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Symmetry of dragon skeleton
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@ -1,116 +1,114 @@
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pub mod fly;
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pub mod idle;
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pub mod jump;
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pub mod run;
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// Reexports
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pub use self::{idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation};
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pub use self::{fly::FlyAnimation, idle::IdleAnimation, run::RunAnimation};
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use super::{Bone, Skeleton};
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use crate::render::FigureBoneData;
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use common::comp::{self};
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use vek::Vec3;
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#[derive(Clone)]
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pub struct BipedLargeSkeleton {
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head: Bone,
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upper_torso: Bone,
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lower_torso: Bone,
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shoulder_l: Bone,
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shoulder_r: Bone,
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hand_l: Bone,
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hand_r: Bone,
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leg_l: Bone,
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leg_r: Bone,
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foot_l: Bone,
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foot_r: Bone,
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torso: Bone,
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#[derive(Clone, Default)]
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pub struct DragonSkeleton {
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head_upper: Bone,
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head_lower: Bone,
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jaw: Bone,
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chest_front: Bone,
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chest_rear: Bone,
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tail_front: Bone,
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tail_rear: Bone,
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wing_in_l: Bone,
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wing_in_r: Bone,
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wing_out_l: Bone,
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wing_out_r: Bone,
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foot_fl: Bone,
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foot_fr: Bone,
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foot_bl: Bone,
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foot_br: Bone,
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}
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impl BipedLargeSkeleton {
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pub fn new() -> Self {
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Self {
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head: Bone::default(),
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upper_torso: Bone::default(),
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lower_torso: Bone::default(),
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shoulder_l: Bone::default(),
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shoulder_r: Bone::default(),
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hand_l: Bone::default(),
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hand_r: Bone::default(),
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leg_l: Bone::default(),
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leg_r: Bone::default(),
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foot_l: Bone::default(),
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foot_r: Bone::default(),
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torso: Bone::default(),
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}
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}
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impl DragonSkeleton {
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pub fn new() -> Self { Self::default() }
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}
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impl Skeleton for BipedLargeSkeleton {
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impl Skeleton for DragonSkeleton {
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type Attr = SkeletonAttr;
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fn bone_count(&self) -> usize { 11 }
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fn bone_count(&self) -> usize { 15 }
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fn compute_matrices(&self) -> ([FigureBoneData; 16], Vec3<f32>) {
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let upper_torso_mat = self.upper_torso.compute_base_matrix();
