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Appease clippy
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5bc60f2436
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3420e7a227
@ -284,13 +284,8 @@ impl PlayState for CharSelectionState {
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Self::get_humanoid_body_inventory(&self.char_selection_ui, &client);
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if let Some(mut first_pass) = drawer.first_pass() {
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self.scene.render(
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&mut first_pass,
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client.get_tick(),
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humanoid_body,
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loadout,
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&client,
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);
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self.scene
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.render(&mut first_pass, client.get_tick(), humanoid_body, loadout);
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}
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if let Some(mut volumetric_pass) = drawer.volumetric_pass() {
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@ -1,17 +1,11 @@
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use crate::{
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mesh::{greedy::GreedyMesh, segment::generate_mesh_base_vol_figure},
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render::{
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create_skybox_mesh, pipelines::FigureSpriteAtlasData, BoneMeshes, Consts, FigureModel,
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FirstPassDrawer, GlobalModel, Globals, GlobalsBindGroup, Light, Mesh, Model,
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PointLightMatrix, RainOcclusionLocals, Renderer, Shadow, ShadowLocals, SkyboxVertex,
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TerrainVertex,
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create_skybox_mesh, Consts, FirstPassDrawer, GlobalModel, Globals, GlobalsBindGroup, Light,
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Model, PointLightMatrix, RainOcclusionLocals, Renderer, Shadow, ShadowLocals, SkyboxVertex,
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},
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scene::{
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camera::{self, Camera, CameraMode},
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figure::{
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load_mesh, FigureAtlas, FigureModelCache, FigureModelEntry, FigureState,
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FigureUpdateCommonParameters,
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},
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figure::{FigureAtlas, FigureModelCache, FigureState, FigureUpdateCommonParameters},
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CloudsLocals, Lod, PostProcessLocals,
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},
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window::{Event, PressState},
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@ -19,7 +13,6 @@ use crate::{
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};
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use anim::{
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character::{CharacterSkeleton, IdleAnimation, SkeletonAttr},
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fixture::FixtureSkeleton,
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Animation,
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};
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use client::Client;
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@ -29,7 +22,6 @@ use common::{
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inventory::{slot::EquipSlot, Inventory},
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item::ItemKind,
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},
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figure::Segment,
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slowjob::SlowJobPool,
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terrain::{BlockKind, CoordinateConversions},
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vol::{BaseVol, ReadVol},
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@ -48,18 +40,6 @@ impl ReadVol for VoidVol {
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fn get(&self, _pos: Vec3<i32>) -> Result<&'_ Self::Vox, Self::Error> { Ok(&()) }
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}
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fn generate_mesh(
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greedy: &mut GreedyMesh<'_, FigureSpriteAtlasData>,
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mesh: &mut Mesh<TerrainVertex>,
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segment: Segment,
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offset: Vec3<f32>,
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bone_idx: u8,
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) -> BoneMeshes {
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let (opaque, _, /* shadow */ _, bounds) =
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generate_mesh_base_vol_figure(segment, (greedy, mesh, offset, Vec3::one(), bone_idx));
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(opaque /* , shadow */, bounds)
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}
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struct Skybox {
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model: Model<SkyboxVertex>,
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}
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@ -77,8 +57,7 @@ pub struct Scene {
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figure_model_cache: FigureModelCache,
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figure_state: Option<FigureState<CharacterSkeleton>>,
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//turning_camera: bool,
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turning_character: bool,
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turning_camera: bool,
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char_pos: Vec3<f32>,
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}
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@ -109,7 +88,7 @@ impl Scene {
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camera.set_distance(3.4);
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camera.set_orientation(Vec3::new(start_angle, 0.1, 0.0));
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let mut figure_atlas = FigureAtlas::new(renderer);
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let figure_atlas = FigureAtlas::new(renderer);
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let data = GlobalModel {
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globals: renderer.create_consts(&[Globals::default()]),
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@ -150,8 +129,7 @@ impl Scene {
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camera,
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//turning_camera: false,
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turning_character: false,
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turning_camera: false,
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char_pos,
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}
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}
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@ -173,16 +151,14 @@ impl Scene {
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},
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Event::MouseButton(button, state) => {
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if state == PressState::Pressed {
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//self.turning_camera = button == MouseButton::Right;
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self.turning_character = button == MouseButton::Left;
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self.turning_camera = button == MouseButton::Left;
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} else {
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//self.turning_camera = false;
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self.turning_character = false;
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self.turning_camera = false;
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}
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true
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},
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Event::CursorMove(delta) => {
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if self.turning_character {
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if self.turning_camera {
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self.camera.rotate_by(delta.with_z(0.0) * 0.01);
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}
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true
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@ -341,7 +317,6 @@ impl Scene {
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tick: u64,
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body: Option<humanoid::Body>,
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inventory: Option<&Inventory>,
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client: &Client,
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) {
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let mut figure_drawer = drawer.draw_figures();
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if let Some(body) = body {
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