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https://gitlab.com/veloren/veloren.git
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Merge branch 'scott-c/first-person-model' into 'master'
Add first person models See merge request veloren/veloren!443
This commit is contained in:
commit
66c58840ef
@ -2,7 +2,7 @@ use specs::{Component, FlaggedStorage, HashMapStorage};
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//use specs_idvs::IDVStorage;
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use std::time::Duration;
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub enum MovementState {
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Stand,
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Run,
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@ -22,7 +22,7 @@ impl MovementState {
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}
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}
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub enum ActionState {
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Idle,
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Wield { time_left: Duration },
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@ -57,7 +57,7 @@ impl ActionState {
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}
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}
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub struct CharacterState {
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pub movement: MovementState,
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pub action: ActionState,
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@ -164,6 +164,8 @@ impl Scene {
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Body::Humanoid(body),
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Some(equipment),
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client.get_tick(),
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CameraMode::default(),
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None,
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)
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.0;
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@ -7,16 +7,23 @@ use vek::*;
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const NEAR_PLANE: f32 = 0.01;
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const FAR_PLANE: f32 = 10000.0;
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const INTERP_TIME: f32 = 0.1;
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const FIRST_PERSON_INTERP_TIME: f32 = 0.05;
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const THIRD_PERSON_INTERP_TIME: f32 = 0.1;
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pub const MIN_ZOOM: f32 = 0.1;
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// Possible TODO: Add more modes
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#[derive(PartialEq, Clone, Copy)]
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#[derive(PartialEq, Clone, Copy, Eq, Hash)]
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pub enum CameraMode {
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FirstPerson,
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ThirdPerson,
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}
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impl Default for CameraMode {
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fn default() -> Self {
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Self::ThirdPerson
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}
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}
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pub struct Camera {
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tgt_focus: Vec3<f32>,
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focus: Vec3<f32>,
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@ -166,11 +173,26 @@ impl Camera {
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// This is horribly frame time dependent, but so is most of the game
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let delta = self.last_time.replace(time).map_or(0.0, |t| time - t);
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if (self.dist - self.tgt_dist).abs() > 0.01 {
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self.dist = f32::lerp(self.dist, self.tgt_dist, (delta as f32) / INTERP_TIME);
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self.dist = f32::lerp(
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self.dist,
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self.tgt_dist,
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(delta as f32) / self.interp_time(),
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);
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}
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if (self.focus - self.tgt_focus).magnitude() > 0.01 {
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self.focus = Vec3::lerp(self.focus, self.tgt_focus, (delta as f32) / INTERP_TIME);
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self.focus = Vec3::lerp(
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self.focus,
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self.tgt_focus,
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(delta as f32) / self.interp_time(),
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);
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}
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}
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pub fn interp_time(&self) -> f32 {
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match self.mode {
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CameraMode::FirstPerson => FIRST_PERSON_INTERP_TIME,
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CameraMode::ThirdPerson => THIRD_PERSON_INTERP_TIME,
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}
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}
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@ -2,17 +2,18 @@ use super::load::*;
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use crate::{
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anim::SkeletonAttr,
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render::{FigurePipeline, Mesh, Model, Renderer},
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scene::camera::CameraMode,
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};
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use common::{
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assets::watch::ReloadIndicator,
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comp::{Body, Equipment},
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comp::{Body, CharacterState, Equipment},
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};
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use hashbrown::HashMap;
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#[derive(PartialEq, Eq, Hash, Clone)]
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enum FigureKey {
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Simple(Body),
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Complex(Body, Option<Equipment>),
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Complex(Body, Option<Equipment>, CameraMode, Option<CharacterState>),
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}
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pub struct FigureModelCache {
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@ -34,9 +35,16 @@ impl FigureModelCache {
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body: Body,
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equipment: Option<&Equipment>,
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tick: u64,
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camera_mode: CameraMode,
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character_state: Option<&CharacterState>,
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) -> &(Model<FigurePipeline>, SkeletonAttr) {
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let key = if equipment.is_some() {
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FigureKey::Complex(body, equipment.cloned())
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FigureKey::Complex(
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body,
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equipment.cloned(),
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camera_mode,
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character_state.cloned(),
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)
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} else {
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FigureKey::Simple(body)
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};
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@ -54,6 +62,8 @@ impl FigureModelCache {
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HumHeadSpec::load_watched(&mut self.manifest_indicator);
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let bone_meshes = match body {
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Body::Humanoid(body) => [
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match camera_mode {
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CameraMode::ThirdPerson => {
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Some(humanoid_head_spec.mesh_head(
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body.race,
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body.body_type,
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@ -64,17 +74,72 @@ impl FigureModelCache {
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body.skin,
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body.eyebrows,
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body.accessory,
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)),
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Some(mesh_chest(body.chest)),
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Some(mesh_belt(body.belt)),
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Some(mesh_pants(body.pants)),
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Some(mesh_left_hand(body.hand)),
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Some(mesh_right_hand(body.hand)),
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Some(mesh_left_foot(body.foot)),
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Some(mesh_right_foot(body.foot)),
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Some(mesh_main(equipment.and_then(|e| e.main.as_ref()))),
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Some(mesh_left_shoulder(body.shoulder)),
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Some(mesh_right_shoulder(body.shoulder)),
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))
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}
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CameraMode::FirstPerson => None,
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},
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match camera_mode {
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CameraMode::ThirdPerson => Some(mesh_chest(body.chest)),
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CameraMode::FirstPerson => None,