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let shoulder_l_mat = self.shoulder_l.compute_base_matrix();
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let shoulder_r_mat = self.shoulder_r.compute_base_matrix();
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let leg_l_mat = self.leg_l.compute_base_matrix();
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let leg_r_mat = self.leg_r.compute_base_matrix();
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let torso_mat = self.torso.compute_base_matrix();
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fn compute_matrices(&self) -> [FigureBoneData; 16] {
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let head_upper_mat = self.head_upper.compute_base_matrix();
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let head_lower_mat = self.head_lower.compute_base_matrix();
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let chest_front_mat = self.chest_front.compute_base_matrix();
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let chest_rear_mat = self.chest_rear.compute_base_matrix();
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let wing_in_l_mat = self.wing_in_l.compute_base_matrix();
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let wing_in_r_mat = self.wing_in_r.compute_base_matrix();
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let tail_front_mat = self.tail_front.compute_base_matrix();
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(
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[
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FigureBoneData::new(torso_mat * upper_torso_mat * self.head.compute_base_matrix()),
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FigureBoneData::new(torso_mat * upper_torso_mat),
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FigureBoneData::new(
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torso_mat * upper_torso_mat * self.lower_torso.compute_base_matrix(),
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),
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FigureBoneData::new(torso_mat * upper_torso_mat * shoulder_l_mat),
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FigureBoneData::new(torso_mat * upper_torso_mat * shoulder_r_mat),
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FigureBoneData::new(
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torso_mat * upper_torso_mat * self.hand_l.compute_base_matrix(),
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),
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FigureBoneData::new(
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torso_mat * upper_torso_mat * self.hand_r.compute_base_matrix(),
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),
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FigureBoneData::new(torso_mat * upper_torso_mat * leg_l_mat),
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FigureBoneData::new(torso_mat * upper_torso_mat * leg_r_mat),
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FigureBoneData::new(self.foot_l.compute_base_matrix()),
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FigureBoneData::new(self.foot_r.compute_base_matrix()),
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FigureBoneData::default(),
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FigureBoneData::default(),
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FigureBoneData::default(),
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FigureBoneData::default(),
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FigureBoneData::default(),
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],
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Vec3::default(),
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)
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[
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FigureBoneData::new(chest_front_mat * head_lower_mat * head_upper_mat),
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FigureBoneData::new(chest_front_mat * head_lower_mat),
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FigureBoneData::new(
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chest_front_mat * head_lower_mat * head_upper_mat * self.jaw.compute_base_matrix(),
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),
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FigureBoneData::new(chest_front_mat),
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FigureBoneData::new(chest_front_mat * self.chest_rear.compute_base_matrix()),
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FigureBoneData::new(chest_front_mat * chest_rear_mat * tail_front_mat),
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FigureBoneData::new(
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chest_front_mat
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* chest_rear_mat
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* tail_front_mat
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* self.tail_rear.compute_base_matrix(),
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),
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FigureBoneData::new(chest_front_mat * self.wing_in_l.compute_base_matrix()),
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FigureBoneData::new(chest_front_mat * self.wing_in_r.compute_base_matrix()),
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FigureBoneData::new(
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chest_front_mat * wing_in_l_mat * self.wing_out_l.compute_base_matrix(),
