Use Body to determine mountee offsets

This commit is contained in:
Snowram 2021-05-13 14:32:00 +02:00
parent b063ec5a8f
commit 8745fb803a
20 changed files with 197 additions and 118 deletions
assets/voxygen/voxel
common/src/comp
voxygen
anim/src
biped_large
biped_small
bird_large
bird_medium
character
dragon
fish_medium
fish_small
fixture
golem
lib.rs
object
quadruped_low
quadruped_medium
quadruped_small
ship
theropod
src/scene/figure

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@ -159,7 +159,7 @@
central: ("npc.tuskram.male.neck"), central: ("npc.tuskram.male.neck"),
), ),
jaw: ( jaw: (
offset: (-5.0, 0.0, -1.5), offset: (-5.0, 0.0, -8.0),
central: ("npc.tuskram.male.jaw"), central: ("npc.tuskram.male.jaw"),
), ),
torso_front: ( torso_front: (

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@ -659,6 +659,7 @@ impl Body {
) )
} }
// Physical offset relative to the mountee
pub fn mounting_offset(&self) -> Vec3<f32> { pub fn mounting_offset(&self) -> Vec3<f32> {
match self { match self {
Body::QuadrupedMedium(quadruped_medium) => { Body::QuadrupedMedium(quadruped_medium) => {
@ -682,7 +683,7 @@ impl Body {
(quadruped_medium::Species::Zebra, _) => Vec3::from([0.5, 0.5, 1.8]), (quadruped_medium::Species::Zebra, _) => Vec3::from([0.5, 0.5, 1.8]),
(quadruped_medium::Species::Antelope, _) => Vec3::from([0.3, 0.3, 1.4]), (quadruped_medium::Species::Antelope, _) => Vec3::from([0.3, 0.3, 1.4]),
(quadruped_medium::Species::Kelpie, _) => Vec3::from([0.5, 0.5, 1.9]), (quadruped_medium::Species::Kelpie, _) => Vec3::from([0.5, 0.5, 1.9]),
(quadruped_medium::Species::Horse, _) => Vec3::from([0.1, 0.1, 2.0]), (quadruped_medium::Species::Horse, _) => Vec3::from([0.0, 0.0, 2.0]),
(quadruped_medium::Species::Barghest, _) => Vec3::from([0.5, 0.5, 2.2]), (quadruped_medium::Species::Barghest, _) => Vec3::from([0.5, 0.5, 2.2]),
(quadruped_medium::Species::Cattle, quadruped_medium::BodyType::Male) => { (quadruped_medium::Species::Cattle, quadruped_medium::BodyType::Male) => {
Vec3::from([0.5, 0.5, 2.6]) Vec3::from([0.5, 0.5, 2.6])

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@ -29,7 +29,7 @@ pub use self::{
stunned::StunnedAnimation, summon::SummonAnimation, wield::WieldAnimation, stunned::StunnedAnimation, summon::SummonAnimation, wield::WieldAnimation,
}; };
use super::{make_bone, vek::*, FigureBoneData, Skeleton}; use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
use common::comp::{self}; use common::comp::{self};
use core::convert::TryFrom; use core::convert::TryFrom;
@ -77,7 +77,7 @@ impl Skeleton for BipedLargeSkeleton {
&self, &self,
base_mat: Mat4<f32>, base_mat: Mat4<f32>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT], buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Transform<f32, f32, f32>; 2] { ) -> Offsets {
let upper_torso = Mat4::<f32>::from(self.upper_torso); let upper_torso = Mat4::<f32>::from(self.upper_torso);
let torso_mat = base_mat * Mat4::<f32>::from(self.torso); let torso_mat = base_mat * Mat4::<f32>::from(self.torso);
@ -124,7 +124,10 @@ impl Skeleton for BipedLargeSkeleton {
// FIXME: Should this be control_l_mat? // FIXME: Should this be control_l_mat?
make_bone(upper_torso_mat * control_mat * hand_l_mat * Mat4::<f32>::from(self.hold)), make_bone(upper_torso_mat * control_mat * hand_l_mat * Mat4::<f32>::from(self.hold)),
]; ];
[Transform::default(), Transform::default()] Offsets {
lantern: Vec3::default(),
mount_bone: self.torso,
}
} }
} }

