feature: bone model overriding
This commit is contained in:
+29
-11
@@ -7,6 +7,13 @@
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using namespace rigging;
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void ModelReference::refresh(const Assets* assets) {
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if (updateFlag) {
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model = assets->get<model::Model>(name);
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updateFlag = false;
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}
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}
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Bone::Bone(
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size_t index,
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std::string name,
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@@ -14,22 +21,27 @@ Bone::Bone(
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std::vector<std::unique_ptr<Bone>> bones)
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: index(index),
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name(std::move(name)),
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modelName(std::move(model)),
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bones(std::move(bones))
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bones(std::move(bones)),
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model({model, nullptr, true})
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{}
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void Bone::setModel(const std::string& name) {
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if (modelName == name) {
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if (model.name == name) {
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return;
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}
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modelName = name;
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modelUpdated = true;
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model = {name, nullptr, true};
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}
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void Bone::refreshModel(const Assets* assets) {
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if (modelUpdated) {
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model = assets->get<model::Model>(modelName);
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modelUpdated = false;
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Skeleton::Skeleton(const SkeletonConfig* config)
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: config(config),
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pose(config->getNodes().size()),
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calculated(config->getNodes().size()),
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flags(config->getNodes().size()),
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textures(),
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modelOverrides(config->getNodes().size()),
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visible(true) {
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for (size_t i = 0; i < config->getNodes().size(); i++) {
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flags[i].visible = true;
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}
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}
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@@ -76,11 +88,17 @@ void SkeletonConfig::render(
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}
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for (size_t i = 0; i < nodes.size(); i++) {
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auto* node = nodes[i];
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node->refreshModel(assets);
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if (!skeleton.flags[i].visible) {
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continue;
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}
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if (auto model = node->getModel()) {
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node->model.refresh(assets);
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auto model = node->model.model;
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auto& modelOverride = skeleton.modelOverrides.at(i);
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if (!modelOverride.updateFlag) {
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modelOverride.refresh(assets);
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}
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model = modelOverride.model ? modelOverride.model : model;
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if (model) {
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batch.pushMatrix(skeleton.calculated.matrices[i]);
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batch.draw(model, &skeleton.textures);
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batch.popMatrix();
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