forked from StrafesNET/strafe-client
add texture_transform, switch model_transform to Affine3A
This commit is contained in:
parent
31156aadfb
commit
836749df47
10
src/body.rs
10
src/body.rs
@ -269,12 +269,12 @@ type TreyMesh = Aabb;
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pub struct ModelPhysics {
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pub struct ModelPhysics {
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//A model is a thing that has a hitbox. can be represented by a list of TreyMesh-es
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//A model is a thing that has a hitbox. can be represented by a list of TreyMesh-es
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//in this iteration, all it needs is extents.
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//in this iteration, all it needs is extents.
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transform: glam::Mat4,
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model_transform: glam::Affine3A,
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}
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}
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impl ModelPhysics {
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impl ModelPhysics {
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pub fn new(transform:glam::Mat4) -> Self {
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pub fn new(model_transform:glam::Affine3A) -> Self {
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Self{transform}
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Self{model_transform}
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}
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}
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pub fn unit_vertices(&self) -> [glam::Vec3;8] {
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pub fn unit_vertices(&self) -> [glam::Vec3;8] {
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Aabb::unit_vertices()
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Aabb::unit_vertices()
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@ -282,7 +282,7 @@ impl ModelPhysics {
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pub fn mesh(&self) -> TreyMesh {
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pub fn mesh(&self) -> TreyMesh {
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let mut aabb=Aabb::new();
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let mut aabb=Aabb::new();
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for &vertex in self.unit_vertices().iter() {
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for &vertex in self.unit_vertices().iter() {
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aabb.grow(glam::Vec4Swizzles::xyz(self.transform*vertex.extend(1.0)));
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aabb.grow(self.model_transform.transform_point3(vertex));
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}
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}
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return aabb;
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return aabb;
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}
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}
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@ -303,7 +303,7 @@ impl ModelPhysics {
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return aabb;
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return aabb;
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}
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}
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pub fn face_normal(&self,face:TreyMeshFace) -> glam::Vec3 {
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pub fn face_normal(&self,face:TreyMeshFace) -> glam::Vec3 {
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glam::Vec4Swizzles::xyz(Aabb::normal(face).extend(0.0))//this is wrong for scale
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Aabb::normal(face)//this is wrong for scale
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}
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}
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}
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}
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@ -79,24 +79,21 @@ pub fn generate_modeldatas_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Vec<Mode
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object.properties.get("Shape"),//this will also skip unions
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object.properties.get("Shape"),//this will also skip unions
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)
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)
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{
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{
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let model_instance=ModelInstance {
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let model_transform=glam::Affine3A::from_translation(
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transform:glam::Mat4::from_translation(
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glam::Vec3::new(cf.position.x,cf.position.y,cf.position.z)
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glam::Vec3::new(cf.position.x,cf.position.y,cf.position.z)
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)
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)
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* glam::Mat4::from_mat3(
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* glam::Affine3A::from_mat3(
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glam::Mat3::from_cols(
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glam::Mat3::from_cols(
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glam::Vec3::new(cf.orientation.x.x,cf.orientation.y.x,cf.orientation.z.x),
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glam::Vec3::new(cf.orientation.x.x,cf.orientation.y.x,cf.orientation.z.x),
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glam::Vec3::new(cf.orientation.x.y,cf.orientation.y.y,cf.orientation.z.y),
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glam::Vec3::new(cf.orientation.x.y,cf.orientation.y.y,cf.orientation.z.y),
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glam::Vec3::new(cf.orientation.x.z,cf.orientation.y.z,cf.orientation.z.z),
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glam::Vec3::new(cf.orientation.x.z,cf.orientation.y.z,cf.orientation.z.z),
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),
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),
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)
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)
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* glam::Mat4::from_scale(
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* glam::Affine3A::from_scale(
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glam::Vec3::new(size.x,size.y,size.z)/2.0
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glam::Vec3::new(size.x,size.y,size.z)/2.0
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),
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);
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color: glam::vec4(color3.r as f32/255f32, color3.g as f32/255f32, color3.b as f32/255f32, 1.0-*transparency),
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};
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if object.name=="MapStart"{
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if object.name=="MapStart"{