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@ -12,7 +12,7 @@ pub use self::{
shoot::ShootAnimation, stunned::StunnedAnimation, wield::WieldAnimation, shoot::ShootAnimation, stunned::StunnedAnimation, wield::WieldAnimation,
}; };
use super::{make_bone, vek::*, FigureBoneData, Skeleton}; use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
use common::comp::{self}; use common::comp::{self};
use core::convert::TryFrom; use core::convert::TryFrom;
@ -47,7 +47,7 @@ impl Skeleton for BipedSmallSkeleton {
&self, &self,
base_mat: Mat4<f32>, base_mat: Mat4<f32>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT], buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Transform<f32, f32, f32>; 2] { ) -> Offsets {
let chest_mat = base_mat * Mat4::<f32>::from(self.chest); let chest_mat = base_mat * Mat4::<f32>::from(self.chest);
let pants_mat = chest_mat * Mat4::<f32>::from(self.pants); let pants_mat = chest_mat * Mat4::<f32>::from(self.pants);
let control_mat = chest_mat * Mat4::<f32>::from(self.control); let control_mat = chest_mat * Mat4::<f32>::from(self.control);
@ -64,7 +64,10 @@ impl Skeleton for BipedSmallSkeleton {
make_bone(base_mat * Mat4::<f32>::from(self.foot_l)), make_bone(base_mat * Mat4::<f32>::from(self.foot_l)),
make_bone(base_mat * Mat4::<f32>::from(self.foot_r)), make_bone(base_mat * Mat4::<f32>::from(self.foot_r)),
]; ];
[Transform::default(), Transform::default()] Offsets {
lantern: Vec3::default(),
mount_bone: self.chest,
}
} }
} }

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@ -16,7 +16,7 @@ pub use self::{
stunned::StunnedAnimation, swim::SwimAnimation, stunned::StunnedAnimation, swim::SwimAnimation,
}; };
use super::{make_bone, vek::*, FigureBoneData, Skeleton}; use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
use common::comp::{self}; use common::comp::{self};
use core::convert::TryFrom; use core::convert::TryFrom;
@ -55,7 +55,7 @@ impl Skeleton for BirdLargeSkeleton {
&self, &self,
base_mat: Mat4<f32>, base_mat: Mat4<f32>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT], buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Transform<f32, f32, f32>; 2] { ) -> Offsets {
let chest_mat = base_mat * Mat4::<f32>::from(self.chest); let chest_mat = base_mat * Mat4::<f32>::from(self.chest);
let neck_mat = chest_mat * Mat4::<f32>::from(self.neck); let neck_mat = chest_mat * Mat4::<f32>::from(self.neck);
let head_mat = neck_mat * Mat4::<f32>::from(self.head); let head_mat = neck_mat * Mat4::<f32>::from(self.head);
@ -91,7 +91,10 @@ impl Skeleton for BirdLargeSkeleton {
make_bone(foot_l_mat), make_bone(foot_l_mat),
make_bone(foot_r_mat), make_bone(foot_r_mat),
]; ];
[Transform::default(), self.chest] Offsets {
lantern: Vec3::default(),
mount_bone: self.chest,
}
} }
} }

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@ -6,7 +6,7 @@ pub mod run;
// Reexports // Reexports
pub use self::{feed::FeedAnimation, fly::FlyAnimation, idle::IdleAnimation, run::RunAnimation}; pub use self::{feed::FeedAnimation, fly::FlyAnimation, idle::IdleAnimation, run::RunAnimation};
use super::{make_bone, vek::*, FigureBoneData, Skeleton}; use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
use common::comp::{self}; use common::comp::{self};
use core::convert::TryFrom; use core::convert::TryFrom;
@ -36,7 +36,7 @@ impl Skeleton for BirdMediumSkeleton {
&self, &self,
base_mat: Mat4<f32>, base_mat: Mat4<f32>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT], buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Transform<f32, f32, f32>; 2] { ) -> Offsets {
let torso_mat = base_mat * Mat4::<f32>::from(self.torso); let torso_mat = base_mat * Mat4::<f32>::from(self.torso);
*(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [ *(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [
@ -48,7 +48,10 @@ impl Skeleton for BirdMediumSkeleton {
make_bone(base_mat * Mat4::<f32>::from(self.leg_l)), make_bone(base_mat * Mat4::<f32>::from(self.leg_l)),
make_bone(base_mat * Mat4::<f32>::from(self.leg_r)), make_bone(base_mat * Mat4::<f32>::from(self.leg_r)),
]; ];
[Transform::default(), self.torso] Offsets {
lantern: Vec3::default(),
mount_bone: self.torso,
}
} }
} }

