2019-08-21 01:19:02 +00:00
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use crate::{
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mesh::Meshable,
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render::{FigurePipeline, Mesh},
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};
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use common::{
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2019-08-24 23:18:47 +00:00
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assets::{self, watch::ReloadIndicator, Asset},
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2019-08-21 01:19:02 +00:00
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comp::{
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2019-08-24 23:18:47 +00:00
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humanoid::{
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Accessory, Beard, Belt, BodyType, Chest, EyeColor, Eyebrows, Foot, HairColor,
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HairStyle, Hand, Pants, Race, Shoulder, Skin,
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},
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2019-08-21 01:19:02 +00:00
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item::Tool,
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object, quadruped, quadruped_medium, Item,
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},
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2019-08-24 23:18:47 +00:00
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figure::{Segment, SegmentUnionizer},
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2019-08-21 01:19:02 +00:00
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};
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use dot_vox::DotVoxData;
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2019-08-24 23:18:47 +00:00
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use hashbrown::HashMap;
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use log::{error, warn};
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use serde_derive::{Deserialize, Serialize};
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use std::{fs::File, io::BufReader, sync::Arc};
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2019-08-21 01:19:02 +00:00
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use vek::*;
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pub fn load_segment(mesh_name: &str) -> Segment {
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let full_specifier: String = ["voxygen.voxel.", mesh_name].concat();
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Segment::from(assets::load_expect::<DotVoxData>(full_specifier.as_str()).as_ref())
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}
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2019-08-24 23:18:47 +00:00
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pub fn graceful_load_segment(mesh_name: &str) -> Segment {
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let full_specifier: String = ["voxygen.voxel.", mesh_name].concat();
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let dot_vox = match assets::load::<DotVoxData>(full_specifier.as_str()) {
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Ok(dot_vox) => dot_vox,
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Err(_) => {
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error!("Could not load vox file for figure: {}", full_specifier);
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assets::load_expect::<DotVoxData>("voxygen.voxel.not_found")
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}
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};
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Segment::from(dot_vox.as_ref())
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}
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2019-08-21 01:19:02 +00:00
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pub fn load_mesh(mesh_name: &str, position: Vec3<f32>) -> Mesh<FigurePipeline> {
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Meshable::<FigurePipeline, FigurePipeline>::generate_mesh(&load_segment(mesh_name), position).0
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}
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2019-08-24 23:18:47 +00:00
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#[derive(Serialize, Deserialize)]
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struct VoxSpec(String, [i32; 3]); // All offsets should be relative to an initial origin that doesn't change when combining segments
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// All reliant on humanoid::Race and humanoid::BodyType
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#[derive(Serialize, Deserialize)]
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struct HumHeadSubSpec {
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offset: [f32; 3], // Should be relative to initial origin
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head: VoxSpec,
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eyes: VoxSpec,
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hair: HashMap<HairStyle, Option<VoxSpec>>,
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beard: HashMap<Beard, Option<VoxSpec>>,
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accessory: HashMap<Accessory, Option<VoxSpec>>,
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}
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#[derive(Serialize, Deserialize)]
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pub struct HumHeadSpec(HashMap<(Race, BodyType), HumHeadSubSpec>);
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impl Asset for HumHeadSpec {
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const ENDINGS: &'static [&'static str] = &["ron"];
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fn parse(buf_reader: BufReader<File>) -> Result<Self, assets::Error> {
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Ok(ron::de::from_reader(buf_reader).expect("Error parsing humanoid head spec"))
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}
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}
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impl HumHeadSpec {
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pub fn load_watched(indicator: &mut ReloadIndicator) -> Arc<Self> {
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assets::load_watched::<Self>("voxygen.voxel.humanoid_head_manifest", indicator).unwrap()
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}
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pub fn mesh_head(
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&self,
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race: Race,
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body_type: BodyType,
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hair_color: HairColor,
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hair_style: HairStyle,
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beard: Beard,
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eye_color: EyeColor,
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skin: Skin,
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eyebrows: Eyebrows,
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accessory: Accessory,
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) -> Mesh<FigurePipeline> {
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let spec = match self.0.get(&(race, body_type)) {
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Some(spec) => spec,
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None => {
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error!(