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spawn_point=glam::Vec4Swizzles::xyz(model_instance.transform*glam::Vec3::Y.extend(1.0))+glam::vec3(0.0,2.5,0.0);
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spawn_point=model_transform.transform_point3(glam::Vec3::Y)+glam::vec3(0.0,2.5,0.0);
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println!("Found MapStart{:?}",spawn_point);
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println!("Found MapStart{:?}",spawn_point);
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}
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}
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if *transparency==1.0||shape.to_u32()!=1 {
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if *transparency==1.0||shape.to_u32()!=1 {
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@ -105,10 +102,34 @@ pub fn generate_modeldatas_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Vec<Mode
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temp_objects.clear();
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temp_objects.clear();
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recursive_collect_superclass(&mut temp_objects, &dom, object,"Decal");
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recursive_collect_superclass(&mut temp_objects, &dom, object,"Decal");
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let mut texture_transform=glam::Affine2::IDENTITY;
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let mut i_can_only_load_one_texture_per_model=None;
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let mut i_can_only_load_one_texture_per_model=None;
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for &decal_ref in &temp_objects{
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for &decal_ref in &temp_objects{
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if let Some(decal)=dom.get_by_ref(decal_ref){
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if let Some(decal)=dom.get_by_ref(decal_ref){
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if let Some(rbx_dom_weak::types::Variant::Content(content)) = decal.properties.get("Texture") {
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if let Some(rbx_dom_weak::types::Variant::Content(content)) = decal.properties.get("Texture") {
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if decal.class=="Texture"{
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//generate tranform
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if let (
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Some(rbx_dom_weak::types::Variant::Float32(ox)),
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Some(rbx_dom_weak::types::Variant::Float32(oy)),
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Some(rbx_dom_weak::types::Variant::Float32(sx)),
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Some(rbx_dom_weak::types::Variant::Float32(sy)),
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) = (
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decal.properties.get("OffsetStudsU"),
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decal.properties.get("OffsetStudsV"),
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decal.properties.get("StudsPerTileU"),
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decal.properties.get("StudsPerTileV"),
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)
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{
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//pretend we don't need to know the face
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texture_transform=glam::Affine2::from_translation(
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glam::vec2(*ox/size.x,*oy/size.y)
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)
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*glam::Affine2::from_scale(
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glam::vec2(*sx/size.x,*sy/size.y)
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);
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}
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}
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if let Ok(asset_id)=content.clone().into_string().parse::<RobloxAssetId>(){
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if let Ok(asset_id)=content.clone().into_string().parse::<RobloxAssetId>(){
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if let Some(&texture_id)=texture_id_from_asset_id.get(&asset_id.0){
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if let Some(&texture_id)=texture_id_from_asset_id.get(&asset_id.0){
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i_can_only_load_one_texture_per_model=Some(texture_id);
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i_can_only_load_one_texture_per_model=Some(texture_id);
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@ -125,6 +146,11 @@ pub fn generate_modeldatas_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Vec<Mode
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}
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}
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}
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}
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}
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}
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let model_instance=ModelInstance {
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model_transform,
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texture_transform,
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color: glam::vec4(color3.r as f32/255f32, color3.g as f32/255f32, color3.b as f32/255f32, 1.0-*transparency),
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};
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match i_can_only_load_one_texture_per_model{
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match i_can_only_load_one_texture_per_model{
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//push to existing texture model
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//push to existing texture model
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Some(texture_id)=>modeldatas[(texture_id+1) as usize].instances.push(model_instance),
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Some(texture_id)=>modeldatas[(texture_id+1) as usize].instances.push(model_instance),
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40
src/main.rs
40
src/main.rs
@ -164,7 +164,7 @@ impl GraphicsData {
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fn generate_model_physics(&mut self,modeldatas:&Vec<ModelData>){
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fn generate_model_physics(&mut self,modeldatas:&Vec<ModelData>){
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self.physics.models.append(&mut modeldatas.iter().map(|m|
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self.physics.models.append(&mut modeldatas.iter().map(|m|
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//make aabb and run vertices to get realistic bounds
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//make aabb and run vertices to get realistic bounds
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m.instances.iter().map(|t|body::ModelPhysics::new(t.transform))
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m.instances.iter().map(|t|body::ModelPhysics::new(t.model_transform))
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).flatten().collect());
