add skeleton:is_visible(...), skeleton:set_visible(...)
This commit is contained in:
parent
055781eeaf
commit
8bb736bef0
@ -132,4 +132,12 @@ rig:set_texture(key: str, value: str)
|
||||
|
||||
-- Возвращает индекс кости по имени или nil
|
||||
rig:index(name: str) -> int
|
||||
|
||||
-- Проверяет статус видимости кости по индесу
|
||||
-- или всего скелета, если индекс не указан
|
||||
rig:is_visible([optional] index: int) -> bool
|
||||
|
||||
-- Устанавливает статус видимости кости по индексу
|
||||
-- или всего скелета, если индекс не указан
|
||||
rig:set_visible([optional] index: int, status: bool)
|
||||
```
|
||||
|
||||
48
res/content/base/models/player-head.obj
Normal file
48
res/content/base/models/player-head.obj
Normal file
@ -0,0 +1,48 @@
|
||||
# Blender v2.79 (sub 0) OBJ File: 'player.blend'
|
||||
# www.blender.org
|
||||
mtllib player-head.mtl
|
||||
o Cube.002_Cube.003
|
||||
v -0.238204 0.476553 -0.238204
|
||||
v -0.238204 0.000145 -0.238204
|
||||
v -0.238204 0.476553 0.238204
|
||||
v -0.238204 0.000145 0.238204
|
||||
v 0.238204 0.000145 0.238204
|
||||
v 0.238204 0.476553 0.238204
|
||||
v 0.238204 0.000145 -0.238204
|
||||
v 0.238204 0.476553 -0.238204
|
||||
vt 0.783122 0.009685
|
||||
vt 0.982503 0.009685
|
||||
vt 0.982503 0.209065
|
||||
vt 0.783122 0.209065
|
||||
vt 0.735873 0.213345
|
||||
vt 0.735873 0.739780
|
||||
vt 0.209439 0.739780
|
||||
vt 0.209439 0.213345
|
||||
vt 0.783122 0.009685
|
||||
vt 0.982503 0.009685
|
||||
vt 0.982503 0.209065
|
||||
vt 0.783122 0.209065
|
||||
vt 0.783122 0.009685
|
||||
vt 0.982503 0.009685
|
||||
vt 0.982503 0.209065
|
||||
vt 0.783122 0.209065
|
||||
vt 0.783122 0.009685
|
||||
vt 0.982503 0.009685
|
||||
vt 0.982503 0.209065
|
||||
vt 0.783122 0.009685
|
||||
vt 0.982503 0.009685
|
||||
vt 0.783122 0.209065
|
||||
vn -1.0000 0.0000 0.0000
|
||||
vn 0.0000 0.0000 -1.0000
|
||||
vn 1.0000 0.0000 0.0000
|
||||
vn 0.0000 0.0000 1.0000
|
||||
vn 0.0000 -1.0000 0.0000
|
||||
vn 0.0000 1.0000 0.0000
|
||||
usemtl entities/player
|
||||
s off
|
||||
f 4/1/1 3/2/1 1/3/1 2/4/1
|
||||
f 2/5/2 1/6/2 8/7/2 7/8/2
|
||||
f 7/9/3 8/10/3 6/11/3 5/12/3
|
||||
f 5/13/4 6/14/4 3/15/4 4/16/4
|
||||
f 2/17/5 7/18/5 5/19/5 4/16/5
|
||||
f 8/20/6 1/21/6 3/15/6 6/22/6
|
||||
@ -1,3 +1,6 @@
|
||||
# Blender v2.79 (sub 0) OBJ File: 'player.blend'
|
||||
# www.blender.org
|
||||
mtllib player.mtl
|
||||
o Cube
|
||||
v 0.125000 -0.900000 -0.125000
|
||||
v 0.125000 -0.900000 0.125000
|
||||
@ -7,14 +10,6 @@ v 0.125000 0.700000 -0.125000
|
||||
v 0.125000 0.700000 0.125000
|
||||
v -0.125000 0.700000 0.125000
|
||||
v -0.125000 0.700000 -0.125000
|
||||
v -0.238204 0.898288 -0.238204
|
||||
v -0.238204 0.421881 -0.238204
|
||||
v -0.238204 0.898288 0.238204
|
||||
v -0.238204 0.421881 0.238204
|
||||
v 0.238204 0.421881 0.238204
|
||||
v 0.238204 0.898288 0.238204
|
||||
v 0.238204 0.421881 -0.238204
|
||||
v 0.238204 0.898288 -0.238204
|
||||
vt 0.783122 0.009685
|
||||
vt 0.982503 0.009685
|
||||
vt 0.982503 0.209065
|
||||
@ -35,28 +30,6 @@ vt 0.982503 0.209065
|
||||
vt 0.982503 0.009685
|
||||
vt 0.982503 0.209065
|
||||
vt 0.783122 0.209065
