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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Use mountee_offset for not yet animated mounting transforms (ie those that aren't quadruped_medium)
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3e6fd0ee1d
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830b0f8fc1
@ -129,7 +129,14 @@ impl Skeleton for BipedLargeSkeleton {
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];
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Offsets {
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lantern: Vec3::default(),
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mount_bone: self.torso,
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// TODO: see quadruped_medium for how to animate this
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mount_bone: Transform {
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position: common::comp::Body::BipedLarge(body)
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.mountee_offset()
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.into_tuple()
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.into(),
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..Default::default()
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},
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}
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}
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}
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@ -69,7 +69,14 @@ impl Skeleton for BipedSmallSkeleton {
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];
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Offsets {
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lantern: Vec3::default(),
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mount_bone: self.chest,
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// TODO: see quadruped_medium for how to animate this
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mount_bone: Transform {
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position: common::comp::Body::BipedSmall(body)
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.mountee_offset()
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.into_tuple()
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.into(),
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..Default::default()
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},
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}
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}
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}
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@ -98,7 +98,14 @@ impl Skeleton for BirdLargeSkeleton {
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];
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Offsets {
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lantern: Vec3::default(),
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mount_bone: self.chest,
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// TODO: see quadruped_medium for how to animate this
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mount_bone: Transform {
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position: common::comp::Body::BirdLarge(body)
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.mountee_offset()
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.into_tuple()
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.into(),
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..Default::default()
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},
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}
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}
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}
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@ -36,7 +36,7 @@ impl Skeleton for BirdMediumSkeleton {
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&self,
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base_mat: Mat4<f32>,
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buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
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_body: Self::Body,
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body: Self::Body,
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) -> Offsets {
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let base_mat = base_mat * Mat4::scaling_3d(1.0 / 11.0);
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let torso_mat = base_mat * Mat4::<f32>::from(self.torso);
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@ -52,7 +52,14 @@ impl Skeleton for BirdMediumSkeleton {
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];
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Offsets {
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lantern: Vec3::default(),
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mount_bone: self.torso,
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// TODO: see quadruped_medium for how to animate this
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mount_bone: Transform {
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position: common::comp::Body::BirdMedium(body)
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.mountee_offset()
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.into_tuple()
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.into(),
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..Default::default()
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},
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}
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}
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}
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@ -142,7 +142,14 @@ impl Skeleton for CharacterSkeleton {
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];
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Offsets {
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lantern: (lantern_mat * Vec4::new(0.0, 0.0, -4.0, 1.0)).xyz(),
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mount_bone: self.chest,
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// TODO: see quadruped_medium for how to animate this
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mount_bone: Transform {
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position: common::comp::Body::Humanoid(body)
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.mountee_offset()
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.into_tuple()
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.into(),
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..Default::default()
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},
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}
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}
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}
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@ -43,7 +43,7 @@ impl Skeleton for DragonSkeleton {
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&self,
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base_mat: Mat4<f32>,
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buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
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_body: Self::Body,
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body: Self::Body,
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) -> Offsets {
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let base_mat = base_mat * Mat4::scaling_3d(1.0);
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let chest_front_mat = base_mat * Mat4::<f32>::from(self.chest_front);
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@ -73,7 +73,14 @@ impl Skeleton for DragonSkeleton {
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];
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Offsets {
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lantern: Vec3::default(),
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mount_bone: self.chest_front,
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// TODO: see quadruped_medium for how to animate this
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mount_bone: Transform {
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position: common::comp::Body::Dragon(body)
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.mountee_offset()
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.into_tuple()
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.into(),
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..Default::default()
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},
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}
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}
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}
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@ -33,7 +33,7 @@ impl Skeleton for FishMediumSkeleton {
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&self,
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base_mat: Mat4<f32>,
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buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
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_body: Self::Body,
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body: Self::Body,
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) -> Offsets {
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let base_mat = base_mat * Mat4::scaling_3d(1.0 / 11.0);
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@ -52,7 +52,14 @@ impl Skeleton for FishMediumSkeleton {
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];
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Offsets {
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lantern: Vec3::default(),
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mount_bone: self.chest_front,
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// TODO: see quadruped_medium for how to animate this
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mount_bone: Transform {
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position: common::comp::Body::FishMedium(body)
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.mountee_offset()
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.into_tuple()
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.into(),
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..Default::default()