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).flatten().collect());
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println!("Physics Objects: {}",self.physics.models.len());
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println!("Physics Objects: {}",self.physics.models.len());
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}
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}
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@ -285,12 +285,19 @@ impl GraphicsData {
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}
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}
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}
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}
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fn get_instances_buffer_data(instances:&Vec<ModelInstance>) -> Vec<f32> {
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const MODEL_BUFFER_SIZE:usize=4*4 + 2*2 + 2+2 + 4;//let size=std::mem::size_of::<ModelInstance>();
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const SIZE: usize=4*4+4;//let size=std::mem::size_of::<ModelInstance>();
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fn get_instances_buffer_data(instances:&[ModelInstance]) -> Vec<f32> {
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let mut raw = Vec::with_capacity(SIZE*instances.len());
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let mut raw = Vec::with_capacity(MODEL_BUFFER_SIZE*instances.len());
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for (i,mi) in instances.iter().enumerate(){
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for (i,mi) in instances.iter().enumerate(){
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let mut v = raw.split_off(SIZE*i);
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let mut v = raw.split_off(MODEL_BUFFER_SIZE*i);
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raw.extend_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&mi.transform)[..]);
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//model_transform
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raw.extend_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&glam::Mat4::from(mi.model_transform))[..]);
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//texture_matrix
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raw.extend_from_slice(&AsRef::<[f32; 2*2]>::as_ref(&mi.texture_transform.matrix2)[..]);
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//texture_offset
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raw.extend_from_slice(AsRef::<[f32; 2]>::as_ref(&mi.texture_transform.translation));
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raw.extend_from_slice(&[0.0,0.0]);
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//color
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raw.extend_from_slice(AsRef::<[f32; 4]>::as_ref(&mi.color));
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raw.extend_from_slice(AsRef::<[f32; 4]>::as_ref(&mi.color));
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raw.append(&mut v);
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raw.append(&mut v);
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}
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}
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@ -320,34 +327,41 @@ impl framework::Example for GraphicsData {
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modeldatas.append(&mut model::generate_modeldatas(unit_cube.clone(),ModelData::COLOR_FLOATS_WHITE));
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modeldatas.append(&mut model::generate_modeldatas(unit_cube.clone(),ModelData::COLOR_FLOATS_WHITE));
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println!("models.len = {:?}", modeldatas.len());
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println!("models.len = {:?}", modeldatas.len());
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modeldatas[0].instances.push(ModelInstance{
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modeldatas[0].instances.push(ModelInstance{
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transform:glam::Mat4::from_translation(glam::vec3(10.,0.,-10.)),
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model_transform:glam::Affine3A::from_translation(glam::vec3(10.,0.,-10.)),
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texture_transform:glam::Affine2::IDENTITY,
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color:ModelData::COLOR_VEC4_WHITE,
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color:ModelData::COLOR_VEC4_WHITE,
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});
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});
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//quad monkeys
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//quad monkeys
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modeldatas[1].instances.push(ModelInstance{
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modeldatas[1].instances.push(ModelInstance{
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transform:glam::Mat4::from_translation(glam::vec3(10.,5.,10.)),
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model_transform:glam::Affine3A::from_translation(glam::vec3(10.,5.,10.)),
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texture_transform:glam::Affine2::IDENTITY,
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color:ModelData::COLOR_VEC4_WHITE,
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color:ModelData::COLOR_VEC4_WHITE,
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});
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});
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modeldatas[1].instances.push(ModelInstance{
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modeldatas[1].instances.push(ModelInstance{
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transform:glam::Mat4::from_translation(glam::vec3(20.,5.,10.)),
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model_transform:glam::Affine3A::from_translation(glam::vec3(20.,5.,10.)),
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texture_transform:glam::Affine2::IDENTITY,
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color:glam::vec4(1.0,0.0,0.0,1.0),
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color:glam::vec4(1.0,0.0,0.0,1.0),
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});
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});
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modeldatas[1].instances.push(ModelInstance{
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modeldatas[1].instances.push(ModelInstance{
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transform:glam::Mat4::from_translation(glam::vec3(10.,5.,20.)),
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model_transform:glam::Affine3A::from_translation(glam::vec3(10.,5.,20.)),
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texture_transform:glam::Affine2::IDENTITY,
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color:glam::vec4(0.0,1.0,0.0,1.0),
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color:glam::vec4(0.0,1.0,0.0,1.0),
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});
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});
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modeldatas[1].instances.push(ModelInstance{
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modeldatas[1].instances.push(ModelInstance{
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transform:glam::Mat4::from_translation(glam::vec3(20.,5.,20.)),