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},
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match camera_mode {
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CameraMode::ThirdPerson => Some(mesh_belt(body.belt)),
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CameraMode::FirstPerson => None,
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},
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match camera_mode {
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CameraMode::ThirdPerson => Some(mesh_pants(body.pants)),
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CameraMode::FirstPerson => None,
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},
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if camera_mode == CameraMode::FirstPerson
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&& character_state
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.map(|cs| cs.movement.is_roll())
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.unwrap_or_default()
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{
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None
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} else {
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Some(mesh_left_hand(body.hand))
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},
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if character_state
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.map(|cs| cs.movement.is_roll())
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.unwrap_or_default()
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{
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None
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} else {
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Some(mesh_right_hand(body.hand))
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},
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match camera_mode {
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CameraMode::ThirdPerson => Some(mesh_left_foot(body.foot)),
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CameraMode::FirstPerson => None,
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},
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match camera_mode {
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CameraMode::ThirdPerson => Some(mesh_right_foot(body.foot)),
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CameraMode::FirstPerson => None,
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},
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if camera_mode != CameraMode::FirstPerson
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|| character_state
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.map(|cs| {
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cs.action.is_attack()
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|| cs.action.is_block()
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|| cs.action.is_wield()
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})
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.unwrap_or_default()
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{
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Some(mesh_main(equipment.and_then(|e| e.main.as_ref())))
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} else {
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None
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},
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match camera_mode {
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CameraMode::ThirdPerson => {
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Some(mesh_left_shoulder(body.shoulder))
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}
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CameraMode::FirstPerson => None,
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},
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match camera_mode {
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CameraMode::ThirdPerson => {
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Some(mesh_right_shoulder(body.shoulder))
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}
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CameraMode::FirstPerson => None,
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},
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Some(mesh_draw()),
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None,
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None,
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@ -116,7 +116,14 @@ impl FigureMgr {
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let skeleton_attr = &self
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.model_cache
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.get_or_create_model(renderer, *body, stats.map(|s| &s.equipment), tick)
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.get_or_create_model(
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renderer,
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*body,
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stats.map(|s| &s.equipment),
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tick,
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CameraMode::default(),
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None,
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)
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.1;
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match body {
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@ -341,6 +348,11 @@ impl FigureMgr {
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let frustum = camera.frustum(client);
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let character_state_storage = client
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.state()
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.read_storage::<common::comp::CharacterState>();
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let character_state = character_state_storage.get(client.entity());
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for (entity, _, _, _, body, stats, _) in (
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&ecs.entities(),
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&ecs.read_storage::<Pos>(),
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@ -381,23 +393,26 @@ impl FigureMgr {
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.get(&entity)
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.map(|state| (state.locals(), state.bone_consts())),
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} {
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let is_player = entity == client.entity();
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let player_camera_mode = if is_player {
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camera.get_mode()
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} else {
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CameraMode::default()
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};
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let model = &self
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.model_cache
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.get_or_create_model(renderer, *body, stats.map(|s| &s.equipment), tick)
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.get_or_create_model(
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renderer,
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*body,
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stats.map(|s| &s.equipment),
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tick,
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player_camera_mode,
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if is_player { character_state } else { None },
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)
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.0;
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// Don't render the player's body while in first person mode
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if camera.get_mode() == CameraMode::FirstPerson
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&& client
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.state()
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.read_storage::<Body>()
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.get(client.entity())
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.is_some()
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&& entity == client.entity()
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{
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continue;
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}
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renderer.render_figure(model, globals, locals, bone_consts, lights);
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} else {
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debug!("Body has no saved figure");
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@ -134,14 +134,28 @@ impl Scene {
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.get(client.entity())
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.map_or(Vec3::zero(), |pos| pos.0);
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let player_rolling = client
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.state()
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.ecs()
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.read_storage::<comp::CharacterState>()
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.get(client.entity())
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.map_or(false, |cs| cs.movement.is_roll());
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// Alter camera position to match player.
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let tilt = self.camera.get_orientation().y;
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let dist = self.camera.get_distance();
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let up = if self.camera.get_mode() == CameraMode::FirstPerson {
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1.5
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let up = match self.camera.get_mode() {
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CameraMode::FirstPerson => {
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if player_rolling {
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0.75
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} else {
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1.2
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1.5
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}
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}
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CameraMode::ThirdPerson => 1.2,
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};
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self.camera.set_focus_pos(
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player_pos + Vec3::unit_z() * (up + dist * 0.15 - tilt.min(0.0) * dist * 0.75),
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);
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