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},
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}
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}
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}
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@ -30,7 +30,7 @@ impl Skeleton for FishSmallSkeleton {
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&self,
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base_mat: Mat4<f32>,
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buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
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_body: Self::Body,
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body: Self::Body,
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) -> Offsets {
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let base_mat = base_mat * Mat4::scaling_3d(1.0 / 13.0);
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let chest_mat = base_mat * Mat4::<f32>::from(self.chest);
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@ -43,7 +43,14 @@ impl Skeleton for FishSmallSkeleton {
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];
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Offsets {
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lantern: Vec3::default(),
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mount_bone: self.chest,
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// TODO: see quadruped_medium for how to animate this
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mount_bone: Transform {
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position: common::comp::Body::FishSmall(body)
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.mountee_offset()
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.into_tuple()
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.into(),
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..Default::default()
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},
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}
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}
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}
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@ -75,7 +75,14 @@ impl Skeleton for GolemSkeleton {
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];
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Offsets {
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lantern: Vec3::default(),
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mount_bone: self.torso,
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// TODO: see quadruped_medium for how to animate this
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mount_bone: Transform {
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position: common::comp::Body::Golem(body)
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.mountee_offset()
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.into_tuple()
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.into(),
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..Default::default()
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},
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}
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}
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}
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@ -29,7 +29,7 @@ impl Skeleton for ObjectSkeleton {
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&self,
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base_mat: Mat4<f32>,
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buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
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_body: Self::Body,
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body: Self::Body,
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) -> Offsets {
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let scale_mat = Mat4::scaling_3d(1.0 / 11.0);
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@ -41,7 +41,14 @@ impl Skeleton for ObjectSkeleton {
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];
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Offsets {
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lantern: Vec3::default(),
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mount_bone: self.bone0,
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// TODO: see quadruped_medium for how to animate this
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mount_bone: Transform {
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position: common::comp::Body::Object(body)
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.mountee_offset()
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.into_tuple()
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.into(),
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..Default::default()
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},
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}
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}
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}
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@ -71,7 +71,14 @@ impl Skeleton for QuadrupedLowSkeleton {
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];
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Offsets {
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lantern: Vec3::default(),
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mount_bone: self.chest,
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// TODO: see quadruped_medium for how to animate this
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mount_bone: Transform {
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position: common::comp::Body::QuadrupedLow(body)
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.mountee_offset()
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.into_tuple()
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.into(),
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..Default::default()
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},
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}
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}
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}
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@ -57,7 +57,14 @@ impl Skeleton for QuadrupedSmallSkeleton {
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];
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Offsets {
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lantern: Vec3::default(),
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mount_bone: self.chest,
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// TODO: see quadruped_medium for how to animate this
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mount_bone: Transform {
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position: common::comp::Body::QuadrupedSmall(body)
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.mountee_offset()
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.into_tuple()
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.into(),
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..Default::default()
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},
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}
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}
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}
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@ -29,7 +29,7 @@ impl Skeleton for ShipSkeleton {
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&self,
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base_mat: Mat4<f32>,
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buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
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_body: Self::Body,
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body: Self::Body,
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) -> Offsets {
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let bone0_mat = base_mat * Mat4::scaling_3d(1.0 / 11.0) * Mat4::<f32>::from(self.bone0);
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@ -41,7 +41,14 @@ impl Skeleton for ShipSkeleton {
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];
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Offsets {
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lantern: Vec3::default(),
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mount_bone: self.bone0,
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// TODO: see quadruped_medium for how to animate this
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mount_bone: Transform {
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position: common::comp::Body::Ship(body)
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.mountee_offset()
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.into_tuple()
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.into(),
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..Default::default()
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},
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}
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}
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}
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@ -76,7 +76,14 @@ impl Skeleton for TheropodSkeleton {
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];
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Offsets {
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lantern: Vec3::default(),
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mount_bone: self.chest_front,
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// TODO: see quadruped_medium for how to animate this
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mount_bone: Transform {
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position: common::comp::Body::Theropod(body)
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.mountee_offset()
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.into_tuple()
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.into(),
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..Default::default()
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},
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}
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}
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}
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