// getting offset
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glm::vec3 cameraRotation = player.getRotation();
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auto offset = -(camera.position - player.getPosition());
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float angle = glm::radians(cameraRotation.x - 90);
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float cos = glm::cos(angle);
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float sin = glm::sin(angle);
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float newX = offset.x * cos - offset.z * sin;
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float newZ = offset.x * sin + offset.z * cos;
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offset = glm::vec3(newX, offset.y, newZ);
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matrix = matrix * glm::translate(glm::mat4(1.0f), offset);
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// get current chosen item
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auto indices = level.content.getIndices();
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const auto& inventory = player.getInventory();
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int slot = player.getChosenSlot();
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const ItemStack& stack = inventory->getSlot(slot);
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const auto& def = indices->items.require(stack.getItemId());
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auto& skeleton = *this->skeleton;
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const auto& config = *skeleton.config;
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auto itemBone = config.find("item");
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size_t itemBoneIndex = itemBone->getIndex();
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skeleton.modelOverrides.at(itemBoneIndex).model = assets.get<model::Model>(def.modelName);
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skeleton.pose.matrices.at(itemBoneIndex) = matrix;
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// render
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modelBatch.setLightsOffset(camera.position);
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config.update(skeleton, glm::mat4(1.0f), glm::vec3());
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config.render(assets, modelBatch, skeleton, glm::mat4(1.0f), glm::vec3());
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}
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32
src/graphics/render/HandsRenderer.hpp
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32
src/graphics/render/HandsRenderer.hpp
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@ -0,0 +1,32 @@
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#pragma once
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#include <memory>
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class Assets;
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class Camera;
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class Level;
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class Player;
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class ModelBatch;
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namespace rigging {
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struct Skeleton;
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}
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class HandsRenderer {
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public:
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HandsRenderer(
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const Assets& assets,
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const Level& level,
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const Player& player,
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ModelBatch& modelBatch,
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std::shared_ptr<rigging::Skeleton> skeleton
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);
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void renderHands(const Camera& camera, float delta);
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private:
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const Assets& assets;
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const Level& level;
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const Player& player;
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ModelBatch& modelBatch;
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std::shared_ptr<rigging::Skeleton> skeleton;
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};
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23
src/graphics/render/NamedSkeletons.cpp
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23
src/graphics/render/NamedSkeletons.cpp
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@ -0,0 +1,23 @@
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#include "NamedSkeletons.hpp"
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#include "objects/rigging.hpp"
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using namespace rigging;
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NamedSkeletons::NamedSkeletons() = default;
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std::shared_ptr<rigging::Skeleton> NamedSkeletons::createSkeleton(
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const std::string& name, const SkeletonConfig* config
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) {
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auto skeleton = std::make_shared<Skeleton>(config);
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skeletons[name] = skeleton;
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return skeleton;
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}
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rigging::Skeleton* NamedSkeletons::getSkeleton(const std::string& name) {
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const auto& found = skeletons.find(name);
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if (found == skeletons.end()) {
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return nullptr;
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}
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return found->second.get();
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}
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23
src/graphics/render/NamedSkeletons.hpp
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23
src/graphics/render/NamedSkeletons.hpp
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#pragma once
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#include <memory>
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#include <string>
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#include <unordered_map>
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namespace rigging {
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struct Skeleton;
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class SkeletonConfig;
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}
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class NamedSkeletons {
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public:
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NamedSkeletons();
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std::shared_ptr<rigging::Skeleton> createSkeleton(
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const std::string& name, const rigging::SkeletonConfig* config
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);
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rigging::Skeleton* getSkeleton(const std::string& name);
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private:
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std::unordered_map<std::string, std::shared_ptr<rigging::Skeleton>> skeletons;
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};
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@ -47,6 +47,8 @@
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#include "BlockWrapsRenderer.hpp"
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#include "ParticlesRenderer.hpp"
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#include "PrecipitationRenderer.hpp"
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#include "HandsRenderer.hpp"
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#include "NamedSkeletons.hpp"
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#include "TextsRenderer.hpp"
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#include "ChunksRenderer.hpp"
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#include "GuidesRenderer.hpp"
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@ -107,6 +109,19 @@ WorldRenderer::WorldRenderer(
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settings.graphics.skyboxResolution.get(),
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assets->require<Shader>("skybox_gen")
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);
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const auto& content = level.content;
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skeletons = std::make_unique<NamedSkeletons>();
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const auto& skeletonConfig = content.requireSkeleton(
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content.getDefaults()["hand-skeleton"].asString()
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);
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hands = std::make_unique<HandsRenderer>(
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*assets,
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level,
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player,
