veloren/voxygen/src/scene/figure/load.rs

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use crate::{
mesh::Meshable,
render::{FigurePipeline, Mesh},
};
use common::{
assets::{self, watch::ReloadIndicator, Asset},
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comp::{
humanoid::{
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Belt, BodyType, Chest, EyeColor, Eyebrows, Foot, Hand, Pants, Race, Shoulder, Skin,
},
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item::Tool,
object, quadruped, quadruped_medium, Item,
},
figure::{DynaUnionizer, MatSegment, Material, Segment},
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};
use dot_vox::DotVoxData;
use hashbrown::HashMap;
use log::{error, warn};
use serde_derive::{Deserialize, Serialize};
use std::{fs::File, io::BufReader, sync::Arc};
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use vek::*;
fn load_segment(mesh_name: &str) -> Segment {
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let full_specifier: String = ["voxygen.voxel.", mesh_name].concat();
Segment::from(assets::load_expect::<DotVoxData>(full_specifier.as_str()).as_ref())
}
fn graceful_load_vox(mesh_name: &str) -> Arc<DotVoxData> {
let full_specifier: String = ["voxygen.voxel.", mesh_name].concat();
match assets::load::<DotVoxData>(full_specifier.as_str()) {
Ok(dot_vox) => dot_vox,
Err(_) => {
error!("Could not load vox file for figure: {}", full_specifier);
assets::load_expect::<DotVoxData>("voxygen.voxel.not_found")
}
}
}
fn graceful_load_segment(mesh_name: &str) -> Segment {
Segment::from(graceful_load_vox(mesh_name).as_ref())
}
fn graceful_load_mat_segment(mesh_name: &str) -> MatSegment {
MatSegment::from(graceful_load_vox(mesh_name).as_ref())
}
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fn generate_mesh(segment: &Segment, offset: Vec3<f32>) -> Mesh<FigurePipeline> {
Meshable::<FigurePipeline, FigurePipeline>::generate_mesh(segment, offset).0
}
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pub fn load_mesh(mesh_name: &str, position: Vec3<f32>) -> Mesh<FigurePipeline> {
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generate_mesh(&load_segment(mesh_name), position)
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}
fn color_segment(
mat_segment: MatSegment,
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skin: Skin,
hair_color: Rgb<u8>,
eye_color: EyeColor,
) -> Segment {
// TODO move some of the colors to common
mat_segment.to_segment(|mat| match mat {
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Material::Skin => skin.rgb(),
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Material::SkinDark => skin.dark_rgb(),
Material::SkinLight => skin.light_rgb(),
Material::Hair => hair_color,
// TODO add back multiple colors
Material::EyeLight => eye_color.light_rgb(),
Material::EyeDark => eye_color.dark_rgb(),
Material::EyeWhite => eye_color.white_rgb(),
})
}
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fn recolor_grey(rgb: Rgb<u8>, color: Rgb<u8>) -> Rgb<u8> {
use common::util::{linear_to_srgb, srgb_to_linear};
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const BASE_GREY: f32 = 178.0;
if rgb.r == rgb.g && rgb.g == rgb.b {
let c1 = srgb_to_linear(rgb.map(|e| e as f32 / BASE_GREY));
let c2 = srgb_to_linear(color.map(|e| e as f32 / 255.0));
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linear_to_srgb(c1 * c2).map(|e| (e.min(1.0).max(0.0) * 255.0) as u8)
} else {
rgb
}
}
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// All offsets should be relative to an initial origin that doesn't change when combining segments
#[derive(Serialize, Deserialize)]
struct VoxSpec<T>(String, [T; 3]);
// Armor can have the color modified.