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),
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FigureBoneData::new(
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chest_front_mat * wing_in_r_mat * self.wing_out_r.compute_base_matrix(),
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),
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FigureBoneData::new(self.foot_fl.compute_base_matrix()),
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FigureBoneData::new(self.foot_fr.compute_base_matrix()),
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FigureBoneData::new(self.foot_bl.compute_base_matrix()),
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FigureBoneData::new(self.foot_br.compute_base_matrix()),
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FigureBoneData::default(),
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]
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}
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fn interpolate(&mut self, target: &Self, dt: f32) {
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self.head.interpolate(&target.head, dt);
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self.upper_torso.interpolate(&target.upper_torso, dt);
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self.lower_torso.interpolate(&target.lower_torso, dt);
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self.shoulder_l.interpolate(&target.shoulder_l, dt);
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self.shoulder_r.interpolate(&target.shoulder_r, dt);
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self.hand_l.interpolate(&target.hand_l, dt);
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self.hand_r.interpolate(&target.hand_r, dt);
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self.leg_l.interpolate(&target.leg_l, dt);
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self.leg_r.interpolate(&target.leg_r, dt);
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self.foot_l.interpolate(&target.foot_l, dt);
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self.foot_r.interpolate(&target.foot_r, dt);
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self.torso.interpolate(&target.torso, dt);
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self.head_upper.interpolate(&target.head_upper, dt);
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self.head_lower.interpolate(&target.head_lower, dt);
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self.jaw.interpolate(&target.jaw, dt);
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self.chest_front.interpolate(&target.chest_front, dt);
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self.chest_rear.interpolate(&target.chest_rear, dt);
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self.tail_front.interpolate(&target.tail_front, dt);
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self.tail_rear.interpolate(&target.tail_rear, dt);
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self.wing_in_l.interpolate(&target.wing_in_l, dt);
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self.wing_in_r.interpolate(&target.wing_in_r, dt);
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self.wing_out_l.interpolate(&target.wing_out_l, dt);
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self.wing_out_r.interpolate(&target.wing_out_r, dt);
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self.foot_fl.interpolate(&target.foot_fl, dt);
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self.foot_fr.interpolate(&target.foot_fr, dt);
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self.foot_bl.interpolate(&target.foot_bl, dt);
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self.foot_br.interpolate(&target.foot_br, dt);
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}
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}
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pub struct SkeletonAttr {
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head: (f32, f32),
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upper_torso: (f32, f32),
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lower_torso: (f32, f32),
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shoulder: (f32, f32, f32),
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hand: (f32, f32, f32),
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leg: (f32, f32, f32),
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foot: (f32, f32, f32),
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head_upper: (f32, f32),
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head_lower: (f32, f32),
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jaw: (f32, f32),
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chest_front: (f32, f32),
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chest_rear: (f32, f32),
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tail_front: (f32, f32),
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tail_rear: (f32, f32),
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wing_in: (f32, f32, f32),
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wing_out: (f32, f32, f32),
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feet_f: (f32, f32, f32),
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feet_b: (f32, f32, f32),
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height: f32,
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}
