1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
//a Imports
use crate::{Instantiable, Mat4, Renderable, SkeletonPose, Transformation};
//a Instance
//tp Instance
/// A drawable::Instance contains the instance data for an instance of
/// a drawable::Instantiable
///
/// It requires a base transformation, an array of BonePose (which
/// matches the Instantiable's BoneSet array), and an array of Mat4
/// for each bone in the BonePose array.
pub struct Instance<'a, R>
where
R: Renderable,
{
/// Reference to the [Instantiable] this is based on
///
/// This is provided as the instance *depends* on the
/// [Instantiable] although it does not use the data here
///
/// The [Skeleton] of the [Instantiable] *is* borrowed by the
/// [SkeletonPose]
pub instantiable: &'a Instantiable<R>,
/// The transformation to apply to this model instance
pub transformation: Transformation,
/// Matrix for the transformation (must be updated after updating Transformation),
pub trans_mat: Mat4,
/// The sets of BonePose corresponding to the BoneSet array in the Instantiable
pub bone_poses: Vec<SkeletonPose<'a>>,
/// Transformation matrices for the bones
pub bone_matrices: Vec<Mat4>,
}
impl<'a, R> Instance<'a, R>
where
R: Renderable,
{
//fp new
/// Create a new [Instance] from an [Instantiable]
///
/// This contains an array of [SkeletonPose]s to allow elements of
/// the [Instantiable] to be posed, and respective matrices for
/// drawing the meshes within the [Instantiable]
///
/// It should contain appropriate Materials too
pub fn new(instantiable: &'a Instantiable<R>, num_bone_matrices: usize) -> Self {
let transformation = Transformation::new();
let trans_mat = [0.; 16];
let bone_poses = Vec::new();
let mut bone_matrices = Vec::with_capacity(num_bone_matrices);
for _ in 0..num_bone_matrices {
bone_matrices.push([0.; 16]);
}
Self {
instantiable,
transformation,
trans_mat,
bone_poses,
bone_matrices,
}
}
}