#[derive(Serialize, Deserialize)]
struct ArmorVoxSpec{
voxSpec: VoxSpec<f32>,
recolor: bool,
color: [u8; 3]
}
// For use by armor with a left and right component
#[derive(Serialize, Deserialize)]
struct SidedArmorVoxSpec{
left: ArmorVoxSpec,
right: ArmorVoxSpec
}
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// All reliant on humanoid::Race and humanoid::BodyType
#[derive(Serialize, Deserialize)]
struct HumHeadSubSpec {
offset: [f32; 3], // Should be relative to initial origin
head: VoxSpec<i32>,
eyes: VoxSpec<i32>,
hair: Vec<Option<VoxSpec<i32>>>,
beard: Vec<Option<VoxSpec<i32>>>,
accessory: Vec<Option<VoxSpec<i32>>>,
}
#[derive(Serialize, Deserialize)]
pub struct HumHeadSpec(HashMap<(Race, BodyType), HumHeadSubSpec>);
impl Asset for HumHeadSpec {
const ENDINGS: &'static [&'static str] = &["ron"];
fn parse(buf_reader: BufReader<File>) -> Result<Self, assets::Error> {
Ok(ron::de::from_reader(buf_reader).expect("Error parsing humanoid head spec"))
}
}
impl HumHeadSpec {
pub fn load_watched(indicator: &mut ReloadIndicator) -> Arc<Self> {
assets::load_watched::<Self>("voxygen.voxel.humanoid_head_manifest", indicator).unwrap()
}
pub fn mesh_head(
&self,
race: Race,
body_type: BodyType,
hair_color: u8,
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hair_style: u8,
beard: u8,
eye_color: u8,
skin: u8,
_eyebrows: Eyebrows,
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accessory: u8,
) -> Mesh<FigurePipeline> {
let spec = match self.0.get(&(race, body_type)) {
Some(spec) => spec,
None => {
error!(
"No head specification exists for the combination of {:?} and {:?}",
race, body_type
);
return load_mesh("not_found", Vec3::new(-5.0, -5.0, -2.5));
}
};
let hair_rgb = race.hair_color(hair_color);
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let skin = race.skin_color(skin);
let eye_rgb = race.eye_color(eye_color);
// Load segment pieces
let bare_head = graceful_load_mat_segment(&spec.head.0);
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let eyes = color_segment(
graceful_load_mat_segment(&spec.eyes.0).map_rgb(|rgb| recolor_grey(rgb, hair_rgb)),
skin,
hair_rgb,
eye_rgb,
);
let hair = match spec.hair.get(hair_style as usize) {
Some(Some(spec)) => Some((
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graceful_load_segment(&spec.0).map_rgb(|rgb| recolor_grey(rgb, hair_rgb)),
Vec3::from(spec.1),
)),
Some(None) => None,
None => {
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warn!("No specification for hair style {}", hair_style);
None
}
};
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let beard = match spec.beard.get(beard as usize) {
Some(Some(spec)) => Some((
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graceful_load_segment(&spec.0).map_rgb(|rgb| recolor_grey(rgb, hair_rgb)),
Vec3::from(spec.1),
)),
Some(None) => None,
None => {
warn!("No specification for this beard: {:?}", beard);
None
}
};
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let accessory = match spec.accessory.get(accessory as usize) {
Some(Some(spec)) => Some((graceful_load_segment(&spec.0), Vec3::from(spec.1))),
Some(None) => None,
None => {
warn!("No specification for this accessory: {:?}", accessory);
None
}
};
let (head, origin_offset) = DynaUnionizer::new()
.add(
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color_segment(bare_head, skin, hair_rgb, eye_rgb),
spec.head.1.into(),
)
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.add(eyes, spec.eyes.1.into())
.maybe_add(hair)
.maybe_add(beard)
.maybe_add(accessory)
.unify();
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generate_mesh(
&head,
Vec3::from(spec.offset) + origin_offset.map(|e| e as f32 * -1.0),
)
}
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}
// Armor spects should be in the same order, top to bottom.
// These seem overly split up, but wanted to keep the armor seperated
// unlike head which is done above.
