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viewport_lib/runtime/
output.rs

1//! Runtime output types: transform ops, selection ops, contact events, and generic events.
2
3use super::events::RuntimeEventBus;
4use crate::camera::camera::{Camera, CameraTarget};
5use crate::interaction::selection::{NodeId, Selection};
6use crate::resources::mesh_store::MeshId;
7
8/// Write buffer for transform changes produced by plugins.
9///
10/// Passed into [`super::context::RuntimeStepContext`] so plugins can record
11/// transform changes without directly mutating the scene. The runtime flushes
12/// all ops to the scene after the `Writeback` phase.
13#[derive(Default)]
14pub struct TransformWriteback {
15    ops: Vec<NodeTransformOp>,
16}
17
18impl TransformWriteback {
19    /// Record a new local-space transform for a scene node.
20    ///
21    /// For physics-driven nodes with no parent, local space equals world space.
22    /// If the same node is written more than once, all ops are kept and applied
23    /// in order (last write wins after scene propagation). The full transform,
24    /// including scale embedded in the `Affine3A`, replaces the node's current
25    /// local transform.
26    pub fn set(&mut self, id: NodeId, transform: glam::Affine3A) {
27        self.ops.push(NodeTransformOp {
28            id,
29            transform,
30            preserve_scale: false,
31        });
32    }
33
34    /// Record a transform that should preserve the node's existing scale.
35    ///
36    /// The rotation and translation from `transform` are applied; the scale
37    /// component (if any) is ignored and the scene node's current scale is
38    /// kept. Use this for physics or animation writebacks: those systems don't
39    /// model scale, so they shouldn't clobber a scale the user set
40    /// independently (e.g. for visual stretching, ellipsoid bones, or
41    /// art-time unit conversion).
42    pub fn set_preserve_scale(&mut self, id: NodeId, transform: glam::Affine3A) {
43        self.ops.push(NodeTransformOp {
44            id,
45            transform,
46            preserve_scale: true,
47        });
48    }
49
50    /// Consume the buffer and return all recorded ops.
51    pub(super) fn into_ops(self) -> Vec<NodeTransformOp> {
52        self.ops
53    }
54}
55
56/// A transform write targeting one scene node.
57#[derive(Debug, Clone)]
58#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
59pub struct NodeTransformOp {
60    /// Target scene node.
61    pub id: NodeId,
62    /// New local-space transform for the node. For physics-driven root nodes,
63    /// this is the world-space transform.
64    pub transform: glam::Affine3A,
65    /// When `true`, the runtime flush replaces only the rotation and
66    /// translation, keeping the node's existing scale. Set via
67    /// [`TransformWriteback::set_preserve_scale`].
68    #[cfg_attr(feature = "serde", serde(default))]
69    pub preserve_scale: bool,
70}
71
72/// A change to the selection state.
73///
74/// Produced by runtime plugins and returned in [`RuntimeOutput::selection_ops`].
75/// The runtime applies these to the app-owned [`Selection`] during each step.
76#[derive(Debug, Clone)]
77#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
78pub enum SelectionOp {
79    /// Clear all selected nodes and select one.
80    SelectOne(NodeId),
81    /// Toggle a node's selected state.
82    Toggle(NodeId),
83    /// Add a node to the selection.
84    Add(NodeId),
85    /// Remove a node from the selection.
86    Remove(NodeId),
87    /// Add multiple nodes to the selection.
88    Extend(Vec<NodeId>),
89    /// Clear the selection.
90    Clear,
91    /// Replace the selection with the given set.
92    SelectAll(Vec<NodeId>),
93}
94
95impl SelectionOp {
96    /// Apply this operation to a [`Selection`].
97    pub fn apply_to(&self, selection: &mut Selection) {
98        match self {
99            SelectionOp::SelectOne(id) => selection.select_one(*id),
100            SelectionOp::Toggle(id) => selection.toggle(*id),
101            SelectionOp::Add(id) => selection.add(*id),
102            SelectionOp::Remove(id) => selection.remove(*id),
103            SelectionOp::Extend(ids) => selection.extend(ids.iter().copied()),
104            SelectionOp::Clear => selection.clear(),
105            SelectionOp::SelectAll(ids) => selection.select_all(ids.iter().copied()),
106        }
107    }
108}
109
110/// A contact event produced by a physics plugin during the `Simulate` phase.