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@ -42,7 +42,7 @@ pub use self::{
stand::StandAnimation, stunned::StunnedAnimation, swim::SwimAnimation, stand::StandAnimation, stunned::StunnedAnimation, swim::SwimAnimation,
swimwield::SwimWieldAnimation, talk::TalkAnimation, wield::WieldAnimation, swimwield::SwimWieldAnimation, talk::TalkAnimation, wield::WieldAnimation,
}; };
use super::{make_bone, vek::*, FigureBoneData, Skeleton}; use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
use common::comp; use common::comp;
use core::convert::TryFrom; use core::convert::TryFrom;
use std::f32::consts::PI; use std::f32::consts::PI;
@ -73,19 +73,19 @@ skeleton_impls!(struct CharacterSkeleton {
:: // Begin non-bone fields :: // Begin non-bone fields
holding_lantern: bool, holding_lantern: bool,
offsets: Option<Transform<f32, f32, f32>>, offsets: Option<Transform<f32, f32, f32>>,
hitbox_offsets: Option<vek::Vec3<f32>>, mountee_body: Option<comp::Body>,
}); });
impl CharacterSkeleton { impl CharacterSkeleton {
pub fn new( pub fn new(
holding_lantern: bool, holding_lantern: bool,
offsets: Option<Transform<f32, f32, f32>>, offsets: Option<Transform<f32, f32, f32>>,
hitbox_offsets: Option<vek::Vec3<f32>>, mountee_body: Option<comp::Body>,
) -> Self { ) -> Self {
Self { Self {
holding_lantern, holding_lantern,
offsets, offsets,
hitbox_offsets, mountee_body,
..Self::default() ..Self::default()
} }
} }
@ -105,18 +105,21 @@ impl Skeleton for CharacterSkeleton {
&self, &self,
base_mat: Mat4<f32>, base_mat: Mat4<f32>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT], buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Transform<f32, f32, f32>; 2] { ) -> Offsets {
let mut torso_mat = base_mat * Mat4::<f32>::from(self.torso); let mut torso_mat = base_mat * Mat4::<f32>::from(self.torso);
if let Some(offset) = self.offsets { if let Some(offset) = self.offsets {
let hitbox_offsets = self.hitbox_offsets.unwrap_or(vek::Vec3::<f32>::zero()); if let Some(body) = self.mountee_body {
torso_mat = base_mat let hitbox_offsets = body.mounting_offset();
* Mat4::<f32>::from(Transform { let visual_offset = mounting_offset(body);
position: offset.position torso_mat = base_mat
- Vec3::from([0.0, hitbox_offsets.y, hitbox_offsets.z]), * Mat4::<f32>::from(Transform {
orientation: offset.orientation, position: offset.position
scale: Vec3::<f32>::one(), - Vec3::from([0.0, hitbox_offsets.y, hitbox_offsets.z]),
}) orientation: offset.orientation,
* Mat4::<f32>::from(self.torso).translated_3d(Vec3::from([0.0, -0.8, 0.15])); //.translated_3d(Vec3::from([0.0, -0.8, 0.15]) scale: Vec3::<f32>::one(),
})
* Mat4::<f32>::from(self.torso).translated_3d(visual_offset);
}
} }
let chest_mat = torso_mat * Mat4::<f32>::from(self.chest); let chest_mat = torso_mat * Mat4::<f32>::from(self.chest);
let head_mat = chest_mat * Mat4::<f32>::from(self.head); let head_mat = chest_mat * Mat4::<f32>::from(self.head);
@ -152,11 +155,10 @@ impl Skeleton for CharacterSkeleton {
// FIXME: Should this be control_l_mat? // FIXME: Should this be control_l_mat?
make_bone(control_mat * hand_l_mat * Mat4::<f32>::from(self.hold)), make_bone(control_mat * hand_l_mat * Mat4::<f32>::from(self.hold)),
]; ];
[ Offsets {
//(lantern_mat * Vec4::new(0.0, 0.0, -4.0, 1.0)).xyz(), lantern: (lantern_mat * Vec4::new(0.0, 0.0, -4.0, 1.0)).xyz(),
Transform::default(), mount_bone: self.chest,
self.chest }
]
} }
} }
@ -353,3 +355,53 @@ impl<'a> From<&'a Body> for SkeletonAttr {
} }
} }
} }
pub fn mounting_offset(body: comp::Body) -> Vec3<f32> {
match body {
comp::Body::QuadrupedMedium(quadruped_medium) => {
match (quadruped_medium.species, quadruped_medium.body_type) {
(comp::quadruped_medium::Species::Grolgar, _) => Vec3::from([0.0, -0.6, 0.5]),
(comp::quadruped_medium::Species::Saber, _) => Vec3::from([0.0, -0.75, 0.23]),
(comp::quadruped_medium::Species::Tiger, _) => Vec3::from([0.0, -0.75, 0.23]),
(comp::quadruped_medium::Species::Tuskram, _) => Vec3::from([0.0, -0.75, 0.25]),
(comp::quadruped_medium::Species::Lion, _) => Vec3::from([0.0, -0.9, 0.25]),
(comp::quadruped_medium::Species::Tarasque, _) => Vec3::from([0.0, -1.1, 0.3]),
(comp::quadruped_medium::Species::Wolf, _) => Vec3::from([0.0, -0.7, 0.15]),
(comp::quadruped_medium::Species::Frostfang, _) => Vec3::from([0.0, -0.8, 0.1]),
(comp::quadruped_medium::Species::Mouflon, _) => Vec3::from([0.0, -0.8, 0.1]),
(comp::quadruped_medium::Species::Catoblepas, _) => Vec3::from([0.0, -0.4, 0.4]),
(comp::quadruped_medium::Species::Bonerattler, _) => Vec3::from([0.0, -0.3, 0.2]),
(comp::quadruped_medium::Species::Deer, _) => Vec3::from([0.0, -0.9, 0.1]),
(comp::quadruped_medium::Species::Hirdrasil, _) => Vec3::from([0.0, -1.0, 0.0]),
(comp::quadruped_medium::Species::Roshwalr, _) => Vec3::from([0.0, -0.2, 0.7]),
(comp::quadruped_medium::Species::Donkey, _) => Vec3::from([0.0, -0.5, 0.15]),
(comp::quadruped_medium::Species::Camel, _) => Vec3::from([0.0, -1.4, 0.3]),
(comp::quadruped_medium::Species::Zebra, _) => Vec3::from([0.0, -0.6, 0.1]),
(comp::quadruped_medium::Species::Antelope, _) => Vec3::from([0.0, -0.8, 0.1]),
(comp::quadruped_medium::Species::Kelpie, _) => Vec3::from([0.0, -0.8, 0.05]),
(comp::quadruped_medium::Species::Horse, _) => Vec3::from([0.0, -0.8, 0.1]),
(comp::quadruped_medium::Species::Barghest, _) => Vec3::from([0.0, -0.8, 0.6]),
(
comp::quadruped_medium::Species::Cattle,
comp::quadruped_medium::BodyType::Male,
) => Vec3::from([0.0, -0.4, 0.7]),
(
comp::quadruped_medium::Species::Cattle,
comp::quadruped_medium::BodyType::Female,
) => Vec3::from([0.0, -0.3, 0.5]),
(comp::quadruped_medium::Species::Darkhound, _) => Vec3::from([0.0, -0.5, 0.2]),
(comp::quadruped_medium::Species::Highland, _) => Vec3::from([0.0, -0.2, 0.8]),
(comp::quadruped_medium::Species::Yak, _) => Vec3::from([0.0, -0.2, 0.8]),
(comp::quadruped_medium::Species::Panda, _) => Vec3::from([0.0, -0.8, 0.2]),
(comp::quadruped_medium::Species::Bear, _) => Vec3::from([0.0, -1.5, 0.6]),
(comp::quadruped_medium::Species::Dreadhorn, _) => Vec3::from([0.0, -1.5, 1.6]),
(comp::quadruped_medium::Species::Moose, _) => Vec3::from([0.0, -0.9, 0.3]),
(comp::quadruped_medium::Species::Snowleopard, _) => Vec3::from([0.0, -0.9, 0.2]),
}
},
comp::Body::Ship(comp::ship::Body::DefaultAirship) => Vec3::from([0.0, 0.0, 10.0]),
comp::Body::Dragon(_) => Vec3::from([0.0, -0.7, 6.4]),
_ => Vec3::unit_z(),
}
}