#[derive(Serialize, Deserialize)]
pub struct HumArmorShoulderSpec(HashMap<Shoulder, SidedArmorVoxSpec>);
#[derive(Serialize, Deserialize)]
pub struct HumArmorChestSpec(HashMap<Chest, ArmorVoxSpec>);
#[derive(Serialize, Deserialize)]
pub struct HumArmorHandSpec(HashMap<Hand, SidedArmorVoxSpec>);
#[derive(Serialize, Deserialize)]
pub struct HumArmorBeltSpec(HashMap<Belt, ArmorVoxSpec>);
#[derive(Serialize, Deserialize)]
pub struct HumArmorPantsSpec(HashMap<Pants, ArmorVoxSpec>);
#[derive(Serialize, Deserialize)]
pub struct HumArmorFootSpec(HashMap<Foot, ArmorVoxSpec>);
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impl Asset for HumArmorShoulderSpec {
const ENDINGS: &'static [&'static str] = &["ron"];
fn parse(buf_reader: BufReader<File>) -> Result<Self, assets::Error> {
Ok(ron::de::from_reader(buf_reader).expect("Error parsing humanoid armor shoulder spec"))
}
}
impl Asset for HumArmorChestSpec {
const ENDINGS: &'static [&'static str] = &["ron"];
fn parse(buf_reader: BufReader<File>) -> Result<Self, assets::Error> {
Ok(ron::de::from_reader(buf_reader).expect("Error parsing humanoid armor chest spec"))
}
}
impl Asset for HumArmorHandSpec {
const ENDINGS: &'static [&'static str] = &["ron"];
fn parse(buf_reader: BufReader<File>) -> Result<Self, assets::Error> {
Ok(ron::de::from_reader(buf_reader).expect("Error parsing humanoid armor hand spec"))
}
}
impl Asset for HumArmorBeltSpec {
const ENDINGS: &'static [&'static str] = &["ron"];
fn parse(buf_reader: BufReader<File>) -> Result<Self, assets::Error> {
Ok(ron::de::from_reader(buf_reader).expect("Error parsing humanoid armor belt spec"))
}
}
impl Asset for HumArmorPantsSpec {
const ENDINGS: &'static [&'static str] = &["ron"];
fn parse(buf_reader: BufReader<File>) -> Result<Self, assets::Error> {
Ok(ron::de::from_reader(buf_reader).expect("Error parsing humanoid armor pants spec"))
}
}
impl Asset for HumArmorFootSpec {
const ENDINGS: &'static [&'static str] = &["ron"];
fn parse(buf_reader: BufReader<File>) -> Result<Self, assets::Error> {
Ok(ron::de::from_reader(buf_reader).expect("Error parsing humanoid armor foot spec"))
}
}
impl HumArmorShoulderSpec {
pub fn load_watched(indicator: &mut ReloadIndicator) -> Arc<Self> {
assets::load_watched::<Self>("voxygen.voxel.humanoid_armor_shoulder_manifest", indicator).unwrap()
}
pub fn mesh_left_shoulder(
&self,
shoulder: Shoulder,
race: Race,
body_type: BodyType,
skin: u8,
hair_color: u8,
eye_color: u8,
) -> Mesh<FigurePipeline> {
let shoulder_segment = color_segment(
graceful_load_mat_segment(match shoulder {
Shoulder::None => return Mesh::new(),
Shoulder::Brown1 => "armor.shoulder.brown_left",
//This is wrong and similar are wrong but will be fixed
//by the hotloading.
