add modeltree component
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824231bfd6
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@ -23,6 +23,13 @@ function new_Rigidbody(eid)
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return setmetatable({eid=eid}, Rigidbody)
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end
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local Modeltree = {__index={
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}}
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function new_Modeltree(eid)
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return setmetatable({eid=eid}, Modeltree)
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end
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-- Entity class
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local Entity = {__index={
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@ -36,6 +43,7 @@ return {
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local entity = setmetatable({eid=eid}, Entity)
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entity.transform = new_Transform(eid)
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entity.rigidbody = new_Rigidbody(eid)
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entity.modeltree = new_Modeltree(eid)
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entity.data = {}
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entities[eid] = entity;
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return entity
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@ -8,6 +8,7 @@
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#include "../../../window/Camera.hpp"
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#include "../../../frontend/hud.hpp"
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#include "../../../content/Content.hpp"
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#include "../../../engine.hpp"
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#include <optional>
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@ -35,7 +36,7 @@ static int l_spawn(lua::State* L) {
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if (lua::gettop(L) > 2) {
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args = lua::tovalue(L, 3);
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}
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level->entities->spawn(def, pos, args);
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level->entities->spawn(scripting::engine->getAssets(), def, pos, args);
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return 1;
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}
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@ -9,6 +9,7 @@
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#include "../graphics/core/Model.hpp"
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#include "../maths/FrustumCulling.hpp"
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#include "../objects/EntityDef.hpp"
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#include "../objects/rigging.hpp"
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#include "../logic/scripting/scripting.hpp"
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#include <glm/ext/matrix_transform.hpp>
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@ -30,7 +31,16 @@ void Entity::destroy() {
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Entities::Entities(Level* level) : level(level) {
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}
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entityid_t Entities::spawn(EntityDef& def, glm::vec3 pos, dynamic::Value args) {
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entityid_t Entities::spawn(
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Assets* assets,
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EntityDef& def,
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glm::vec3 pos,
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dynamic::Value args)
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{
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auto rig = assets->get<rigging::RigConfig>(def.rigName);
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if (rig == nullptr) {
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throw std::runtime_error("rig "+def.rigName+" not found");
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}
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auto entity = registry.create();
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glm::vec3 size(1);
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auto id = nextID++;
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@ -54,9 +64,12 @@ entityid_t Entities::spawn(EntityDef& def, glm::vec3 pos, dynamic::Value args) {
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}
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}});
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}
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auto& scripting = registry.emplace<Scripting>(entity, entity_funcs_set {}, nullptr);
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auto& scripting = registry.emplace<Scripting>(
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entity, entity_funcs_set {}, nullptr);
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entities[id] = entity;
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scripting.env = scripting::on_entity_spawn(def, id, scripting.funcsset, std::move(args));
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scripting.env = scripting::on_entity_spawn(
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def, id, scripting.funcsset, std::move(args));
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registry.emplace<rigging::Rig>(entity, rig->instance());
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return id;
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}
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@ -173,7 +186,10 @@ void Entities::renderDebug(LineBatch& batch, const Frustum& frustum) {
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batch.box(hitbox.position, hitbox.halfsize * 2.0f, glm::vec4(1.0f));
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for (auto& trigger : rigidbody.triggers) {
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batch.box(trigger.calculated.center(), trigger.calculated.size(), glm::vec4(1.0f, 1.0f, 0.0f, 1.0f));
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batch.box(
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trigger.calculated.center(),
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trigger.calculated.size(),
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glm::vec4(1.0f, 1.0f, 0.0f, 1.0f));
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}
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}
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}
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@ -137,7 +137,11 @@ public:
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void renderDebug(LineBatch& batch, const Frustum& frustum);
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void render(Assets* assets, ModelBatch& batch, const Frustum& frustum);
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entityid_t spawn(EntityDef& def, glm::vec3 pos, dynamic::Value args=dynamic::NONE);
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entityid_t spawn(
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Assets* assets,
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EntityDef& def,
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glm::vec3 pos,
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dynamic::Value args=dynamic::NONE);
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std::optional<Entity> get(entityid_t id) {
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const auto& found = entities.find(id);
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@ -17,9 +17,14 @@ namespace model {
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namespace rigging {
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struct Rig;
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class RigConfig;
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struct Pose {
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std::vector<glm::mat4> matrices;
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Pose(size_t size) : matrices(size) {
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matrices.resize(size);
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}
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};
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class RigNode {
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@ -49,6 +54,13 @@ namespace rigging {
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return subnodes;
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}
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};
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struct Rig {
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RigConfig* config;
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Pose pose;
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Pose calculated;
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std::vector<std::string> textures;
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};
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class RigConfig {
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std::unique_ptr<RigNode> root;
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@ -66,18 +78,17 @@ namespace rigging {
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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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Rig instance() {
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return Rig {
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this, Pose(nodes.size()), Pose(nodes.size()), {}
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};
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}
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static std::unique_ptr<RigConfig> parse(
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std::string_view src,
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std::string_view file
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);
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};
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struct Rig {
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RigConfig* config;
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Pose pose;
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Pose calculated;
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std::vector<std::string> textures;
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};
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};
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#endif // OBJECTS_SKELETON_HPP_
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