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"No head specification exists for the combination of {:?} and {:?}",
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race, body_type
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);
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return load_mesh("not_found", Vec3::new(-5.0, -5.0, -5.0));
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}
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};
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// TODO: color hair(via index or recoloring), color skin(via index)
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// Load segment pieces
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let bare_head = graceful_load_segment(&spec.head.0);
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let eyes = graceful_load_segment(&spec.eyes.0);
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let hair = match spec.hair.get(&hair_style) {
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Some(Some(spec)) => Some((graceful_load_segment(&spec.0), Vec3::from(spec.1))),
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Some(None) => None,
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None => {
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warn!("No specification for this hair style: {:?}", hair_style);
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None
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}
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};
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let beard = match spec.beard.get(&beard) {
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Some(Some(spec)) => Some((graceful_load_segment(&spec.0), Vec3::from(spec.1))),
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Some(None) => None,
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None => {
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warn!("No specification for this beard: {:?}", beard);
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None
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}
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};
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let accessory = match spec.accessory.get(&accessory) {
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Some(Some(spec)) => Some((graceful_load_segment(&spec.0), Vec3::from(spec.1))),
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Some(None) => None,
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None => {
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warn!("No specification for this accessory: {:?}", accessory);
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None
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}
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};
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let (head, origin_offset) = SegmentUnionizer::new()
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.add(bare_head, spec.head.1.into())
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.add(eyes, spec.eyes.1.into())
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.maybe_add(hair)
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.maybe_add(beard)
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.maybe_add(accessory)
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.unify();
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Meshable::<FigurePipeline, FigurePipeline>::generate_mesh(
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&head,
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Vec3::from(spec.offset) + origin_offset.map(|e| e as f32 * -1.0),
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)
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.0
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/*let (name, offset) = match (race, body_type) {
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// z-value should be 0.25 of the total z
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(Race::Human, BodyType::Male) => {
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("figure.head.head_human_male", Vec3::new(-7.0, -5.0, -2.25))
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}
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(Race::Human, BodyType::Female) => (
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"figure.head.head_human_female",
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Vec3::new(-7.0, -7.5, -3.25),
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),
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(Race::Elf, BodyType::Male) => ("figure.head.head_elf_male", Vec3::new(-8.0, -5.0, -2.25)),
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(Race::Elf, BodyType::Female) => {
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("figure.head.head_elf_female", Vec3::new(-8.0, -5.5, -3.0))
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}
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(Race::Dwarf, BodyType::Male) => {
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("figure.head.head_dwarf_male", Vec3::new(-6.0, -5.0, -12.5))
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}
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(Race::Dwarf, BodyType::Female) => (
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"figure.head.head_dwarf_female",
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Vec3::new(-6.0, -6.0, -9.25),
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),
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(Race::Orc, BodyType::Male) => ("figure.head.head_orc_male", Vec3::new(-8.0, -5.0, -2.50)),
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(Race::Orc, BodyType::Female) => {
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("figure.head.head_orc_female", Vec3::new(-8.0, -8.0, -3.5))
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}
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(Race::Undead, BodyType::Male) => {
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("figure.head.head_undead_male", Vec3::new(-5.5, -5.0, -2.5))
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}
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(Race::Undead, BodyType::Female) => (
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"figure.head.head_undead_female",
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Vec3::new(-6.0, -5.0, -2.5),
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),
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(Race::Danari, BodyType::Male) => {
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("figure.head.head_danari_male", Vec3::new(-9.0, -5.0, -2.75))
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}
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(Race::Danari, BodyType::Female) => {
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let hair = load_segment("figure.hair.danari.female");
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let accessory = load_segment("figure.accessory.danari.horns");
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let bare_head = load_segment("figure.head.danari.female");
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let head = bare_head
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.union(&eyes, Vec3::new(0, 0, 0))
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.union(&hair, Vec3::new(0, 0, 0))
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.union(&accessory, Vec3::new(0, 0, 0));
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return head.generate_mesh(Vec3::new(-9.0, -7.5, -3.0)).0;
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}
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};*/