Shoulder::Chain => "armor.shoulder.brown_left",
}),
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race.skin_color(skin),
race.hair_color(hair_color),
race.eye_color(eye_color),
);
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generate_mesh(&shoulder_segment, Vec3::new(-3.0, -3.5, 0.1))
}
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pub fn mesh_right_shoulder(
&self,
shoulder: Shoulder,
race: Race,
body_type: BodyType,
skin: u8,
hair_color: u8,
eye_color: u8,
) -> Mesh<FigurePipeline> {
let shoulder_segment = color_segment(
graceful_load_mat_segment(match shoulder {
Shoulder::None => return Mesh::new(),
Shoulder::Brown1 => "armor.shoulder.brown_right",
Shoulder::Chain => "armor.shoulder.brown_right",
}),
race.skin_color(skin),
race.hair_color(hair_color),
race.eye_color(eye_color),
);
generate_mesh(&shoulder_segment, Vec3::new(-2.0, -3.5, 0.1))
}
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}
impl HumArmorChestSpec {
pub fn load_watched(indicator: &mut ReloadIndicator) -> Arc<Self> {
assets::load_watched::<Self>("voxygen.voxel.humanoid_armor_chest_manifest", indicator).unwrap()
}
pub fn mesh_chest(
&self,
chest: Chest,
race: Race,
body_type: BodyType,
skin: u8,
hair_color: u8,
eye_color: u8,
) -> Mesh<FigurePipeline> {
let chest_color = match chest {
Chest::Blue => (44, 74, 109),
Chest::Brown => (90, 49, 43),
Chest::Dark => (73, 63, 59),
Chest::Green => (59, 95, 67),
Chest::Orange => (109, 58, 58),
Chest::Midnight => (29, 26, 33),
//Also wrong, will be fixed when reading manifest files.
Chest::Kimono => (0,0,0),
};
let color = |mat_segment| {
color_segment(
mat_segment,
race.skin_color(skin),
race.hair_color(hair_color),
race.eye_color(eye_color),
)
};
let bare_chest = graceful_load_mat_segment("armor.chest.grayscale");
let chest_armor = graceful_load_mat_segment("armor.chest.grayscale");
let chest = DynaUnionizer::new()
.add(color(bare_chest), Vec3::new(0, 0, 0))
.add(
color(chest_armor.map_rgb(|rgb| recolor_grey(rgb, Rgb::from(chest_color)))),
Vec3::new(0, 0, 0),
)
.unify()
.0;
generate_mesh(&chest, Vec3::new(-7.0, -3.5, 2.0))
}
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}
impl HumArmorHandSpec {
pub fn load_watched(indicator: &mut ReloadIndicator) -> Arc<Self> {
assets::load_watched::<Self>("voxygen.voxel.humanoid_armor_hand_manifest", indicator).unwrap()
}
pub fn mesh_left_hand(
&self,
hand: Hand,
race: Race,
body_type: BodyType,
skin: u8,
hair_color: u8,
eye_color: u8,
) -> Mesh<FigurePipeline> {
let hand_segment = color_segment(
graceful_load_mat_segment(match hand {
Hand::Bare => "armor.hand.bare_left",
//also to be fixed
Hand::Cloth => "armor.hand.bare_left",
}),
race.skin_color(skin),
race.hair_color(hair_color),
race.eye_color(eye_color),
);
generate_mesh(&hand_segment, Vec3::new(-1.5, -1.5, -7.0))
}
pub fn mesh_right_hand(
&self,
hand: Hand,
race: Race,
body_type: BodyType,
skin: u8,
hair_color: u8,
eye_color: u8,
) -> Mesh<FigurePipeline> {
let hand_segment = color_segment(
graceful_load_mat_segment(match hand {
Hand::Bare => "armor.hand.bare_right",
//also to be fixed
Hand::Cloth => "armor.hand.bare_right",
}),
race.skin_color(skin),
race.hair_color(hair_color),
race.eye_color(eye_color),
