mirror of
https://github.com/storytold/storyteller-bevy.git
synced 2026-10-17 00:13:17 +00:00
Refactor from Mat4 to Affine3A
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@@ -73,7 +73,7 @@ fn compute_inverse_bindposes(
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q_bvh_joints: Query<(Entity, &GlobalTransform), (With<BvhJoint>, Without<InvBindPose>)>,
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) {
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for (ent, world_xform) in q_bvh_joints.iter() {
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let inv_bind_pose = world_xform.compute_matrix().inverse();
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let inv_bind_pose = world_xform.affine().inverse();
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cmd.entity(ent).insert(InvBindPose(inv_bind_pose));
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}
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}
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@@ -192,7 +192,6 @@ fn retarget_bvh(
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>,
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q_world_xforms: Query<&GlobalTransform>,
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) {
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// let retarget_map = RetargetMap::mocap_to_rigify();
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for (source_name, source_inv_bind_pose, source_world_xform) in q_source_bones.iter() {
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// Lookup the target name in the retarget map
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let Some(target_name) = r_retarget_map.source_to_target.get(source_name.as_str()) else {
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@@ -239,14 +238,14 @@ fn retarget_bvh(
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// orthonormalize the matrices inbetween operations.
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// [psuedo] local_mat = source_inv_bind_mat * source_world_mat;
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let mut local_mat = source_world_xform.compute_matrix() * (**source_inv_bind_pose);
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let mut local_mat = source_world_xform.affine() * (**source_inv_bind_pose);
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// [psuedo] local_mat = target_world_mat * local_mat * target_inv_parent_mat;
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let parent_world_xform = match q_world_xforms.get(**target_parent_ent) {
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Ok(world_xform) => world_xform,
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Err(_) => &GlobalTransform::IDENTITY,
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};
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let target_inv_parent_mat = parent_world_xform.compute_matrix().inverse();
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let target_inv_parent_mat = parent_world_xform.affine().inverse();
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local_mat = target_inv_parent_mat * local_mat * (**target_bind_pose_global);
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// [psuedo] target_xform.rotation = local_mat.rotation;
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+7
-17
@@ -6,14 +6,10 @@ use bevy::{
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tonemapping::Tonemapping,
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},
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gltf::Gltf,
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math::{vec2, vec3},
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math::{vec2, vec3, Affine3A},
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pbr::ShadowFilteringMethod,
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prelude::*,
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render::{
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mesh::skinning::{SkinnedMesh, SkinnedMeshInverseBindposes},
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primitives::Aabb,
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view::NoFrustumCulling,
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},
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render::{mesh::skinning::SkinnedMesh, primitives::Aabb, view::NoFrustumCulling},
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scene::InstanceId,
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};
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@@ -127,10 +123,10 @@ struct TestBvh(Handle<Bvh>); // TODO
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pub struct BindPoseLocal(pub Transform);
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#[derive(Component, Clone, Copy, Debug, Deref, DerefMut)]
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pub struct BindPoseGlobal(pub Mat4);
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pub struct BindPoseGlobal(pub Affine3A);
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#[derive(Component, Clone, Copy, Debug, Deref, DerefMut)]
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pub struct InvBindPose(pub Mat4);
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pub struct InvBindPose(pub Affine3A);
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fn initialize(mut cmd: Commands, r_assets: Res<AssetServer>) {
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// Camera, graphics settings
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@@ -282,7 +278,6 @@ fn tag_scene_elements(
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r_scene_spawner: Res<SceneSpawner>,
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r_active_scene: Res<ActiveScene>,
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ra_gltfs: Res<Assets<Gltf>>,
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ra_inv_bindposes: Res<Assets<SkinnedMeshInverseBindposes>>,
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// A "glTF mesh" is actually a container for one or more "glTF primitives",
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// which is basically a bundle of vertices paired with the material used to
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// shade them. It's those "sub-meshes" that carry the actual mesh handles,
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@@ -317,20 +312,15 @@ fn tag_scene_elements(
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{
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cmd.entity(ent).insert(NoFrustumCulling);
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let inv_bind_poses = ra_inv_bindposes
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.get(skinned_mesh.inverse_bindposes.clone())
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.unwrap();
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for (idx, &joint) in skinned_mesh.joints.iter().enumerate() {
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let inv_bind_pose = inv_bind_poses[idx];
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for &joint in skinned_mesh.joints.iter() {
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let global_bind_pose = q_xforms.p0().compute_global_transform(joint).unwrap();
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let local_bind_pose = *q_xforms.p1().get(joint).unwrap();
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cmd.entity(joint).insert((
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SkeletalJoint(Color::BLACK),
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BindPoseLocal(local_bind_pose),
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BindPoseGlobal(global_bind_pose.compute_matrix()),
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InvBindPose(inv_bind_pose),
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BindPoseGlobal(global_bind_pose.affine()),
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InvBindPose(global_bind_pose.affine().inverse()),
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));
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}
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}
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