111///
112/// Returned in [`RuntimeOutput::contact_events`] for the app to use in game logic,
113/// sound, or effects. Not applied to the scene by the runtime.
114#[derive(Debug, Clone)]
115#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
116pub struct ContactEvent {
117    /// First node involved in the contact.
118    pub node_a: NodeId,
119    /// Second node involved in the contact.
120    pub node_b: NodeId,
121    /// Contact normal pointing from `node_a` toward `node_b`, in world space.
122    pub world_normal: glam::Vec3,
123    /// Magnitude of the impulse applied at the contact point.
124    pub impulse: f32,
125    /// World-space position of the contact point.
126    ///
127    /// Use this for placing sound sources, particle effects, or decals at the
128    /// collision site. Simple plugins that do not compute a contact point may
129    /// leave this as `Vec3::ZERO`.
130    pub contact_point: glam::Vec3,
131}
132
133/// A camera state change produced by a runtime plugin.
134///
135/// Accumulated in [`RuntimeOutput::camera_commands`] and applied to the app-owned
136/// [`Camera`] by calling [`RuntimeOutput::apply_camera_commands`].
137///
138/// Commands are applied in the order they were emitted (plugin priority order,
139/// then registration order within the same priority). Each command builds on the
140/// result of the previous one in the same frame.
141///
142/// This is independent of [`super::CameraFollow`]: `camera_follow_target` and
143/// `camera_commands` coexist and the app decides which to apply.
144#[derive(Debug, Clone)]
145pub enum CameraCommand {
146    /// Set the orbit center (pivot point) to an absolute world position.
147    SetCenter(glam::Vec3),
148    /// Add a world-space delta to the orbit center.
149    OffsetCenter(glam::Vec3),
150    /// Set the camera distance from the center. Clamped to a small positive value.
151    SetDistance(f32),
152    /// Set the camera orientation.
153    SetOrientation(glam::Quat),
154    /// Blend center, distance, and orientation toward a target state.
155    ///
156    /// `weight` is in `[0, 1]`. At `1.0` the camera snaps to `target` immediately.
157    /// Smaller values produce smooth motion when emitted every frame.
158    BlendToward {
159        /// Target camera state to blend toward.
160        target: CameraTarget,
161        /// Blend weight in `[0, 1]`.
162        weight: f32,
163    },
164}
165
166/// A per-mesh deformation update produced by a skinning plugin.
167///
168/// Returned in [`RuntimeOutput::skinned_mesh_updates`]. Apply after `step()`:
169///
170/// ```rust,ignore
171/// for u in &output.skinned_mesh_updates {
172///     renderer.resources_mut()
173///         .write_mesh_positions_normals(queue, u.mesh_id, &u.positions, &u.normals)
174///         .ok();
175/// }
176/// ```
177pub struct SkinnedMeshUpdate {
178    /// The mesh to deform.
179    pub mesh_id: MeshId,
180    /// Skinned vertex positions in local space.
181    pub positions: Vec<[f32; 3]>,
182    /// Skinned vertex normals.
183    pub normals: Vec<[f32; 3]>,
184}
185
186/// A per-instance joint palette update produced by a skinning plugin on the
187/// GPU path.
188///
189/// Returned in [`RuntimeOutput::skinned_pose_updates`]. Apply after `step()`
190/// by calling [`crate::ViewportGpuResources::set_skin_palette`]:
191///
192/// ```rust,ignore
193/// for u in &output.skinned_pose_updates {
194///     renderer.resources_mut()
195///         .set_skin_palette(&queue, u.mesh_id, u.instance_id, &u.joint_matrices);
196/// }
197/// ```
198pub struct SkinnedPoseUpdate {
199    /// The skinned mesh to drive.
200    pub mesh_id: MeshId,
201    /// Which instance of the mesh this palette is for. Use `0` for single-
202    /// instance meshes.
203    pub instance_id: u32,
204    /// Per-joint skinning matrices in topological order, ready for upload to
205    /// the GPU joint palette storage buffer.