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//load_mesh(name, offset)
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}
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2019-08-21 01:19:02 +00:00
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}
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// loads models with different offsets
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2019-08-24 23:18:47 +00:00
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// pub fn mesh_beard(beard: Beard) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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// let (name, offset) = match beard {
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// Beard::None => ("figure/body/empty", Vec3::new(0.0, 0.0, 0.0)),
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// Beard::Human1 => ("figure/empty", Vec3::new(0.0, 0.0, 0.0)),
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// };
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// load_mesh(name, offset)
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// }
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2019-08-24 23:18:47 +00:00
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pub fn mesh_chest(chest: Chest) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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let color = match chest {
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Chest::Brown => (125, 53, 0),
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Chest::Dark => (0, 38, 43),
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Chest::Green => (0, 255, 34),
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Chest::Orange => (255, 106, 0),
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Chest::Blue => (0, 38, 255),
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};
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let bare_chest = load_segment("figure.body.chest");
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let chest_armor = load_segment("armor.chest.generic");
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let chest = bare_chest.union(&chest_armor.chromify(Rgb::from(color)), Vec3::new(0, 0, 0));
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Meshable::<FigurePipeline, FigurePipeline>::generate_mesh(&chest, Vec3::new(-6.0, -3.5, 0.0)).0
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}
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2019-08-24 23:18:47 +00:00
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pub fn mesh_belt(belt: Belt) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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load_mesh(
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match belt {
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//Belt::Default => "figure/body/belt_male",
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Belt::Dark => "armor.belt.belt_dark",
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},
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Vec3::new(-5.0, -3.5, 0.0),
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)
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}
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2019-08-24 23:18:47 +00:00
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pub fn mesh_pants(pants: Pants) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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load_mesh(
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match pants {
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Pants::Blue => "armor.pants.pants_blue",
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Pants::Brown => "armor.pants.pants_brown",
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Pants::Dark => "armor.pants.pants_dark",
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Pants::Green => "armor.pants.pants_green",
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Pants::Orange => "armor.pants.pants_orange",
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},
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Vec3::new(-5.0, -3.5, 0.0),
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)
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}
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2019-08-24 23:18:47 +00:00
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pub fn mesh_left_hand(hand: Hand) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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load_mesh(
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match hand {
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Hand::Default => "figure.body.hand",
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},
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Vec3::new(-2.0, -2.5, -2.0),
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)
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}
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2019-08-24 23:18:47 +00:00
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pub fn mesh_right_hand(hand: Hand) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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load_mesh(
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match hand {
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Hand::Default => "figure.body.hand",
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},
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Vec3::new(-2.0, -2.5, -2.0),
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)
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}
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2019-08-24 23:18:47 +00:00
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pub fn mesh_left_foot(foot: Foot) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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load_mesh(
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match foot {
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Foot::Dark => "armor.foot.foot_dark",
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},
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Vec3::new(-2.5, -3.5, -9.0),
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)
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}
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2019-08-24 23:18:47 +00:00
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pub fn mesh_right_foot(foot: Foot) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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load_mesh(
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match foot {
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Foot::Dark => "armor.foot.foot_dark",
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},
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Vec3::new(-2.5, -3.5, -9.0),
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)
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}
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2019-08-24 23:18:47 +00:00
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pub fn mesh_main(item: Option<&Item>) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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if let Some(item) = item {
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let (name, offset) = match item {
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Item::Tool { kind, .. } => match kind {
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Tool::Sword => ("weapon.sword.rusty_2h", Vec3::new(-1.5, -6.5, -4.0)),
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Tool::Axe => ("weapon.axe.rusty_2h", Vec3::new(-1.5, -5.0, -4.0)),