);
generate_mesh(&hand_segment, Vec3::new(-1.5, -1.5, -7.0))
}
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}
impl HumArmorBeltSpec {
pub fn load_watched(indicator: &mut ReloadIndicator) -> Arc<Self> {
assets::load_watched::<Self>("voxygen.voxel.humanoid_armor_belt_manifest", indicator).unwrap()
}
pub fn mesh_belt(
&self,
belt: Belt,
race: Race,
body_type: BodyType,
) -> Mesh<FigurePipeline> {
load_mesh(
match belt {
Belt::Dark => "armor.belt.dark",
//also wrong
Belt::Cloth => "armor.belt.dark",
},
Vec3::new(-4.0, -3.5, 2.0),
)
}
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}
impl HumArmorPantsSpec {
pub fn load_watched(indicator: &mut ReloadIndicator) -> Arc<Self> {
assets::load_watched::<Self>("voxygen.voxel.humanoid_armor_pants_manifest", indicator).unwrap()
}
pub fn mesh_pants(
&self,
pants: Pants,
race: Race,
body_type: BodyType,
skin: u8,
hair_color: u8,
eye_color: u8,
) -> Mesh<FigurePipeline> {
let color = match pants {
Pants::Blue => (28, 66, 109),
Pants::Brown => (54, 30, 26),
Pants::Dark => (24, 19, 17),
Pants::Green => (49, 95, 59),
Pants::Orange => (148, 52, 33),
//also wrong
Pants::Kimono => (148, 52, 33),
};
let pants_segment = color_segment(
graceful_load_mat_segment("armor.pants.grayscale")
.map_rgb(|rgb| recolor_grey(rgb, Rgb::from(color))),
race.skin_color(skin),
race.hair_color(hair_color),
race.eye_color(eye_color),
);
generate_mesh(&pants_segment, Vec3::new(-5.0, -3.5, 1.0))
}
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}
impl HumArmorFootSpec {
pub fn load_watched(indicator: &mut ReloadIndicator) -> Arc<Self> {
assets::load_watched::<Self>("voxygen.voxel.humanoid_armor_foot_manifest", indicator).unwrap()
}
pub fn mesh_left_foot(
&self,
foot: Foot,
race: Race,
body_type: BodyType,
skin: u8,
hair_color: u8,
eye_color: u8,
) -> Mesh<FigurePipeline> {
let foot_segment = color_segment(
graceful_load_mat_segment(match foot {
Foot::Bare => "armor.foot.dark-0",
Foot::Dark => "armor.foot.dark-0",
//wrong
Foot::Sandal => "armor.foot.dark-0",
Foot::Jester => "armor.foot.dark-0",
}),
race.skin_color(skin),
race.hair_color(hair_color),
race.eye_color(eye_color),
);
generate_mesh(&foot_segment, Vec3::new(-2.5, -3.5, -9.0))
}
pub fn mesh_right_foot(
&self,
foot: Foot,
race: Race,
body_type: BodyType,
skin: u8,
hair_color: u8,
eye_color: u8,
) -> Mesh<FigurePipeline> {
let foot_segment = color_segment(
graceful_load_mat_segment(match foot {
Foot::Bare => "armor.foot.dark-0",
Foot::Dark => "armor.foot.dark-0",
//wrong
Foot::Sandal => "armor.foot.dark-0",
Foot::Jester => "armor.foot.dark-0",
}),
race.skin_color(skin),
race.hair_color(hair_color),
race.eye_color(eye_color),
);
generate_mesh(&foot_segment, Vec3::new(-2.5, -3.5, -9.0))
}
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}
pub fn mesh_main(item: Option<&Item>) -> Mesh<FigurePipeline> {
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if let Some(item) = item {
let (name, offset) = match item {
Item::Tool { kind, .. } => match kind {
Tool::Sword => ("weapon.sword.rusty_2h", Vec3::new(-1.5, -6.5, -4.0)),
Tool::Axe => ("weapon.axe.rusty_2h", Vec3::new(-1.5, -5.0, -4.0)),
Tool::Hammer => ("weapon.hammer.rusty_2h", Vec3::new(-2.5, -5.5, -4.0)),
