update entities render to use rigs
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8e08f79b54
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56ef207b7d
@ -195,18 +195,13 @@ void Entities::renderDebug(LineBatch& batch, const Frustum& frustum) {
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}
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void Entities::render(Assets* assets, ModelBatch& batch, const Frustum& frustum) {
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auto view = registry.view<Transform>();
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auto model = assets->get<model::Model>("cube");
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if (model == nullptr) {
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return;
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}
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for (auto [entity, transform] : view.each()) {
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auto view = registry.view<Transform, rigging::Rig>();
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for (auto [entity, transform, rig] : view.each()) {
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const auto& pos = transform.pos;
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const auto& size = transform.size;
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if (frustum.isBoxVisible(pos-size, pos+size)) {
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batch.pushMatrix(transform.combined);
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batch.draw(model);
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batch.popMatrix();
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const auto* rigConfig = rig.config;
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rigConfig->render(assets, batch, rig, transform.combined);
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}
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}
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}
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@ -68,8 +68,11 @@ class Assets;
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class LineBatch;
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class ModelBatch;
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class Frustum;
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class Rig;
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class Entities;
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namespace riggining {
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struct Rig;
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class RigConfig;
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}
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class Entity {
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Entities& entities;
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@ -1,6 +1,7 @@
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#include "rigging.hpp"
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#include "../assets/Assets.hpp"
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#include "../graphics/render/ModelBatch.hpp"
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#include "../graphics/core/Model.hpp"
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#include "../coders/json.hpp"
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@ -13,7 +14,7 @@ RigNode::RigNode(
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std::vector<std::unique_ptr<RigNode>> subnodes)
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: index(index),
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name(std::move(name)),
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modelName(model),
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modelName(std::move(model)),
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subnodes(std::move(subnodes))
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{}
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@ -22,28 +23,36 @@ void RigNode::setModel(const Assets* assets, const std::string& name) {
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model = assets->get<model::Model>(name);
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}
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RigConfig::RigConfig(std::unique_ptr<RigNode> root) : root(std::move(root)) {
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static void get_all_nodes(std::vector<RigNode*>& nodes, RigNode* node) {
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nodes[node->getIndex()] = node;
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for (auto& subnode : node->getSubnodes()) {
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get_all_nodes(nodes, subnode.get());
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}
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}
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RigConfig::RigConfig(std::unique_ptr<RigNode> root, size_t nodesCount)
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: root(std::move(root)), nodes(nodesCount) {
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get_all_nodes(nodes, this->root.get());
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}
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size_t RigConfig::update(
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size_t index,
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Rig& rig,
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RigNode* node,
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glm::mat4 matrix)
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glm::mat4 matrix) const
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{
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rig.calculated.matrices[index] = matrix * rig.pose.matrices[index];
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index++;
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for (auto& subnode : node->getSubnodes()) {
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index = update(index, rig, subnode.get(), rig.calculated.matrices[index]);
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index = update(index+1, rig, subnode.get(), rig.calculated.matrices[index]);
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}
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return index;
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}
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void RigConfig::update(Rig& rig, glm::mat4 matrix) {
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void RigConfig::update(Rig& rig, glm::mat4 matrix) const {
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update(0, rig, root.get(), matrix);
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}
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void RigConfig::setup(const Assets* assets, RigNode* node) {
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void RigConfig::setup(const Assets* assets, RigNode* node) const {
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if (node == nullptr) {
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setup(assets, root.get());
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} else {
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@ -54,6 +63,25 @@ void RigConfig::setup(const Assets* assets, RigNode* node) {
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}
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}
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void RigConfig::render(
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Assets*,
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ModelBatch& batch,
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Rig& rig,
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const glm::mat4& matrix) const
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{
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update(rig, matrix);
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for (size_t i = 0; i < nodes.size(); i++) {
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auto* node = nodes[i];
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auto model = node->getModel();
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if (model == nullptr) {
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continue;
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}
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batch.pushMatrix(rig.calculated.matrices[i]);
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batch.draw(model);
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batch.popMatrix();
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}
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}
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static std::tuple<size_t, std::unique_ptr<RigNode>> read_node(
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dynamic::Map* root, size_t index
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) {
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@ -72,7 +100,7 @@ static std::tuple<size_t, std::unique_ptr<RigNode>> read_node(
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}
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}
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}
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return {index, std::make_unique<RigNode>(index, name, model, std::move(subnodes))};
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return {index + count, std::make_unique<RigNode>(index, name, model, std::move(subnodes))};
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}
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std::unique_ptr<RigConfig> RigConfig::parse(
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@ -84,6 +112,6 @@ std::unique_ptr<RigConfig> RigConfig::parse(
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if (rootNodeMap == nullptr) {
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throw std::runtime_error("missing 'root' element");
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}
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auto [count, rootNode] = read_node(root.get(), 0);
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return std::make_unique<RigConfig>(std::move(rootNode));
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auto [count, rootNode] = read_node(rootNodeMap, 0);
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return std::make_unique<RigConfig>(std::move(rootNode), count);
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}
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@ -10,6 +10,7 @@
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#include <unordered_map>
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class Assets;
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class ModelBatch;
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namespace model {
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struct Model;
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@ -24,6 +25,9 @@ namespace rigging {
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Pose(size_t size) : matrices(size) {
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matrices.resize(size);
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for (size_t i = 0; i < size; i++) {
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matrices[i] = glm::mat4(1.0f);
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}
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}
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};
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@ -46,6 +50,10 @@ namespace rigging {
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return modelName;
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}
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model::Model* getModel() const {
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return model;
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}
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size_t getIndex() const {
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return index;
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}
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@ -71,12 +79,17 @@ namespace rigging {
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size_t index,
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Rig& rig,
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RigNode* node,
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glm::mat4 matrix);
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glm::mat4 matrix) const;
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public:
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RigConfig(std::unique_ptr<RigNode> root);
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RigConfig(std::unique_ptr<RigNode> root, size_t nodesCount);
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void update(Rig& rig, glm::mat4 matrix);
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void setup(const Assets* assets, RigNode* node=nullptr);
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void update(Rig& rig, glm::mat4 matrix) const;
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void setup(const Assets* assets, RigNode* node=nullptr) const;
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void render(
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Assets* assets,
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ModelBatch& batch,
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Rig& rig,
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const glm::mat4& matrix) const;
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Rig instance() {
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return Rig {
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