move hand item control to lua

This commit is contained in:
MihailRis 2025-07-27 19:20:30 +03:00
parent 567eec88c8
commit 6f11741310
4 changed files with 40 additions and 71 deletions

View File

@ -82,3 +82,42 @@ function on_hud_open()
configure_SSAO()
end
local prev_rotation = mat4.idt()
function update_hand()
local skeleton = __skeleton
local pid = hud.get_player()
local invid, slot = player.get_inventory(pid)
local itemid = inventory.get(invid, slot)
local cam = cameras.get("core:first-person")
local bone = skeleton.index("hand", "item")
local offset = vec3.mul(vec3.sub(cam:get_pos(), {player.get_pos(pid)}), -1)
local rotation = cam:get_rot()
local angle = player.get_rot() - 90
local cos = math.cos(angle / (180 / math.pi))
local sin = math.sin(angle / (180 / math.pi))
local newX = offset[1] * cos - offset[3] * sin
local newZ = offset[1] * sin + offset[3] * cos
offset[1] = newX
offset[3] = newZ
local mat = mat4.translate(mat4.idt(), {0.06, 0.035, -0.1})
mat4.scale(mat, {0.1, 0.1, 0.1}, mat)
mat4.mul(rotation, mat, mat)
mat4.rotate(mat, {0, 1, 0}, -90, mat)
mat4.translate(mat, offset, mat)
skeleton.set_matrix("hand", bone, mat)
skeleton.set_model("hand", bone, item.model_name(itemid))
end
function on_hud_render()
timeit(1, update_hand)
end

View File

@ -4,31 +4,19 @@
#include <glm/gtc/matrix_transform.hpp>
#include "ModelBatch.hpp"
#include "assets/Assets.hpp"
#include "content/Content.hpp"
#include "graphics/core/Shader.hpp"
#include "graphics/commons/Model.hpp"
#include "items/Inventory.hpp"
#include "items/ItemStack.hpp"
#include "items/ItemDef.hpp"
#include "objects/Player.hpp"
#include "objects/rigging.hpp"
#include "world/Level.hpp"
#include "window/Camera.hpp"
#include "window/Window.hpp"
using namespace rigging;
HandsRenderer::HandsRenderer(
const Assets& assets,
const Level& level,
const Player& player,
ModelBatch& modelBatch,
std::shared_ptr<Skeleton> skeleton
)
: assets(assets),
level(level),
player(player),
modelBatch(modelBatch),
skeleton(std::move(skeleton)) {
}
@ -36,57 +24,9 @@ HandsRenderer::HandsRenderer(
void HandsRenderer::renderHands(
const Camera& camera, float delta
) {
// configure model matrix
const glm::vec3 itemOffset(0.06f, 0.035f, -0.1);
static glm::mat4 prevRotation(1.0f);
const float speed = 24.0f;
glm::mat4 matrix = glm::translate(glm::mat4(1.0f), itemOffset);
matrix = glm::scale(matrix, glm::vec3(0.1f));
glm::mat4 rotation = camera.rotation;
// rotation interpolation
glm::quat rot0 = glm::quat_cast(prevRotation);
glm::quat rot1 = glm::quat_cast(rotation);
glm::quat finalRot =
glm::slerp(rot0, rot1, static_cast<float>(delta * speed));
rotation = glm::mat4_cast(finalRot);
prevRotation = rotation;
// building matrix
matrix = rotation * matrix *
glm::rotate(
glm::mat4(1.0f), -glm::pi<float>() * 0.5f, glm::vec3(0, 1, 0)
);
// getting offset
glm::vec3 cameraRotation = player.getRotation();
auto offset = -(camera.position - player.getPosition());
float angle = glm::radians(cameraRotation.x - 90);
float cos = glm::cos(angle);
float sin = glm::sin(angle);
float newX = offset.x * cos - offset.z * sin;
float newZ = offset.x * sin + offset.z * cos;
offset = glm::vec3(newX, offset.y, newZ);
matrix = matrix * glm::translate(glm::mat4(1.0f), offset);
// get current chosen item
auto indices = level.content.getIndices();
const auto& inventory = player.getInventory();
int slot = player.getChosenSlot();
const ItemStack& stack = inventory->getSlot(slot);
const auto& def = indices->items.require(stack.getItemId());
auto& skeleton = *this->skeleton;
const auto& config = *skeleton.config;
auto itemBone = config.find("item");
size_t itemBoneIndex = itemBone->getIndex();
skeleton.modelOverrides.at(itemBoneIndex).model = assets.get<model::Model>(def.modelName);
skeleton.pose.matrices.at(itemBoneIndex) = matrix;
// render
modelBatch.setLightsOffset(camera.position);
config.update(skeleton, glm::mat4(1.0f), glm::vec3());

View File

@ -4,8 +4,6 @@
class Assets;
class Camera;
class Level;
class Player;
class ModelBatch;
namespace rigging {
@ -16,8 +14,6 @@ class HandsRenderer {
public:
HandsRenderer(
const Assets& assets,
const Level& level,
const Player& player,
ModelBatch& modelBatch,
std::shared_ptr<rigging::Skeleton> skeleton
);
@ -25,8 +21,6 @@ public:
void renderHands(const Camera& camera, float delta);
private:
const Assets& assets;
const Level& level;
const Player& player;
ModelBatch& modelBatch;
std::shared_ptr<rigging::Skeleton> skeleton;
};

View File

@ -116,11 +116,7 @@ WorldRenderer::WorldRenderer(
content.getDefaults()["hand-skeleton"].asString()
);
hands = std::make_unique<HandsRenderer>(
*assets,
level,
player,
*modelBatch,
skeletons->createSkeleton("hand", &skeletonConfig)
*assets, *modelBatch, skeletons->createSkeleton("hand", &skeletonConfig)
);
}