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@ -5,7 +5,7 @@ pub mod run;
// Reexports // Reexports
pub use self::{fly::FlyAnimation, idle::IdleAnimation, run::RunAnimation}; pub use self::{fly::FlyAnimation, idle::IdleAnimation, run::RunAnimation};
use super::{make_bone, vek::*, FigureBoneData, Skeleton}; use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
use common::comp::{self}; use common::comp::{self};
use core::convert::TryFrom; use core::convert::TryFrom;
@ -43,7 +43,7 @@ impl Skeleton for DragonSkeleton {
&self, &self,
base_mat: Mat4<f32>, base_mat: Mat4<f32>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT], buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Transform<f32, f32, f32>; 2] { ) -> Offsets {
let chest_front_mat = base_mat * Mat4::<f32>::from(self.chest_front); let chest_front_mat = base_mat * Mat4::<f32>::from(self.chest_front);
let chest_rear_mat = chest_front_mat * Mat4::<f32>::from(self.chest_rear); let chest_rear_mat = chest_front_mat * Mat4::<f32>::from(self.chest_rear);
let head_lower_mat = chest_front_mat * Mat4::<f32>::from(self.head_lower); let head_lower_mat = chest_front_mat * Mat4::<f32>::from(self.head_lower);
@ -69,7 +69,10 @@ impl Skeleton for DragonSkeleton {
make_bone(chest_rear_mat * Mat4::<f32>::from(self.foot_bl)), make_bone(chest_rear_mat * Mat4::<f32>::from(self.foot_bl)),
make_bone(chest_rear_mat * Mat4::<f32>::from(self.foot_br)), make_bone(chest_rear_mat * Mat4::<f32>::from(self.foot_br)),
]; ];
[Transform::default(), self.chest_front] Offsets {
lantern: Vec3::default(),
mount_bone: self.chest_front,
}
} }
} }