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impl<'a> std::convert::TryFrom<&'a comp::Body> for SkeletonAttr {
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@ -118,7 +116,7 @@ impl<'a> std::convert::TryFrom<&'a comp::Body> for SkeletonAttr {
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fn try_from(body: &'a comp::Body) -> Result<Self, Self::Error> {
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match body {
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comp::Body::BipedLarge(body) => Ok(SkeletonAttr::from(body)),
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comp::Body::Dragon(body) => Ok(SkeletonAttr::from(body)),
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_ => Err(()),
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}
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}
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@ -127,41 +125,61 @@ impl<'a> std::convert::TryFrom<&'a comp::Body> for SkeletonAttr {
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impl Default for SkeletonAttr {
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fn default() -> Self {
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Self {
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head: (0.0, 0.0),
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upper_torso: (0.0, 0.0),
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lower_torso: (0.0, 0.0),
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shoulder: (0.0, 0.0, 0.0),
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hand: (0.0, 0.0, 0.0),
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leg: (0.0, 0.0, 0.0),
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foot: (0.0, 0.0, 0.0),
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head_upper: (0.0, 0.0),
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head_lower: (0.0, 0.0),
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jaw: (0.0, 0.0),
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chest_front: (0.0, 0.0),
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chest_rear: (0.0, 0.0),
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tail_front: (0.0, 0.0),
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tail_rear: (0.0, 0.0),
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wing_in: (0.0, 0.0, 0.0),
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wing_out: (0.0, 0.0, 0.0),
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feet_f: (0.0, 0.0, 0.0),
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feet_b: (0.0, 0.0, 0.0),
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height: (0.0),
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}
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}
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}
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impl<'a> From<&'a comp::biped_large::Body> for SkeletonAttr {
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fn from(body: &'a comp::biped_large::Body) -> Self {
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use comp::biped_large::Species::*;
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impl<'a> From<&'a comp::dragon::Body> for SkeletonAttr {
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fn from(body: &'a comp::dragon::Body) -> Self {
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use comp::dragon::Species::*;
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Self {
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head: match (body.species, body.body_type) {
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(Ogre, _) => (3.0, 6.0),
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head_upper: match (body.species, body.body_type) {
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(Reddragon, _) => (2.5, 4.5),
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},
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upper_torso: match (body.species, body.body_type) {
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(Ogre, _) => (0.0, 20.0),
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head_lower: match (body.species, body.body_type) {
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(Reddragon, _) => (7.5, 3.5),
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},
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lower_torso: match (body.species, body.body_type) {
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(Ogre, _) => (1.0, -9.5),
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jaw: match (body.species, body.body_type) {
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(Reddragon, _) => (7.0, -5.0),
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},
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shoulder: match (body.species, body.body_type) {
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(Ogre, _) => (6.1, 0.5, 2.5),
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chest_front: match (body.species, body.body_type) {
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(Reddragon, _) => (0.0, 14.0),
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},
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hand: match (body.species, body.body_type) {
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(Ogre, _) => (10.5, -1.0, 0.5),
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chest_rear: match (body.species, body.body_type) {