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Tool::Dagger => ("weapon.hammer.rusty_2h", Vec3::new(-2.5, -5.5, -4.0)),
Tool::Shield => ("weapon.axe.rusty_2h", Vec3::new(-2.5, -6.5, -2.0)),
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Tool::Bow => ("weapon.bow.simple-bow", Vec3::new(-1.0, -6.0, -2.0)),
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Tool::Staff => ("weapon.axe.rusty_2h", Vec3::new(-2.5, -6.5, -2.0)),
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},
Item::Debug(_) => ("weapon.debug_wand", Vec3::new(-1.5, -9.5, -4.0)),
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_ => return Mesh::new(),
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};
load_mesh(name, offset)
} else {
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Mesh::new()
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}
}
// TODO: Inventory
pub fn mesh_draw() -> Mesh<FigurePipeline> {
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load_mesh("object.glider", Vec3::new(-26.0, -26.0, -5.0))
}
//pub fn mesh_right_equip(hand: Hand) -> Mesh<FigurePipeline> {
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// load_mesh(
// match hand {
// Hand::Default => "figure/body/hand",
// },
// Vec3::new(-2.0, -2.5, -5.0),
// )
//}
/////////
pub fn mesh_pig_head(head: quadruped::Head) -> Mesh<FigurePipeline> {
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load_mesh(
match head {
quadruped::Head::Default => "npc.pig_purple.pig_head",
},
Vec3::new(-6.0, 4.5, 3.0),
)
}
pub fn mesh_pig_chest(chest: quadruped::Chest) -> Mesh<FigurePipeline> {
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load_mesh(
match chest {
quadruped::Chest::Default => "npc.pig_purple.pig_chest",
},
Vec3::new(-5.0, 4.5, 0.0),
)
}
pub fn mesh_pig_leg_lf(leg_l: quadruped::LegL) -> Mesh<FigurePipeline> {
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load_mesh(
match leg_l {
quadruped::LegL::Default => "npc.pig_purple.pig_leg_l",
},
Vec3::new(0.0, -1.0, -1.5),
)
}
pub fn mesh_pig_leg_rf(leg_r: quadruped::LegR) -> Mesh<FigurePipeline> {
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load_mesh(
match leg_r {
quadruped::LegR::Default => "npc.pig_purple.pig_leg_r",
},
Vec3::new(0.0, -1.0, -1.5),
)
}
pub fn mesh_pig_leg_lb(leg_l: quadruped::LegL) -> Mesh<FigurePipeline> {
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load_mesh(
match leg_l {
quadruped::LegL::Default => "npc.pig_purple.pig_leg_l",
},
Vec3::new(0.0, -1.0, -1.5),
)
}
pub fn mesh_pig_leg_rb(leg_r: quadruped::LegR) -> Mesh<FigurePipeline> {
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load_mesh(
match leg_r {
quadruped::LegR::Default => "npc.pig_purple.pig_leg_r",
},
Vec3::new(0.0, -1.0, -1.5),
)
}
//////
pub fn mesh_wolf_head_upper(upper_head: quadruped_medium::HeadUpper) -> Mesh<FigurePipeline> {
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load_mesh(
match upper_head {
quadruped_medium::HeadUpper::Default => "npc.wolf.wolf_head_upper",
},
Vec3::new(-7.0, -6.0, -5.5),
)
}
pub fn mesh_wolf_jaw(jaw: quadruped_medium::Jaw) -> Mesh<FigurePipeline> {
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load_mesh(
match jaw {