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@ -4,7 +4,7 @@ pub mod swim;
// Reexports // Reexports
pub use self::{idle::IdleAnimation, swim::SwimAnimation}; pub use self::{idle::IdleAnimation, swim::SwimAnimation};
use super::{make_bone, vek::*, FigureBoneData, Skeleton}; use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
use common::comp::{self}; use common::comp::{self};
use core::convert::TryFrom; use core::convert::TryFrom;
@ -33,7 +33,7 @@ impl Skeleton for FishMediumSkeleton {
&self, &self,
base_mat: Mat4<f32>, base_mat: Mat4<f32>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT], buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Transform<f32, f32, f32>; 2] { ) -> Offsets {
let chest_front_mat = base_mat * Mat4::<f32>::from(self.chest_front); let chest_front_mat = base_mat * Mat4::<f32>::from(self.chest_front);
let chest_back_mat = Mat4::<f32>::from(self.chest_back); let chest_back_mat = Mat4::<f32>::from(self.chest_back);
let head_mat = Mat4::<f32>::from(self.head); let head_mat = Mat4::<f32>::from(self.head);
@ -47,7 +47,10 @@ impl Skeleton for FishMediumSkeleton {
make_bone(chest_front_mat * Mat4::<f32>::from(self.fin_l)), make_bone(chest_front_mat * Mat4::<f32>::from(self.fin_l)),
make_bone(chest_front_mat * Mat4::<f32>::from(self.fin_r)), make_bone(chest_front_mat * Mat4::<f32>::from(self.fin_r)),
]; ];
[Transform::default(), Transform::default()] Offsets {
lantern: Vec3::default(),
mount_bone: self.chest_front,
}
} }
} }