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(Reddragon, _) => (-12.5, 0.0),
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},
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leg: match (body.species, body.body_type) {
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(Ogre, _) => (0.0, 0.0, -6.0),
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tail_front: match (body.species, body.body_type) {
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(Reddragon, _) => (-6.5, 1.5),
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},
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foot: match (body.species, body.body_type) {
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(Ogre, _) => (4.0, 0.5, 2.5),
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tail_rear: match (body.species, body.body_type) {
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(Reddragon, _) => (-11.5, -1.0),
|
||||
},
|
||||
wing_in: match (body.species, body.body_type) {
|
||||
(Reddragon, _) => (2.5, -16.5, 0.0),
|
||||
},
|
||||
wing_out: match (body.species, body.body_type) {
|
||||
(Reddragon, _) => (23.0, 0.5, 4.0),
|
||||
},
|
||||
feet_f: match (body.species, body.body_type) {
|
||||
(Reddragon, _) => (6.0, 0.0, 1.5),
|
||||
},
|
||||
feet_b: match (body.species, body.body_type) {
|
||||
(Reddragon, _) => (6.0, -15.0, 3.0),
|
||||
},
|
||||
height: match (body.species, body.body_type) {
|
||||
(Reddragon, _) => (1.0),
|
||||
},
|
||||
}
|
||||
}
|
||||
|
@ -1,6 +1,7 @@
|
||||
use super::{super::Animation, DragonSkeleton, SkeletonAttr};
|
||||
//use std::{f32::consts::PI, ops::Mul};
|
||||
use vek::*;
|
||||
|
||||
pub struct IdleAnimation;
|
||||
|
||||
impl Animation for IdleAnimation {
|
||||
@ -16,45 +17,49 @@ impl Animation for IdleAnimation {
|
||||
) -> Self::Skeleton {
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
|
||||
#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
|
||||
const HEAD_X: f32 = 0.0;
|
||||
#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
|
||||
#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
|
||||
const HEAD_Z: f32 = 0.0;
|
||||
#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
|
||||
#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
|
||||
const CHEST_F_X: f32 = 0.0;
|
||||
#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
|
||||
#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
|
||||
const CHEST_F_Z: f32 = 0.0;
|
||||
#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
|
||||
#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
|
||||
const CHEST_R_X: f32 = 0.0;
|
||||
#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
|
||||
#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
|
||||
const CHEST_R_Z: f32 = 0.0;
|
||||
#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
|
||||
#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
|
||||
const TAIL_F_X: f32 = 0.0;
|
||||
#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
|
||||
#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
|
||||
const TAIL_F_Z: f32 = 0.0;
|
||||
#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
|
||||
#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
|
||||
const TAIL_R_X: f32 = 0.0;
|
||||
#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
|
||||
#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
|
||||
const TAIL_R_Z: f32 = 0.0;
|
||||
#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
|
||||
#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
|
||||
const WING_IN_X: f32 = 0.0;
|
||||
#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
|
||||
#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
|
||||
const WING_IN_Y: f32 = 0.0;
|
||||
#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
|
||||
const WING_IN_Z: f32 = 0.0;
|
||||
#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
|
||||
#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
|
||||
const WING_OUT_X: f32 = 0.0;
|
||||
#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
|
||||
#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
|
||||
const WING_OUT_Y: f32 = 0.0;
|
||||
#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
|
||||
const WING_OUT_Z: f32 = 0.0;
|
||||
#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
|
||||
#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
|
||||
const FEET_F_X: f32 = 0.0;
|
||||
#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
|
||||
#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
|
||||
const FEET_F_Y: f32 = 0.0;
|
||||
#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
|
||||
#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
|
||||
const FEET_F_Z: f32 = 0.0;
|
||||
#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
|
||||
#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
|
||||
const FEET_B_X: f32 = 0.0;
|
||||
#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
|
||||
#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
|
||||
const FEET_B_Y: f32 = 0.0;
|
||||
#[const_tweaker::tweak(min = -100.0, max = 20.0, step = 0.5)]
|
||||
#[const_tweaker::tweak(min = -40.0, max = 40.0, step = 0.5)]
|
||||
const FEET_B_Z: f32 = 0.0;
|
||||
|
||||
next.head.offset = Vec3::new(0.0, *HEAD_X, *HEAD_Z);
|
||||
@ -77,19 +82,19 @@ impl Animation for IdleAnimation {
|
||||
next.tail_rear.ori = Quaternion::rotation_x(0.0);
|
||||
next.tail_rear.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.wing_in_l.offset = Vec3::new(0.0, *WING_IN_X, *WING_IN_Z);
|
||||