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*modelBatch,
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skeletons->createSkeleton("hand", &skeletonConfig)
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);
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}
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WorldRenderer::~WorldRenderer() = default;
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@ -273,70 +288,6 @@ void WorldRenderer::renderLines(
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}
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}
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void WorldRenderer::renderHands(
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const Camera& camera, float delta
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) {
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auto& entityShader = assets.require<Shader>("entity");
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auto indices = level.content.getIndices();
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// get current chosen item
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const auto& inventory = player.getInventory();
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int slot = player.getChosenSlot();
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const ItemStack& stack = inventory->getSlot(slot);
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const auto& def = indices->items.require(stack.getItemId());
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// prepare modified HUD camera
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Camera hudcam = camera;
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hudcam.far = 10.0f;
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hudcam.setFov(0.9f);
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hudcam.position = {};
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// configure model matrix
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const glm::vec3 itemOffset(0.06f, 0.035f, -0.1);
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static glm::mat4 prevRotation(1.0f);
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const float speed = 24.0f;
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glm::mat4 matrix = glm::translate(glm::mat4(1.0f), itemOffset);
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matrix = glm::scale(matrix, glm::vec3(0.1f));
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glm::mat4 rotation = camera.rotation;
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glm::quat rot0 = glm::quat_cast(prevRotation);
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glm::quat rot1 = glm::quat_cast(rotation);
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glm::quat finalRot =
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glm::slerp(rot0, rot1, static_cast<float>(delta * speed));
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rotation = glm::mat4_cast(finalRot);
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matrix = rotation * matrix *
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glm::rotate(
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glm::mat4(1.0f), -glm::pi<float>() * 0.5f, glm::vec3(0, 1, 0)
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);
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prevRotation = rotation;
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glm::vec3 cameraRotation = player.getRotation();
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auto offset = -(camera.position - player.getPosition());
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float angle = glm::radians(cameraRotation.x - 90);
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float cos = glm::cos(angle);
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float sin = glm::sin(angle);
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float newX = offset.x * cos - offset.z * sin;
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float newZ = offset.x * sin + offset.z * cos;
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offset = glm::vec3(newX, offset.y, newZ);
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matrix = matrix * glm::translate(glm::mat4(1.0f), offset);
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// render
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modelBatch->setLightsOffset(camera.position);
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modelBatch->draw(
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matrix,
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glm::vec3(1.0f),
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assets.get<model::Model>(def.modelName),
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nullptr
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);
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display::clearDepth();
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setupWorldShader(entityShader, hudcam, engine.getSettings(), 0.0f);
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skybox->bind();
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modelBatch->render();
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modelBatch->setLightsOffset(glm::vec3());
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skybox->unbind();
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}
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void WorldRenderer::generateShadowsMap(
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const Camera& camera,
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const DrawContext& pctx,
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@ -568,7 +519,22 @@ void WorldRenderer::draw(
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DrawContext ctx = pctx.sub();
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ctx.setDepthTest(true);
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ctx.setCullFace(true);
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renderHands(camera, delta);
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// prepare modified HUD camera
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Camera hudcam = camera;
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hudcam.far = 10.0f;
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hudcam.setFov(0.9f);
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hudcam.position = {};
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hands->renderHands(camera, delta);
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display::clearDepth();
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setupWorldShader(entityShader, hudcam, engine.getSettings(), 0.0f);
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skybox->bind();
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modelBatch->render();
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modelBatch->setLightsOffset(glm::vec3());
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skybox->unbind();
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}
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renderBlockOverlay(pctx);
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@ -20,6 +20,8 @@ class ChunksRenderer;
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class ParticlesRenderer;
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class BlockWrapsRenderer;
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class PrecipitationRenderer;
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class HandsRenderer;
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class NamedSkeletons;
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class GuidesRenderer;
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class TextsRenderer;
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class Shader;
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@ -52,6 +54,7 @@ class WorldRenderer {
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std::unique_ptr<ModelBatch> modelBatch;
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std::unique_ptr<GuidesRenderer> guides;
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std::unique_ptr<ChunksRenderer> chunks;
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std::unique_ptr<HandsRenderer> hands;
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std::unique_ptr<Skybox> skybox;
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std::unique_ptr<ShadowMap> shadowMap;
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std::unique_ptr<ShadowMap> wideShadowMap;
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@ -69,8 +72,6 @@ class WorldRenderer {
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/// @brief Render block selection lines
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void renderBlockSelection();
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void renderHands(const Camera& camera, float delta);
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/// @brief Render lines (selection and debug)
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/// @param camera active camera
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@ -100,6 +101,7 @@ public:
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std::unique_ptr<TextsRenderer> texts;
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std::unique_ptr<BlockWrapsRenderer> blockWraps;
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std::unique_ptr<PrecipitationRenderer> precipitation;
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std::unique_ptr<NamedSkeletons> skeletons;
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static bool showChunkBorders;
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static bool showEntitiesDebug;
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