#include "Model.hpp"
+#include "ModelRegistry.hpp"
#include "Instance.hpp"
-#include "Skeletons.hpp"
+#include "Part.hpp"
#include "Shape.hpp"
#include "ShapeRegistry.hpp"
-#include "../app/TextureIndex.hpp"
+#include "../io/TokenStreamReader.hpp"
#include "../graphics/DirectionalLighting.hpp"
#include "../graphics/EntityMesh.hpp"
+#include "../shared/ResourceIndex.hpp"
#include <iostream>
#include <glm/gtx/quaternion.hpp>
Instance::Instance()
: model(nullptr)
-, state()
-, mesh()
-, tex_map()
-, hsl_mod(0.0f, 1.0f, 1.0f)
-, rgb_mod(1.0f) {
+, state() {
}
}
-Instance::Instance(const Instance &other)
-: model(other.model)
-, state(other.state)
-, mesh()
-, tex_map(other.tex_map)
-, hsl_mod(other.hsl_mod)
-, rgb_mod(other.rgb_mod) {
-
-}
-
-Instance &Instance::operator =(const Instance &other) {
- model = other.model;
- state = other.state;
- mesh.clear();
- tex_map = other.tex_map;
- hsl_mod = other.hsl_mod;
- rgb_mod = other.rgb_mod;
- return *this;
+Part::State &Instance::BodyState() noexcept {
+ return state[model->GetBodyPart().ID()];
}
-void Instance::Render(const glm::mat4 &M, DirectionalLighting &prog) {
- if (mesh.empty()) {
- std::cout << "building meshes for instance" << std::endl;
- mesh.resize(state.size());
- model->RootPart().LoadMeshes(*this);
- }
- model->RootPart().Render(M, *this, prog);
+glm::mat4 Instance::BodyTransform() const noexcept {
+ return model->GetBodyPart().GlobalTransform(*this);
}
-void Instance::SetTextures(const std::vector<float> &t) {
- tex_map = t;
- mesh.clear();
+Part::State &Instance::EyesState() noexcept {
+ return state[model->GetEyesPart().ID()];
}
-void Instance::SetHSLModifier(const glm::vec3 &m) {
- hsl_mod = m;
- mesh.clear();
+glm::mat4 Instance::EyesTransform() const noexcept {
+ return model->GetEyesPart().GlobalTransform(*this);
}
-void Instance::SetRGBModifier(const glm::vec3 &m) {
- rgb_mod = m;
- mesh.clear();
+void Instance::Render(const glm::mat4 &M, DirectionalLighting &prog) {
+ model->RootPart().Render(M, *this, prog);
}
Model::Model()
: id(0)
, root()
-, part() {
+, part()
+, body_id(0)
+, eyes_id(0) {
}
void Model::Instantiate(Instance &inst) const {
inst.model = this;
inst.state.clear();
- inst.mesh.clear();
inst.state.resize(part.size());
}
+ModelRegistry::ModelRegistry()
+: models()
+, name_index() {
+
+}
+
+Model &ModelRegistry::Add(const std::string &name) {
+ models.emplace_back(new Model());
+ models.back()->ID(models.size());
+ name_index[name] = &*models.back();
+ return *models.back();
+}
+
+Model &ModelRegistry::Get(const std::string &name) {
+ auto entry = name_index.find(name);
+ if (entry != name_index.end()) {
+ return *entry->second;
+ } else {
+ throw std::runtime_error("unknown model " + name);
+ }
+}
+
+const Model &ModelRegistry::Get(const std::string &name) const {
+ auto entry = name_index.find(name);
+ if (entry != name_index.end()) {
+ return *entry->second;
+ } else {
+ throw std::runtime_error("unknown model " + name);
+ }
+}
+
+
Part::Part()
-: id(0)
-, bounds{ glm::vec3(0.0f), glm::vec3(0.0f) }
-, initial()
+: parent(nullptr)
, shape(nullptr)
-, parent(nullptr)
-, children() {
+, children()
+, tex_map()
+, mesh()
+, initial()
+, hsl_mod(0, 255, 255)
+, rgb_mod(255, 255, 255)
+, id(0) {
}
}
+void Part::Read(TokenStreamReader &in, ResourceIndex &tex_index, const ShapeRegistry &shapes) {
+ std::string name;
+ std::string shape_name;
+ std::string tex_name;
+ glm::vec3 color_conv;
+ in.Skip(Token::ANGLE_BRACKET_OPEN);
+ while (in.HasMore() && in.Peek().type != Token::ANGLE_BRACKET_CLOSE) {
+ in.ReadIdentifier(name);
+ in.Skip(Token::EQUALS);
+ if (name == "shape") {
+ in.ReadIdentifier(shape_name);
+ shape = &shapes.Get(shape_name);
+ } else if (name == "position") {
+ in.ReadVec(initial.position);
+ } else if (name == "orientation") {
+ in.ReadQuat(initial.orientation);