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model_transform:glam::Affine3A::from_translation(glam::vec3(20.,5.,20.)),
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texture_transform:glam::Affine2::IDENTITY,
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color:glam::vec4(0.0,0.0,1.0,1.0),
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color:glam::vec4(0.0,0.0,1.0,1.0),
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});
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});
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//teapot
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//teapot
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modeldatas[2].instances.push(ModelInstance{
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modeldatas[2].instances.push(ModelInstance{
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transform:glam::Mat4::from_translation(glam::vec3(-10.,5.,10.)),
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model_transform:glam::Affine3A::from_translation(glam::vec3(-10.,5.,10.)),
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texture_transform:glam::Affine2::IDENTITY,
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color:ModelData::COLOR_VEC4_WHITE,
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color:ModelData::COLOR_VEC4_WHITE,
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});
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});
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//ground
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//ground
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modeldatas[3].instances.push(ModelInstance{
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modeldatas[3].instances.push(ModelInstance{
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transform:glam::Mat4::from_translation(glam::vec3(0.,0.,0.))*glam::Mat4::from_scale(glam::vec3(160.0, 1.0, 160.0)),
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model_transform:glam::Affine3A::from_translation(glam::vec3(0.,0.,0.))*glam::Affine3A::from_scale(glam::vec3(160.0, 1.0, 160.0)),
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texture_transform:glam::Affine2::IDENTITY,
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color:ModelData::COLOR_VEC4_WHITE,
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color:ModelData::COLOR_VEC4_WHITE,
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});
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});
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@ -7,10 +7,10 @@ pub struct Vertex {
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pub normal: [f32; 3],
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pub normal: [f32; 3],
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pub color: [f32; 4],
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pub color: [f32; 4],
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}
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}
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#[derive(Clone)]
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#[derive(Clone)]
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pub struct ModelInstance {
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pub struct ModelInstance {
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pub transform: glam::Mat4,
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pub model_transform: glam::Affine3A,
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pub texture_transform: glam::Affine2,
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pub color: glam::Vec4,
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pub color: glam::Vec4,
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}
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}
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@ -42,8 +42,10 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
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}
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}
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struct ModelInstance{
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struct ModelInstance{
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transform:mat4x4<f32>,
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model_transform:mat4x4<f32>,
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//texture_transform:mat3x3<f32>,
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//simple to save 4 bytes, so do it. above would need to be spit out into components.
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texture_matrix:mat2x2<f32>,
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texture_offset:vec2<f32>,
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color:vec4<f32>,
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color:vec4<f32>,
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}
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}
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//my fancy idea is to create a megatexture for each model that includes all the textures each intance will need
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//my fancy idea is to create a megatexture for each model that includes all the textures each intance will need
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@ -75,10 +77,10 @@ fn vs_entity_texture(
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@location(2) normal: vec3<f32>,
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@location(2) normal: vec3<f32>,
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@location(3) color: vec4<f32>,
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@location(3) color: vec4<f32>,
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) -> EntityOutputTexture {
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) -> EntityOutputTexture {
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var position: vec4<f32> = model_instances[instance].transform * vec4<f32>(pos, 1.0);
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var position: vec4<f32> = model_instances[instance].model_transform * vec4<f32>(pos, 1.0);
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var result: EntityOutputTexture;
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var result: EntityOutputTexture;
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result.normal = (model_instances[instance].transform * vec4<f32>(normal, 0.0)).xyz;
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result.normal = (model_instances[instance].model_transform * vec4<f32>(normal, 0.0)).xyz;
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result.texture=texture;//(model_instances[instance].texture_transform * vec3<f32>(texture, 1.0)).xy;
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result.texture = model_instances[instance].texture_matrix * texture + model_instances[instance].texture_offset;
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result.color = model_instances[instance].color * color;
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result.color = model_instances[instance].color * color;
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result.view = position.xyz - camera.cam_pos.xyz;
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result.view = position.xyz - camera.cam_pos.xyz;
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result.position = camera.proj * camera.view * position;
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result.position = camera.proj * camera.view * position;
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