|
||||
vt 0.783122 0.009685
|
||||
vt 0.982503 0.009685
|
||||
vt 0.982503 0.209065
|
||||
vt 0.783122 0.209065
|
||||
vt 0.735873 0.213345
|
||||
vt 0.735873 0.739780
|
||||
vt 0.209439 0.739780
|
||||
vt 0.209439 0.213345
|
||||
vt 0.783122 0.009685
|
||||
vt 0.982503 0.009685
|
||||
vt 0.982503 0.209065
|
||||
vt 0.783122 0.209065
|
||||
vt 0.783122 0.009685
|
||||
vt 0.982503 0.009685
|
||||
vt 0.982503 0.209065
|
||||
vt 0.783122 0.209065
|
||||
vt 0.783122 0.009685
|
||||
vt 0.982503 0.009685
|
||||
vt 0.982503 0.209065
|
||||
vt 0.783122 0.009685
|
||||
vt 0.982503 0.009685
|
||||
vt 0.783122 0.209065
|
||||
vn 0.0000 -1.0000 -0.0000
|
||||
vn 0.0000 1.0000 0.0000
|
||||
vn 1.0000 0.0000 0.0000
|
||||
@ -71,9 +44,3 @@ f 1/1/3 5/9/3 6/10/3 2/11/3
|
||||
f 2/12/4 6/13/4 7/7/4 3/14/4
|
||||
f 3/15/5 7/16/5 8/17/5 4/4/5
|
||||
f 5/5/6 1/18/6 4/19/6 8/20/6
|
||||
f 12/21/5 11/22/5 9/23/5 10/24/5
|
||||
f 10/25/6 9/26/6 16/27/6 15/28/6
|
||||
f 15/29/3 16/30/3 14/31/3 13/32/3
|
||||
f 13/33/4 14/34/4 11/35/4 12/36/4
|
||||
f 10/37/1 15/38/1 13/39/1 12/36/1
|
||||
f 16/40/2 9/41/2 11/35/2 14/42/2
|
||||
|
||||
@ -8,6 +8,7 @@
|
||||
"block",
|
||||
"drop-block",
|
||||
"drop-item",
|
||||
"player"
|
||||
"player",
|
||||
"player-head"
|
||||
]
|
||||
}
|
||||
|
||||
@ -2,7 +2,14 @@
|
||||
"root": {
|
||||
"nodes": [
|
||||
{
|
||||
"model": "player"
|
||||
"name": "body",
|
||||
"model": "player",
|
||||
"nodes": [
|
||||
{
|
||||
"name": "head",
|
||||
"model": "player-head"
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
@ -44,6 +44,8 @@ local Skeleton = {__index={
|
||||
get_texture=function(self, s) return __skeleton.get_texture(self.eid, s) end,
|
||||
set_texture=function(self, s, s2) return __skeleton.set_texture(self.eid, s, s2) end,
|
||||
index=function(self, s) return __skeleton.index(self.eid, s) end,
|
||||
is_visible=function(self, i) return __skeleton.is_visible(self.eid, i) end,
|
||||
set_visible=function(self, i, b) return __skeleton.set_visible(self.eid, i, b) end,
|
||||
}}
|
||||
|
||||
local function new_Skeleton(eid)
|
||||
|
||||
@ -69,6 +69,31 @@ static int l_index(lua::State* L) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int l_is_visible(lua::State* L) {
|
||||
if (auto entity = get_entity(L, 1)) {
|
||||
auto& skeleton = entity->getSkeleton();
|
||||
if (!lua::isnoneornil(L, 2)) {
|
||||
auto index = index_range_check(skeleton, lua::tointeger(L, 2));
|
||||
return lua::pushboolean(L, skeleton.flags.at(index).visible);
|
||||
}
|
||||
return lua::pushboolean(L, skeleton.visible);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int l_set_visible(lua::State* L) {
|
||||
if (auto entity = get_entity(L, 1)) {
|
||||
auto& skeleton = entity->getSkeleton();
|
||||
if (!lua::isnoneornil(L, 3)) {
|
||||
auto index = index_range_check(skeleton, lua::tointeger(L, 2));
|
||||
skeleton.flags.at(index).visible = lua::toboolean(L, 3);
|
||||
} else {
|
||||
skeleton.visible = lua::toboolean(L, 2);
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
const luaL_Reg skeletonlib [] = {
|
||||
{"get_model", lua::wrap<l_get_model>},
|
||||