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Tool::Hammer => ("weapon.hammer.rusty_2h", Vec3::new(-2.5, -5.5, -4.0)),
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Tool::Daggers => ("weapon.hammer.rusty_2h", Vec3::new(-2.5, -5.5, -4.0)),
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Tool::SwordShield => ("weapon.axe.rusty_2h", Vec3::new(-2.5, -6.5, -2.0)),
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Tool::Bow => ("weapon.hammer.rusty_2h", Vec3::new(-2.5, -5.5, -4.0)),
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Tool::Staff => ("weapon.axe.rusty_2h", Vec3::new(-2.5, -6.5, -2.0)),
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},
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Item::Debug(_) => ("weapon.debug_wand", Vec3::new(-1.5, -9.5, -4.0)),
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_ => ("figure.empty", Vec3::default()),
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};
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load_mesh(name, offset)
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} else {
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load_mesh("figure.empty", Vec3::default())
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}
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}
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2019-08-24 23:18:47 +00:00
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pub fn mesh_left_shoulder(shoulder: Shoulder) -> Mesh<FigurePipeline> {
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load_mesh(
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match shoulder {
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Shoulder::None => "figure.empty",
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Shoulder::Brown1 => "armor.shoulder.shoulder_l_brown",
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},
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Vec3::new(-2.5, -3.5, -1.5),
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)
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}
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2019-08-24 23:18:47 +00:00
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pub fn mesh_right_shoulder(shoulder: Shoulder) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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load_mesh(
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match shoulder {
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Shoulder::None => "figure.empty",
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Shoulder::Brown1 => "armor.shoulder.shoulder_r_brown",
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},
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Vec3::new(-2.5, -3.5, -1.5),
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)
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}
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// TODO: Inventory
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2019-08-24 23:18:47 +00:00
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pub fn mesh_draw() -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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load_mesh("object.glider", Vec3::new(-26.0, -26.0, -5.0))
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}
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2019-08-24 23:18:47 +00:00
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//pub fn mesh_right_equip(hand: Hand) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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// load_mesh(
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// match hand {
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// Hand::Default => "figure/body/hand",
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// },
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// Vec3::new(-2.0, -2.5, -5.0),
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// )
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//}
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/////////
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2019-08-24 23:18:47 +00:00
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pub fn mesh_pig_head(head: quadruped::Head) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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load_mesh(
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match head {
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quadruped::Head::Default => "npc.pig_purple.pig_head",
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},
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Vec3::new(-6.0, 4.5, 3.0),
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)
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}
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2019-08-24 23:18:47 +00:00
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pub fn mesh_pig_chest(chest: quadruped::Chest) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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load_mesh(
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match chest {
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quadruped::Chest::Default => "npc.pig_purple.pig_chest",
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},
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Vec3::new(-5.0, 4.5, 0.0),
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)
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}
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2019-08-24 23:18:47 +00:00
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pub fn mesh_pig_leg_lf(leg_l: quadruped::LegL) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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load_mesh(
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match leg_l {
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quadruped::LegL::Default => "npc.pig_purple.pig_leg_l",
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},
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Vec3::new(0.0, -1.0, -1.5),
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)
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}
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2019-08-24 23:18:47 +00:00
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pub fn mesh_pig_leg_rf(leg_r: quadruped::LegR) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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load_mesh(
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match leg_r {
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quadruped::LegR::Default => "npc.pig_purple.pig_leg_r",
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},
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Vec3::new(0.0, -1.0, -1.5),
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)
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}
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2019-08-24 23:18:47 +00:00
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pub fn mesh_pig_leg_lb(leg_l: quadruped::LegL) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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load_mesh(
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match leg_l {
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quadruped::LegL::Default => "npc.pig_purple.pig_leg_l",
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},
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Vec3::new(0.0, -1.0, -1.5),
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)
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}
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2019-08-24 23:18:47 +00:00
