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use crate::{ component::{CompositeMesh, CompositeRenderable, CompositeSurfaceCache}, composite_renderer::{Command, Mask, PathElement, Renderable, Triangles}, math::Vec2, mesh_asset_protocol::{Mesh, MeshAsset, MeshVertex}, }; use core::{ assets::{asset::AssetId, database::AssetsDatabase}, ecs::{Comp, Universe, WorldRef}, }; use std::collections::HashMap; #[derive(Debug, Default)] pub struct CompositeMeshSystemCache { meshes_cache: HashMap<String, Mesh>, meshes_table: HashMap<AssetId, String>, } pub type CompositeMeshSystemResources<'a> = ( WorldRef, &'a AssetsDatabase, &'a mut CompositeMeshSystemCache, Comp<&'a mut CompositeMesh>, Comp<&'a mut CompositeRenderable>, Comp<&'a mut CompositeSurfaceCache>, ); pub fn composite_mesh_system(universe: &mut Universe) { let (world, assets, mut cache, ..) = universe.query_resources::<CompositeMeshSystemResources>(); for id in assets.lately_loaded_protocol("mesh") { let id = *id; let asset = assets .asset_by_id(id) .expect("trying to use not loaded mesh asset"); let path = asset.path().to_owned(); let asset = asset .get::<MeshAsset>() .expect("trying to use non-mesh asset"); let mesh = asset.mesh().clone(); cache.meshes_cache.insert(path.clone(), mesh); cache.meshes_table.insert(id, path); } for id in assets.lately_unloaded_protocol("mesh") { if let Some(path) = cache.meshes_table.remove(id) { cache.meshes_cache.remove(&path); } } for (_, (mesh, renderable, surface)) in world .query::<( &mut CompositeMesh, &mut CompositeRenderable, Option<&mut CompositeSurfaceCache>, )>() .iter() { if mesh.dirty_mesh || mesh.dirty_visuals { if let Some(r) = build_renderable(mesh, &cache.meshes_cache) { renderable.0 = r; if let Some(surface) = surface { surface.rebuild(); } mesh.dirty_mesh = false; mesh.dirty_visuals = false; } } } } fn build_renderable<'a>( mesh: &mut CompositeMesh, meshes: &HashMap<String, Mesh>, ) -> Option<Renderable<'a>> { if let Some(asset) = meshes.get(mesh.mesh()) { if mesh.dirty_mesh { if let Some(root) = &asset.rig { mesh.setup_bones_from_rig(root); } } if mesh.dirty_visuals { let vertices = if let Some(root) = &asset.rig { mesh.rebuild_model_space(root); build_skined_vertices(&asset.vertices, mesh) } else { build_vertices(&asset.vertices) }; let masks = asset .masks .iter() .map(|indices| build_mask(&vertices, &indices.indices)) .collect::<Vec<_>>(); let mut meta = asset .submeshes .iter() .zip(mesh.materials().iter()) .filter_map(|(submesh, material)| { if material.alpha > 0.0 { let triangles = Triangles { image: material.image.to_string().into(), color: Default::default(), vertices: vertices.to_vec(), faces: submesh.cached_faces().to_vec(), }; let masks = submesh .masks .iter() .map(|i| masks[*i].to_vec()) .collect::<Vec<_>>(); Some((triangles, material.alpha, material.order, masks)) } else { None } }) .collect::<Vec<_>>(); meta.sort_by(|a, b| a.2.partial_cmp(&b.2).unwrap()); let count = meta.len() * 4 + meta.iter().fold(0, |a, v| a + v.3.len()); let mut commands = Vec::with_capacity(count); for (triangles, alpha, _, masks) in meta { commands.push(Command::Store); for mask in masks { let mask = Mask { elements: mask }; commands.push(Command::Draw(mask.into())); } commands.push(Command::Alpha(alpha)); commands.push(Command::Draw(triangles.into())); commands.push(Command::Restore); } return Some(Renderable::Commands(commands)); } } None } fn build_skined_vertices(vertices: &[MeshVertex], mesh: &CompositeMesh) -> Vec<(Vec2, Vec2)> { vertices .iter() .map(|v| { let p = v.bone_info.iter().fold(Vec2::default(), |a, i| { let p = if let Some(m) = mesh.bones_model_space.get(&i.name) { *m * v.position } else { v.position }; a + p * i.weight }); (p, v.tex_coord) }) .collect::<Vec<_>>() } fn build_vertices(vertices: &[MeshVertex]) -> Vec<(Vec2, Vec2)> { vertices .iter() .map(|v| (v.position, v.tex_coord)) .collect::<Vec<_>>() } fn build_mask(vertices: &[(Vec2, Vec2)], indices: &[usize]) -> Vec<PathElement> { let mut result = Vec::with_capacity(indices.len()); for index in indices { if *index == 0 { result.push(PathElement::MoveTo(vertices[*index].0)); } else { result.push(PathElement::LineTo(vertices[*index].0)); } } result }