next.wing_in_l.offset = Vec3::new(*WING_IN_X, *WING_IN_Y, *WING_IN_Z);
|
||||
next.wing_in_l.ori = Quaternion::rotation_x(0.0);
|
||||
next.wing_in_l.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.wing_in_r.offset = Vec3::new(0.0, *WING_IN_X, *WING_IN_Z);
|
||||
next.wing_in_r.offset = Vec3::new(-*WING_IN_X, *WING_IN_Y, *WING_IN_Z);
|
||||
next.wing_in_r.ori = Quaternion::rotation_x(0.0);
|
||||
next.wing_in_r.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.wing_out_l.offset = Vec3::new(0.0, *WING_OUT_X, *WING_OUT_Z);
|
||||
next.wing_out_l.offset = Vec3::new(*WING_OUT_X, *WING_OUT_Y, *WING_OUT_Z);
|
||||
next.wing_out_l.ori = Quaternion::rotation_x(0.0);
|
||||
next.wing_out_l.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.wing_out_r.offset = Vec3::new(0.0, *WING_OUT_X, *WING_OUT_Z);
|
||||
next.wing_out_r.offset = Vec3::new(-*WING_OUT_X, *WING_OUT_Y, *WING_OUT_Z);
|
||||
next.wing_out_r.ori = Quaternion::rotation_x(0.0);
|
||||
next.wing_out_r.scale = Vec3::one() * 1.01;
|
||||
|
||||
@ -97,7 +102,7 @@ impl Animation for IdleAnimation {
|
||||
next.foot_fl.ori = Quaternion::rotation_x(0.0);
|
||||
next.foot_fl.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.foot_fr.offset = Vec3::new(*FEET_F_X, *FEET_F_Y, *FEET_F_Z);
|
||||
next.foot_fr.offset = Vec3::new(-*FEET_F_X, *FEET_F_Y, *FEET_F_Z);
|
||||
next.foot_fr.ori = Quaternion::rotation_x(0.0);
|
||||
next.foot_fr.scale = Vec3::one() * 1.01;
|
||||
|
||||
@ -105,7 +110,7 @@ impl Animation for IdleAnimation {
|
||||
next.foot_bl.ori = Quaternion::rotation_x(0.0);
|
||||
next.foot_bl.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.foot_br.offset = Vec3::new(*FEET_F_X, *FEET_B_Y, *FEET_B_Z);
|
||||
next.foot_br.offset = Vec3::new(-*FEET_F_X, *FEET_B_Y, *FEET_B_Z);
|
||||
next.foot_br.ori = Quaternion::rotation_x(0.0);
|
||||
next.foot_br.scale = Vec3::one() * 1.01;
|
||||
next
|
||||
|
@ -38,10 +38,12 @@ impl Skeleton for DragonSkeleton {
|
||||
|
||||
fn compute_matrices(&self) -> ([FigureBoneData; 16], Vec3<f32>) {
|
||||
let chest_front_mat = self.chest_front.compute_base_matrix();
|
||||
let chest_rear_mat = self.chest_rear.compute_base_matrix();
|
||||
let wing_in_l_mat = self.wing_in_l.compute_base_matrix();
|
||||
let wing_in_r_mat = self.wing_in_r.compute_base_matrix();
|
||||
let tail_front_mat = self.tail_front.compute_base_matrix();
|
||||
|
||||
<<<<<<< HEAD
|
||||
(
|
||||
[
|
||||
FigureBoneData::new(self.head.compute_base_matrix() * chest_front_mat),
|
||||
@ -63,6 +65,26 @@ impl Skeleton for DragonSkeleton {
|
||||
],
|
||||
Vec3::default(),
|
||||
)
|
||||
=======
|
||||
[
|
||||
FigureBoneData::new(self.head.compute_base_matrix() * chest_front_mat),
|
||||
FigureBoneData::new(chest_front_mat),
|
||||
FigureBoneData::new(self.chest_rear.compute_base_matrix() * chest_front_mat),
|
||||
FigureBoneData::new(chest_rear_mat * self.tail_front.compute_base_matrix()),
|
||||
FigureBoneData::new(self.tail_rear.compute_base_matrix() * tail_front_mat),
|
||||
FigureBoneData::new(chest_front_mat * self.wing_in_l.compute_base_matrix()),
|
||||
FigureBoneData::new(chest_front_mat * self.wing_in_r.compute_base_matrix()),
|
||||
FigureBoneData::new(self.wing_out_l.compute_base_matrix() * wing_in_l_mat),
|
||||
FigureBoneData::new(self.wing_out_r.compute_base_matrix() * wing_in_r_mat),
|
||||
FigureBoneData::new(self.foot_fl.compute_base_matrix()),
|
||||
FigureBoneData::new(self.foot_fr.compute_base_matrix()),
|
||||
FigureBoneData::new(self.foot_bl.compute_base_matrix()),
|
||||
FigureBoneData::new(self.foot_br.compute_base_matrix()),
|
||||
FigureBoneData::default(),
|
||||
FigureBoneData::default(),
|
||||
FigureBoneData::default(),
|
||||
]
|
||||
>>>>>>> Symmetry of dragon skeleton
|
||||
}
|
||||
|
||||
fn interpolate(&mut self, target: &Self, dt: f32) {
|
||||
@ -88,8 +110,8 @@ pub struct SkeletonAttr {
|
||||
chest_rear: (f32, f32),
|
||||
tail_front: (f32, f32),
|
||||
tail_rear: (f32, f32),
|
||||
wing_in: (f32, f32),
|
||||
wing_out: (f32, f32),
|
||||
wing_in: (f32, f32, f32),
|
||||
wing_out: (f32, f32, f32),
|
||||
feet_f: (f32, f32, f32),
|
||||
feet_b: (f32, f32, f32),
|
||||
}
|
||||
@ -113,8 +135,8 @@ impl Default for SkeletonAttr {
|
||||
chest_rear: (0.0, 0.0),
|
||||
tail_front: (0.0, 0.0),
|
||||
tail_rear: (0.0, 0.0),
|
||||
wing_in: (0.0, 0.0),
|
||||
wing_out: (0.0, 0.0),
|
||||
wing_in: (0.0, 0.0, 0.0),
|
||||
wing_out: (0.0, 0.0, 0.0),
|
||||
feet_f: (0.0, 0.0, 0.0),
|
||||
feet_b: (0.0, 0.0, 0.0),
|
||||
}
|
||||
@ -141,10 +163,10 @@ impl<'a> From<&'a comp::dragon::Body> for SkeletonAttr {
|
||||
(Reddragon, _) => (0.0, 0.0),
|
||||
},
|
||||
wing_in: match (body.species, body.body_type) {
|
||||
(Reddragon, _) => (0.0, 0.0),
|
||||
(Reddragon, _) => (0.0, 0.0, 0.0),
|
||||
},
|
||||
wing_out: match (body.species, body.body_type) {
|
||||
(Reddragon, _) => (0.0, 0.0),
|
||||
(Reddragon, _) => (0.0, 0.0, 0.0),
|
||||
},
|
||||
feet_f: match (body.species, body.body_type) {
|
||||
(Reddragon, _) => (0.0, 0.0, 0.0),
|
||||
|
@ -21,7 +21,7 @@ use crate::{
|
||||
util::{Grid, Sampler},
|
||||
};
|
||||
use common::{
|
||||
comp::{self, bird_medium, critter, quadruped_medium, quadruped_small, dragon},
|
||||
comp::{self, bird_medium, critter, quadruped_medium, quadruped_small},
|
||||
generation::{ChunkSupplement, EntityInfo},
|
||||
terrain::{Block, BlockKind, TerrainChunk, TerrainChunkMeta, TerrainChunkSize},
|
||||
vol::{ReadVol, RectVolSize, Vox, WriteVol},
|
||||
|
Loading…
Reference in New Issue
Block a user