quadruped_medium::Jaw::Default => "npc.wolf.wolf_jaw",
},
Vec3::new(-3.0, -3.0, -2.5),
)
}
pub fn mesh_wolf_head_lower(head_lower: quadruped_medium::HeadLower) -> Mesh<FigurePipeline> {
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load_mesh(
match head_lower {
quadruped_medium::HeadLower::Default => "npc.wolf.wolf_head_lower",
},
Vec3::new(-7.0, -6.0, -5.5),
)
}
pub fn mesh_wolf_tail(tail: quadruped_medium::Tail) -> Mesh<FigurePipeline> {
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load_mesh(
match tail {
quadruped_medium::Tail::Default => "npc.wolf.wolf_tail",
},
Vec3::new(-2.0, -12.0, -5.0),
)
}
pub fn mesh_wolf_torso_back(torso_back: quadruped_medium::TorsoBack) -> Mesh<FigurePipeline> {
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load_mesh(
match torso_back {
quadruped_medium::TorsoBack::Default => "npc.wolf.wolf_torso_back",
},
Vec3::new(-7.0, -6.0, -6.0),
)
}
pub fn mesh_wolf_torso_mid(torso_mid: quadruped_medium::TorsoMid) -> Mesh<FigurePipeline> {
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load_mesh(
match torso_mid {
quadruped_medium::TorsoMid::Default => "npc.wolf.wolf_torso_mid",
},
Vec3::new(-8.0, -5.5, -6.0),
)
}
pub fn mesh_wolf_ears(ears: quadruped_medium::Ears) -> Mesh<FigurePipeline> {
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load_mesh(
match ears {
quadruped_medium::Ears::Default => "npc.wolf.wolf_ears",
},
Vec3::new(-4.0, -1.0, -1.0),
)
}
pub fn mesh_wolf_foot_lf(foot_lf: quadruped_medium::FootLF) -> Mesh<FigurePipeline> {
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load_mesh(
match foot_lf {
quadruped_medium::FootLF::Default => "npc.wolf.wolf_foot_lf",
},
Vec3::new(-2.5, -4.0, -2.5),
)
}
pub fn mesh_wolf_foot_rf(foot_rf: quadruped_medium::FootRF) -> Mesh<FigurePipeline> {
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load_mesh(
match foot_rf {
quadruped_medium::FootRF::Default => "npc.wolf.wolf_foot_rf",
},
Vec3::new(-2.5, -4.0, -2.5),
)
}
pub fn mesh_wolf_foot_lb(foot_lb: quadruped_medium::FootLB) -> Mesh<FigurePipeline> {
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load_mesh(
match foot_lb {
quadruped_medium::FootLB::Default => "npc.wolf.wolf_foot_lb",
},
Vec3::new(-2.5, -4.0, -2.5),
)
}
pub fn mesh_wolf_foot_rb(foot_rb: quadruped_medium::FootRB) -> Mesh<FigurePipeline> {
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load_mesh(
match foot_rb {
quadruped_medium::FootRB::Default => "npc.wolf.wolf_foot_rb",
},
Vec3::new(-2.5, -4.0, -2.5),
)
}
pub fn mesh_object(obj: object::Body) -> Mesh<FigurePipeline> {
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use object::Body;
let (name, offset) = match obj {
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Body::Arrow => ("weapon.bow.simple-arrow", Vec3::new(-5.5, -5.5, 0.0)),
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Body::Bomb => ("object.bomb", Vec3::new(-5.5, -5.5, 0.0)),
Body::Scarecrow => ("object.scarecrow", Vec3::new(-9.5, -4.0, 0.0)),
Body::Cauldron => ("object.cauldron", Vec3::new(-10.0, -10.0, 0.0)),
Body::ChestVines => ("object.chest_vines", Vec3::new(-7.5, -6.0, 0.0)),
Body::Chest => ("object.chest", Vec3::new(-7.5, -6.0, 0.0)),