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pub fn mesh_pig_leg_rb(leg_r: quadruped::LegR) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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load_mesh(
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match leg_r {
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quadruped::LegR::Default => "npc.pig_purple.pig_leg_r",
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},
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Vec3::new(0.0, -1.0, -1.5),
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)
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}
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//////
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2019-08-24 23:18:47 +00:00
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pub fn mesh_wolf_head_upper(upper_head: quadruped_medium::HeadUpper) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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load_mesh(
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match upper_head {
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quadruped_medium::HeadUpper::Default => "npc.wolf.wolf_head_upper",
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},
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Vec3::new(-7.0, -6.0, -5.5),
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)
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}
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2019-08-24 23:18:47 +00:00
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pub fn mesh_wolf_jaw(jaw: quadruped_medium::Jaw) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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load_mesh(
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match jaw {
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quadruped_medium::Jaw::Default => "npc.wolf.wolf_jaw",
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},
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Vec3::new(-3.0, -3.0, -2.5),
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)
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}
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2019-08-24 23:18:47 +00:00
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pub fn mesh_wolf_head_lower(head_lower: quadruped_medium::HeadLower) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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load_mesh(
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match head_lower {
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quadruped_medium::HeadLower::Default => "npc.wolf.wolf_head_lower",
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},
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Vec3::new(-7.0, -6.0, -5.5),
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)
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}
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2019-08-24 23:18:47 +00:00
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pub fn mesh_wolf_tail(tail: quadruped_medium::Tail) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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load_mesh(
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match tail {
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quadruped_medium::Tail::Default => "npc.wolf.wolf_tail",
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},
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Vec3::new(-2.0, -12.0, -5.0),
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)
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}
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2019-08-24 23:18:47 +00:00
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pub fn mesh_wolf_torso_back(torso_back: quadruped_medium::TorsoBack) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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load_mesh(
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match torso_back {
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quadruped_medium::TorsoBack::Default => "npc.wolf.wolf_torso_back",
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},
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Vec3::new(-7.0, -6.0, -6.0),
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)
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}
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2019-08-24 23:18:47 +00:00
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pub fn mesh_wolf_torso_mid(torso_mid: quadruped_medium::TorsoMid) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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load_mesh(
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match torso_mid {
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quadruped_medium::TorsoMid::Default => "npc.wolf.wolf_torso_mid",
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},
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Vec3::new(-8.0, -5.5, -6.0),
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)
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}
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2019-08-24 23:18:47 +00:00
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pub fn mesh_wolf_ears(ears: quadruped_medium::Ears) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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load_mesh(
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match ears {
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quadruped_medium::Ears::Default => "npc.wolf.wolf_ears",
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},
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Vec3::new(-4.0, -1.0, -1.0),
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)
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}
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2019-08-24 23:18:47 +00:00
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pub fn mesh_wolf_foot_lf(foot_lf: quadruped_medium::FootLF) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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load_mesh(
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match foot_lf {
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quadruped_medium::FootLF::Default => "npc.wolf.wolf_foot_lf",
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},
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Vec3::new(-2.5, -4.0, -2.5),
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)
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}
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2019-08-24 23:18:47 +00:00
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pub fn mesh_wolf_foot_rf(foot_rf: quadruped_medium::FootRF) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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load_mesh(
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match foot_rf {
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quadruped_medium::FootRF::Default => "npc.wolf.wolf_foot_rf",
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},
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Vec3::new(-2.5, -4.0, -2.5),
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)
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}
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2019-08-24 23:18:47 +00:00
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pub fn mesh_wolf_foot_lb(foot_lb: quadruped_medium::FootLB) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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load_mesh(
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match foot_lb {
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quadruped_medium::FootLB::Default => "npc.wolf.wolf_foot_lb",