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@ -4,7 +4,7 @@ pub mod swim;
// Reexports // Reexports
pub use self::{idle::IdleAnimation, swim::SwimAnimation}; pub use self::{idle::IdleAnimation, swim::SwimAnimation};
use super::{make_bone, vek::*, FigureBoneData, Skeleton}; use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
use common::comp::{self}; use common::comp::{self};
use core::convert::TryFrom; use core::convert::TryFrom;
@ -30,7 +30,7 @@ impl Skeleton for FishSmallSkeleton {
&self, &self,
base_mat: Mat4<f32>, base_mat: Mat4<f32>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT], buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Transform<f32, f32, f32>; 2] { ) -> Offsets {
let chest_mat = base_mat * Mat4::<f32>::from(self.chest); let chest_mat = base_mat * Mat4::<f32>::from(self.chest);
*(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [ *(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [
@ -39,7 +39,10 @@ impl Skeleton for FishSmallSkeleton {
make_bone(chest_mat * Mat4::<f32>::from(self.fin_l)), make_bone(chest_mat * Mat4::<f32>::from(self.fin_l)),
make_bone(chest_mat * Mat4::<f32>::from(self.fin_r)), make_bone(chest_mat * Mat4::<f32>::from(self.fin_r)),
]; ];
[Transform::default(), Transform::default()] Offsets {
lantern: Vec3::default(),
mount_bone: self.chest,
}
} }
} }

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@ -1,4 +1,4 @@
use super::{make_bone, vek::*, FigureBoneData, Skeleton}; use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
pub type Body = (); pub type Body = ();
@ -31,9 +31,12 @@ impl Skeleton for FixtureSkeleton {
&self, &self,
base_mat: Mat4<f32>, base_mat: Mat4<f32>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT], buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Transform<f32, f32, f32>; 2] { ) -> Offsets {
buf[0] = make_bone(base_mat); buf[0] = make_bone(base_mat);
[Transform::default(), Transform::default()] Offsets {
lantern: Vec3::default(),
mount_bone: Transform::default(),
}
} }
} }

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@ -12,7 +12,7 @@ pub use self::{
shockwave::ShockwaveAnimation, shoot::ShootAnimation, spinmelee::SpinMeleeAnimation, shockwave::ShockwaveAnimation, shoot::ShootAnimation, spinmelee::SpinMeleeAnimation,
}; };
use super::{make_bone, vek::*, FigureBoneData, Skeleton}; use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
use common::comp::{self}; use common::comp::{self};
use core::convert::TryFrom; use core::convert::TryFrom;
@ -47,7 +47,7 @@ impl Skeleton for GolemSkeleton {
&self, &self,
base_mat: Mat4<f32>, base_mat: Mat4<f32>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT], buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Transform<f32, f32, f32>; 2] { ) -> Offsets {
let torso_mat = base_mat * Mat4::<f32>::from(self.torso); let torso_mat = base_mat * Mat4::<f32>::from(self.torso);
let upper_torso_mat = torso_mat * Mat4::<f32>::from(self.upper_torso); let upper_torso_mat = torso_mat * Mat4::<f32>::from(self.upper_torso);
let lower_torso_mat = upper_torso_mat * Mat4::<f32>::from(self.lower_torso); let lower_torso_mat = upper_torso_mat * Mat4::<f32>::from(self.lower_torso);
@ -70,7 +70,10 @@ impl Skeleton for GolemSkeleton {
make_bone(leg_l_mat * Mat4::<f32>::from(self.foot_l)), make_bone(leg_l_mat * Mat4::<f32>::from(self.foot_l)),
make_bone(leg_r_mat * Mat4::<f32>::from(self.foot_r)), make_bone(leg_r_mat * Mat4::<f32>::from(self.foot_r)),
]; ];
[Transform::default(), self.torso] Offsets {
lantern: Vec3::default(),
mount_bone: self.torso,
}
} }
} }