+ } else if (name == "hsl_mod") {
+ in.ReadVec(color_conv);
+ hsl_mod = EntityMesh::ColorMod(color_conv * 255.0f);
+ } else if (name == "rgb_mod") {
+ in.ReadVec(color_conv);
+ rgb_mod = EntityMesh::ColorMod(color_conv * 255.0f);
+ } else if (name == "textures") {
+ in.Skip(Token::BRACKET_OPEN);
+ while (in.HasMore() && in.Peek().type != Token::BRACKET_CLOSE) {
+ in.ReadString(tex_name);
+ tex_map.push_back(tex_index.GetID(tex_name));
+ if (in.Peek().type == Token::COMMA) {
+ in.Skip(Token::COMMA);
+ }
+ }
+ in.Skip(Token::BRACKET_CLOSE);
+ } else if (name == "children") {
+ in.Skip(Token::BRACKET_OPEN);
+ while (in.HasMore() && in.Peek().type != Token::BRACKET_CLOSE) {
+ Part &child = AddChild();
+ child.Read(in, tex_index, shapes);
+ if (in.Peek().type == Token::COMMA) {
+ in.Skip(Token::COMMA);
+ }
+ }
+ in.Skip(Token::BRACKET_CLOSE);
+ } else {
+ while (in.HasMore() && in.Peek().type != Token::SEMICOLON) {
+ in.Next();
+ }
+ }
+ in.Skip(Token::SEMICOLON);
+ }
+ in.Skip(Token::ANGLE_BRACKET_CLOSE);
+}
+
Part &Part::AddChild() {
children.emplace_back();
children.back().parent = this;
}
glm::mat4 Part::LocalTransform(const Instance &inst) const noexcept {
- glm::mat4 transform(toMat4(initial.orientation * inst.state[id].orientation));
+ glm::mat4 transform(glm::toMat4(initial.orientation * inst.state[id].orientation));
transform[3] = glm::vec4(initial.position + inst.state[id].position, 1.0f);
return transform;
}
}
-void Part::LoadMeshes(Instance &inst) const {
- if (shape && shape->IndexCount() > 0) {
- buf.Clear();
- buf.hsl_mods.resize(shape->VertexCount(), inst.hsl_mod);
- buf.rgb_mods.resize(shape->VertexCount(), inst.rgb_mod);
- shape->Fill(buf, inst.tex_map);
- inst.mesh[id].reset(new EntityMesh());
- inst.mesh[id]->Update(buf);
- } else {
- inst.mesh[id].reset();
- }
- for (const Part &part : children) {
- part.LoadMeshes(inst);
- }
-}
-
void Part::Render(
const glm::mat4 &M,
const Instance &inst,
DirectionalLighting &prog
) const {
glm::mat4 transform = M * LocalTransform(inst);
- if (inst.mesh[id]) {
+ if (shape && shape->IndexCount() > 0) {
+ if (!mesh) {
+ buf.Clear();
+ buf.hsl_mods.resize(shape->VertexCount(), hsl_mod);
+ buf.rgb_mods.resize(shape->VertexCount(), rgb_mod);
+ shape->Fill(buf, tex_map);
+ mesh.reset(new EntityMesh());
+ mesh->Update(buf);
+ }
prog.SetM(transform);
- inst.mesh[id]->Draw();
+ mesh->Draw();
}
for (const Part &part : children) {
part.Render(transform, inst, prog);
}
}
-
-Skeletons::Skeletons()
-: skeletons() {
-
-}
-
-Skeletons::~Skeletons() {
-
-}
-
-void Skeletons::Load(const ShapeRegistry &shapes) {
- skeletons.clear();
- skeletons.reserve(4);
- AABB bounds{{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }};
- const Shape *shape = &shapes.Get("player_head_block");
- {
- skeletons.emplace_back(new Model);
- skeletons[0]->ID(1);
- skeletons[0]->RootPart().bounds = bounds;
- skeletons[0]->RootPart().shape = shape;
- skeletons[0]->Enumerate();
- }
- {
- skeletons.emplace_back(new Model);
- skeletons[1]->ID(2);
- skeletons[1]->RootPart().bounds = bounds;
- skeletons[1]->RootPart().shape = shape;
- skeletons[1]->Enumerate();
- }
- {
- skeletons.emplace_back(new Model);
- skeletons[2]->ID(3);
- skeletons[2]->RootPart().bounds = bounds;
- skeletons[2]->RootPart().shape = shape;
- skeletons[2]->Enumerate();
- }
- {
- skeletons.emplace_back(new Model);
- skeletons[3]->ID(4);
- skeletons[3]->RootPart().bounds = bounds;
- skeletons[3]->RootPart().shape = shape;
- skeletons[3]->Enumerate();
- }
-}
-
-Model *Skeletons::ByID(std::uint16_t id) noexcept {
- if (id == 0 || id > skeletons.size()) {
- return nullptr;
- } else {
- return skeletons[id - 1].get();
- }
-}
-
-const Model *Skeletons::ByID(std::uint16_t id) const noexcept {
- if (id == 0 || id > skeletons.size()) {
- return nullptr;
- } else {
- return skeletons[id - 1].get();
- }
-}
-
}