Body::ChestDark => ("object.chest_dark", Vec3::new(-7.5, -6.0, 0.0)),
Body::ChestDemon => ("object.chest_demon", Vec3::new(-7.5, -6.0, 0.0)),
Body::ChestGold => ("object.chest_gold", Vec3::new(-7.5, -6.0, 0.0)),
Body::ChestLight => ("object.chest_light", Vec3::new(-7.5, -6.0, 0.0)),
Body::ChestOpen => ("object.chest_open", Vec3::new(-7.5, -6.0, 0.0)),
Body::ChestSkull => ("object.chest_skull", Vec3::new(-7.5, -6.0, 0.0)),
Body::Pumpkin => ("object.pumpkin", Vec3::new(-5.5, -4.0, 0.0)),
Body::Pumpkin2 => ("object.pumpkin_2", Vec3::new(-5.0, -4.0, 0.0)),
Body::Pumpkin3 => ("object.pumpkin_3", Vec3::new(-5.0, -4.0, 0.0)),
Body::Pumpkin4 => ("object.pumpkin_4", Vec3::new(-5.0, -4.0, 0.0)),
Body::Pumpkin5 => ("object.pumpkin_5", Vec3::new(-4.0, -5.0, 0.0)),
Body::Campfire => ("object.campfire", Vec3::new(-9.0, -10.0, 0.0)),
Body::LanternGround => ("object.lantern_ground", Vec3::new(-3.5, -3.5, 0.0)),
Body::LanternGroundOpen => ("object.lantern_ground_open", Vec3::new(-3.5, -3.5, 0.0)),
Body::LanternStanding => ("object.lantern_standing", Vec3::new(-7.5, -3.5, 0.0)),
Body::LanternStanding2 => ("object.lantern_standing_2", Vec3::new(-11.5, -3.5, 0.0)),
Body::PotionRed => ("object.potion_red", Vec3::new(-2.0, -2.0, 0.0)),
Body::PotionBlue => ("object.potion_blue", Vec3::new(-2.0, -2.0, 0.0)),
Body::PotionGreen => ("object.potion_green", Vec3::new(-2.0, -2.0, 0.0)),
Body::Crate => ("object.crate", Vec3::new(-7.0, -7.0, 0.0)),
Body::Tent => ("object.tent", Vec3::new(-18.5, -19.5, 0.0)),
Body::WindowSpooky => ("object.window_spooky", Vec3::new(-15.0, -1.5, -1.0)),
Body::DoorSpooky => ("object.door_spooky", Vec3::new(-15.0, -4.5, 0.0)),
Body::Table => ("object.table", Vec3::new(-12.0, -8.0, 0.0)),
Body::Table2 => ("object.table_2", Vec3::new(-8.0, -8.0, 0.0)),
Body::Table3 => ("object.table_3", Vec3::new(-10.0, -10.0, 0.0)),
Body::Drawer => ("object.drawer", Vec3::new(-11.0, -7.5, 0.0)),
Body::BedBlue => ("object.bed_human_blue", Vec3::new(-11.0, -15.0, 0.0)),
Body::Anvil => ("object.anvil", Vec3::new(-3.0, -7.0, 0.0)),
Body::Gravestone => ("object.gravestone", Vec3::new(-5.0, -2.0, 0.0)),
Body::Gravestone2 => ("object.gravestone_2", Vec3::new(-8.5, -3.0, 0.0)),
Body::Chair => ("object.chair", Vec3::new(-5.0, -4.5, 0.0)),
Body::Chair2 => ("object.chair_2", Vec3::new(-5.0, -4.5, 0.0)),
Body::Chair3 => ("object.chair_3", Vec3::new(-5.0, -4.5, 0.0)),
Body::Bench => ("object.bench", Vec3::new(-8.8, -5.0, 0.0)),
Body::Carpet => ("object.carpet", Vec3::new(-14.0, -14.0, -0.5)),
Body::Bedroll => ("object.bedroll", Vec3::new(-11.0, -19.5, -0.5)),
Body::CarpetHumanRound => ("object.carpet_human_round", Vec3::new(-14.0, -14.0, -0.5)),
Body::CarpetHumanSquare => ("object.carpet_human_square", Vec3::new(-13.5, -14.0, -0.5)),
Body::CarpetHumanSquare2 => (
"object.carpet_human_square_2",
Vec3::new(-13.5, -14.0, -0.5),
),
Body::CarpetHumanSquircle => (
"object.carpet_human_squircle",
Vec3::new(-21.0, -21.0, -0.5),
),
Body::Pouch => ("object.pouch", Vec3::new(-5.5, -4.5, 0.0)),
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Body::CraftingBench => ("object.crafting_bench", Vec3::new(-9.5, -7.0, 0.0)),
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};
load_mesh(name, offset)
}