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},
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Vec3::new(-2.5, -4.0, -2.5),
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)
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}
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2019-08-24 23:18:47 +00:00
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pub fn mesh_wolf_foot_rb(foot_rb: quadruped_medium::FootRB) -> Mesh<FigurePipeline> {
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2019-08-21 01:19:02 +00:00
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load_mesh(
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match foot_rb {
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quadruped_medium::FootRB::Default => "npc.wolf.wolf_foot_rb",
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},
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Vec3::new(-2.5, -4.0, -2.5),
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)
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}
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|
2019-08-24 23:18:47 +00:00
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pub fn mesh_object(obj: object::Body) -> Mesh<FigurePipeline> {
|
2019-08-21 01:19:02 +00:00
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use object::Body;
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let (name, offset) = match obj {
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Body::Bomb => ("object.bomb", Vec3::new(-5.5, -5.5, 0.0)),
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Body::Scarecrow => ("object.scarecrow", Vec3::new(-9.5, -4.0, 0.0)),
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Body::Cauldron => ("object.cauldron", Vec3::new(-10.0, -10.0, 0.0)),
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Body::ChestVines => ("object.chest_vines", Vec3::new(-7.5, -6.0, 0.0)),
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Body::Chest => ("object.chest", Vec3::new(-7.5, -6.0, 0.0)),
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Body::ChestDark => ("object.chest_dark", Vec3::new(-7.5, -6.0, 0.0)),
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Body::ChestDemon => ("object.chest_demon", Vec3::new(-7.5, -6.0, 0.0)),
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Body::ChestGold => ("object.chest_gold", Vec3::new(-7.5, -6.0, 0.0)),
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Body::ChestLight => ("object.chest_light", Vec3::new(-7.5, -6.0, 0.0)),
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Body::ChestOpen => ("object.chest_open", Vec3::new(-7.5, -6.0, 0.0)),
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Body::ChestSkull => ("object.chest_skull", Vec3::new(-7.5, -6.0, 0.0)),
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Body::Pumpkin => ("object.pumpkin", Vec3::new(-5.5, -4.0, 0.0)),
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Body::Pumpkin2 => ("object.pumpkin_2", Vec3::new(-5.0, -4.0, 0.0)),
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Body::Pumpkin3 => ("object.pumpkin_3", Vec3::new(-5.0, -4.0, 0.0)),
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Body::Pumpkin4 => ("object.pumpkin_4", Vec3::new(-5.0, -4.0, 0.0)),
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Body::Pumpkin5 => ("object.pumpkin_5", Vec3::new(-4.0, -5.0, 0.0)),
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Body::Campfire => ("object.campfire", Vec3::new(-9.0, -10.0, 0.0)),
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Body::LanternGround => ("object.lantern_ground", Vec3::new(-3.5, -3.5, 0.0)),
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Body::LanternGroundOpen => ("object.lantern_ground_open", Vec3::new(-3.5, -3.5, 0.0)),
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Body::LanternStanding => ("object.lantern_standing", Vec3::new(-7.5, -3.5, 0.0)),
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Body::LanternStanding2 => ("object.lantern_standing_2", Vec3::new(-11.5, -3.5, 0.0)),
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Body::PotionRed => ("object.potion_red", Vec3::new(-2.0, -2.0, 0.0)),
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Body::PotionBlue => ("object.potion_blue", Vec3::new(-2.0, -2.0, 0.0)),
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Body::PotionGreen => ("object.potion_green", Vec3::new(-2.0, -2.0, 0.0)),
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Body::Crate => ("object.crate", Vec3::new(-7.0, -7.0, 0.0)),
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Body::Tent => ("object.tent", Vec3::new(-18.5, -19.5, 0.0)),
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Body::WindowSpooky => ("object.window_spooky", Vec3::new(-15.0, -1.5, -1.0)),
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Body::DoorSpooky => ("object.door_spooky", Vec3::new(-15.0, -4.5, 0.0)),
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Body::Table => ("object.table", Vec3::new(-12.0, -8.0, 0.0)),
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Body::Table2 => ("object.table_2", Vec3::new(-8.0, -8.0, 0.0)),
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Body::Table3 => ("object.table_3", Vec3::new(-10.0, -10.0, 0.0)),
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Body::Drawer => ("object.drawer", Vec3::new(-11.0, -7.5, 0.0)),
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Body::BedBlue => ("object.bed_human_blue", Vec3::new(-11.0, -15.0, 0.0)),
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Body::Anvil => ("object.anvil", Vec3::new(-3.0, -7.0, 0.0)),
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Body::Gravestone => ("object.gravestone", Vec3::new(-5.0, -2.0, 0.0)),
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Body::Gravestone2 => ("object.gravestone_2", Vec3::new(-8.5, -3.0, 0.0)),
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Body::Chair => ("object.chair", Vec3::new(-5.0, -4.5, 0.0)),
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Body::Chair2 => ("object.chair_2", Vec3::new(-5.0, -4.5, 0.0)),
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Body::Chair3 => ("object.chair_3", Vec3::new(-5.0, -4.5, 0.0)),
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Body::Bench => ("object.bench", Vec3::new(-8.8, -5.0, 0.0)),
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Body::Carpet => ("object.carpet", Vec3::new(-14.0, -14.0, -0.5)),
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Body::Bedroll => ("object.bedroll", Vec3::new(-11.0, -19.5, -0.5)),
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Body::CarpetHumanRound => ("object.carpet_human_round", Vec3::new(-14.0, -14.0, -0.5)),
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Body::CarpetHumanSquare => ("object.carpet_human_square", Vec3::new(-13.5, -14.0, -0.5)),
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Body::CarpetHumanSquare2 => (
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|
|
"object.carpet_human_square_2",
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Vec3::new(-13.5, -14.0, -0.5),
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),
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|
Body::CarpetHumanSquircle => (
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|
|
"object.carpet_human_squircle",
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|
Vec3::new(-21.0, -21.0, -0.5),
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),
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Body::Pouch => ("object.pouch", Vec3::new(-5.5, -4.5, 0.0)),
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|
|
};
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|
|
load_mesh(name, offset)
|
|
|
|
}
|