{"get_matrix", lua::wrap<l_get_matrix>},
|
||||
@ -76,5 +101,7 @@ const luaL_Reg skeletonlib [] = {
|
||||
{"get_texture", lua::wrap<l_get_texture>},
|
||||
{"set_texture", lua::wrap<l_set_texture>},
|
||||
{"index", lua::wrap<l_index>},
|
||||
{"is_visible", lua::wrap<l_is_visible>},
|
||||
{"set_visible", lua::wrap<l_set_visible>},
|
||||
{NULL, NULL}
|
||||
};
|
||||
|
||||
@ -9,6 +9,7 @@
|
||||
#include "../window/Camera.hpp"
|
||||
#include "../items/Inventory.hpp"
|
||||
#include "../objects/Entities.hpp"
|
||||
#include "../objects/rigging.hpp"
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <utility>
|
||||
@ -66,9 +67,18 @@ void Player::updateInput(PlayerInput& input, float delta) {
|
||||
return;
|
||||
}
|
||||
auto& hitbox = entity->getRigidbody().hitbox;
|
||||
auto& transform = entity->getTransform();
|
||||
transform.setRot(
|
||||
glm::rotate(glm::mat4(1.0f), glm::radians(cam.x), glm::vec3(0, 1, 0)));
|
||||
auto& skeleton = entity->getSkeleton();
|
||||
|
||||
skeleton.visible = currentCamera != camera;
|
||||
|
||||
size_t bodyIndex = skeleton.config->find("body")->getIndex();
|
||||
size_t headIndex = skeleton.config->find("head")->getIndex();
|
||||
|
||||
skeleton.pose.matrices[bodyIndex] =
|
||||
glm::rotate(glm::mat4(1.0f), glm::radians(cam.x-90), glm::vec3(0, 1, 0));
|
||||
skeleton.pose.matrices[headIndex] = glm::rotate(glm::rotate(
|
||||
glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.6f, 0.0f)),
|
||||
glm::radians(-cam.y), glm::vec3(0, 0, 1)), glm::radians(90.0f), glm::vec3(0, 1, 0));
|
||||
|
||||
bool crouch = input.shift && hitbox.grounded && !input.sprint;
|
||||
float speed = this->speed;
|
||||
|
||||
@ -70,9 +70,16 @@ void SkeletonConfig::render(
|
||||
const glm::mat4& matrix) const
|
||||
{
|
||||
update(skeleton, matrix);
|
||||
|
||||
if (!skeleton.visible) {
|
||||
return;
|
||||
}
|
||||
for (size_t i = 0; i < nodes.size(); i++) {
|
||||
auto* node = nodes[i];
|
||||
node->refreshModel(assets);
|
||||
if (!skeleton.flags[i].visible) {
|
||||
continue;
|
||||
}
|
||||
if (auto model = node->getModel()) {
|
||||
batch.pushMatrix(skeleton.calculated.matrices[i]);
|
||||
batch.draw(model, &skeleton.textures);
|
||||
|
||||
@ -67,11 +67,17 @@ namespace rigging {
|
||||
}
|
||||
};
|
||||
|
||||
struct BoneFlags {
|
||||
bool visible: 1;
|
||||
};
|
||||
|
||||
struct Skeleton {
|
||||
const SkeletonConfig* config;
|
||||
Pose pose;
|
||||
Pose calculated;
|
||||
std::vector<BoneFlags> flags;
|
||||
std::unordered_map<std::string, std::string> textures;
|
||||
bool visible;
|
||||
};
|
||||
|
||||
class SkeletonConfig {
|
||||
@ -104,9 +110,13 @@ namespace rigging {
|
||||
const glm::mat4& matrix) const;
|
||||
|
||||
Skeleton instance() const {
|
||||
return Skeleton {
|
||||
this, Pose(nodes.size()), Pose(nodes.size()), {}
|
||||
auto rig = Skeleton {
|
||||
this, Pose(nodes.size()), Pose(nodes.size()), {}, {}, true
|
||||
};
|
||||
for (size_t i = 0; i < nodes.size(); i++) {
|
||||
rig.flags.push_back({true});
|
||||
}
|
||||
return rig;
|
||||
}
|
||||
|
||||
Bone* find(std::string_view str) const;
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user