add skeleton:is_visible(...), skeleton:set_visible(...)

This commit is contained in:
MihailRis
2024-07-15 12:05:11 +03:00
parent 055781eeaf
commit 8bb736bef0
10 changed files with 130 additions and 43 deletions
+27
View File
@@ -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}
};
+13 -3
View File
@@ -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;
+7
View File
@@ -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);
+12 -2
View File
@@ -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;