206    pub joint_matrices: Vec<glam::Mat4>,
207}
208
209/// Output produced by one call to [`super::ViewportRuntime::step`].
210///
211/// `node_transform_ops` have already been applied to the scene and the snapshot
212/// table when this is returned. The other fields are for the app to read and
213/// act on as needed.
214///
215/// Plugin-authored events of any type are collected in `events`. Use
216/// `output.events.read::<T>()` or `output.events.drain::<T>()` to consume them.
217/// Plugin-authored camera changes are in `camera_commands`; apply them with
218/// `output.apply_camera_commands(&mut camera)`.
219#[derive(Default)]
220#[non_exhaustive]
221pub struct RuntimeOutput {
222    /// Transform ops applied to the scene during this step.
223    pub node_transform_ops: Vec<NodeTransformOp>,
224    /// Selection changes produced by runtime plugins, already applied to the
225    /// app-owned [`Selection`].
226    pub selection_ops: Vec<SelectionOp>,
227    /// Contact events from physics plugins. Empty if no physics plugin is active.
228    pub contact_events: Vec<ContactEvent>,
229    /// Suggested camera center computed from the active [`super::CameraFollow`] binding.
230    ///
231    /// `Some` when a `CameraFollow::Node` target was resolved this step; `None`
232    /// when no follow binding is set or the target node was not found. Apply to
233    /// `camera.center` for orbit-camera follow behavior.
234    pub camera_follow_target: Option<glam::Vec3>,
235    /// Camera commands emitted by plugins this frame. Apply with
236    /// [`Self::apply_camera_commands`]. Empty when no camera plugin is active.
237    pub camera_commands: Vec<CameraCommand>,
238    /// Generic typed event bus. Plugins emit events via `ctx.output.events.emit(MyEvent { .. })`.
239    /// The app reads them after `step()` via `output.events.read::<MyEvent>()` or
240    /// `output.events.drain::<MyEvent>()`. Events are cleared each frame because
241    /// `RuntimeOutput` is constructed fresh on every `step` call.
242    pub events: RuntimeEventBus,
243    /// Per-mesh deformation updates from skinning plugins on the CPU path.
244    /// Apply after `step()` by calling `write_mesh_positions_normals` on each
245    /// entry. Empty when no [`super::plugins::SkeletonPlugin`] is active on the
246    /// CPU path.
247    pub skinned_mesh_updates: Vec<SkinnedMeshUpdate>,
248    /// Per-instance joint palette updates from skinning plugins on the GPU
249    /// path. Apply after `step()` by calling
250    /// [`crate::ViewportGpuResources::set_skin_palette`] on each entry. Empty
251    /// when no skinning plugin is active on the GPU path.
252    pub skinned_pose_updates: Vec<SkinnedPoseUpdate>,
253}
254
255impl RuntimeOutput {
256    /// Apply all camera commands in emission order to `camera`.
257    ///
258    /// Call this after [`super::ViewportRuntime::step`] returns, before rendering.
259    /// Has no effect if `camera_commands` is empty.
260    ///
261    /// Commands are applied sequentially: each one builds on the result of the
262    /// previous. A `BlendToward` command blends from whatever state the camera
263    /// is in after all prior commands, not from the frame-start state.
264    pub fn apply_camera_commands(&self, camera: &mut Camera) {
265        for cmd in &self.camera_commands {
266            match cmd {
267                CameraCommand::SetCenter(c) => {
268                    camera.center = *c;
269                }
270                CameraCommand::OffsetCenter(d) => {
271                    camera.center += *d;
272                }
273                CameraCommand::SetDistance(d) => {
274                    camera.set_distance(*d);
275                }
276                CameraCommand::SetOrientation(q) => {
277                    camera.orientation = q.normalize();
278                }
279                CameraCommand::BlendToward { target, weight } => {
280                    let w = weight.clamp(0.0, 1.0);
281                    camera.center = camera.center.lerp(target.center, w);
282                    camera.distance = camera.distance + (target.distance - camera.distance) * w;
283                    camera.distance = camera.distance.max(0.001);
284                    camera.orientation = camera
285                        .orientation
286                        .slerp(target.orientation.normalize(), w)
287                        .normalize();
288                }
289            }
290        }
291    }
292}