View File

@ -89,6 +89,12 @@ fn make_bone(mat: Mat4<f32>) -> FigureBoneData {
pub type Bone = Transform<f32, f32, f32>; pub type Bone = Transform<f32, f32, f32>;
// Offsets that will be returned after computing the skeleton matrices
pub struct Offsets {
pub lantern: Vec3<f32>,
pub mount_bone: Transform<f32, f32, f32>,
}
pub trait Skeleton: Send + Sync + 'static { pub trait Skeleton: Send + Sync + 'static {
type Attr; type Attr;
type Body; type Body;
@ -102,14 +108,14 @@ pub trait Skeleton: Send + Sync + 'static {
&self, &self,
base_mat: Mat4<f32>, base_mat: Mat4<f32>,
buf: &mut [FigureBoneData; MAX_BONE_COUNT], buf: &mut [FigureBoneData; MAX_BONE_COUNT],
) -> [Transform<f32, f32, f32>; 2]; ) -> Offsets;
} }
pub fn compute_matrices<S: Skeleton>( pub fn compute_matrices<S: Skeleton>(
skeleton: &S, skeleton: &S,
base_mat: Mat4<f32>, base_mat: Mat4<f32>,
buf: &mut [FigureBoneData; MAX_BONE_COUNT], buf: &mut [FigureBoneData; MAX_BONE_COUNT],
) -> [Transform<f32, f32, f32>; 2] { ) -> Offsets {
#[cfg(not(feature = "use-dyn-lib"))] #[cfg(not(feature = "use-dyn-lib"))]
{ {
S::compute_matrices_inner(skeleton, base_mat, buf) S::compute_matrices_inner(skeleton, base_mat, buf)
@ -120,11 +126,7 @@ pub fn compute_matrices<S: Skeleton>(
let lib = &lock.as_ref().unwrap().lib; let lib = &lock.as_ref().unwrap().lib;
let compute_fn: libloading::Symbol< let compute_fn: libloading::Symbol<
fn( fn(&S, Mat4<f32>, &mut [FigureBoneData; MAX_BONE_COUNT]) -> Offsets,
&S,
Mat4<f32>,
&mut [FigureBoneData; MAX_BONE_COUNT],
) -> [Transform<f32, f32, f32>; 2],
> = unsafe { lib.get(S::COMPUTE_FN) }.unwrap_or_else(|e| { > = unsafe { lib.get(S::COMPUTE_FN) }.unwrap_or_else(|e| {
panic!( panic!(
"Trying to use: {} but had error: {:?}", "Trying to use: {} but had error: {:?}",

View File

@ -5,7 +5,7 @@ pub mod shoot;
// Reexports // Reexports
pub use self::{beam::BeamAnimation, idle::IdleAnimation, shoot::ShootAnimation}; pub use self::{beam::BeamAnimation, idle::IdleAnimation, shoot::ShootAnimation};
use super::{make_bone, vek::*, FigureBoneData, Skeleton}; use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
use common::comp::{self}; use common::comp::{self};
use core::convert::TryFrom; use core::convert::TryFrom;
@ -29,14 +29,17 @@ impl Skeleton for ObjectSkeleton {
&self, &self,
base_mat: Mat4<f32>, base_mat: Mat4<f32>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT], buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Transform<f32, f32, f32>; 2] { ) -> Offsets {
let bone0_mat = base_mat * Mat4::<f32>::from(self.bone0); let bone0_mat = base_mat * Mat4::<f32>::from(self.bone0);
*(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [ *(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [
make_bone(bone0_mat * Mat4::scaling_3d(1.0 / 11.0)), make_bone(bone0_mat * Mat4::scaling_3d(1.0 / 11.0)),
make_bone(Mat4::<f32>::from(self.bone1) * Mat4::scaling_3d(1.0 / 11.0)), /* Decorellated from ori */ make_bone(Mat4::<f32>::from(self.bone1) * Mat4::scaling_3d(1.0 / 11.0)), /* Decorellated from ori */
]; ];
[Transform::default(), Transform::default()] Offsets {
lantern: Vec3::default(),
mount_bone: self.bone0,
}
} }
} }

View File

@ -16,7 +16,7 @@ pub use self::{
stunned::StunnedAnimation, tailwhip::TailwhipAnimation, stunned::StunnedAnimation, tailwhip::TailwhipAnimation,
}; };
use super::{make_bone, vek::*, FigureBoneData, Skeleton}; use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
use common::comp::{self}; use common::comp::{self};
use core::convert::TryFrom; use core::convert::TryFrom;
@ -48,7 +48,7 @@ impl Skeleton for QuadrupedLowSkeleton {
&self, &self,
base_mat: Mat4<f32>, base_mat: Mat4<f32>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT], buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Transform<f32, f32, f32>; 2] { ) -> Offsets {
let chest_mat = base_mat * Mat4::<f32>::from(self.chest); let chest_mat = base_mat * Mat4::<f32>::from(self.chest);
let tail_front = chest_mat * Mat4::<f32>::from(self.tail_front); let tail_front = chest_mat * Mat4::<f32>::from(self.tail_front);
let head_lower_mat = chest_mat * Mat4::<f32>::from(self.head_lower); let head_lower_mat = chest_mat * Mat4::<f32>::from(self.head_lower);
@ -66,7 +66,10 @@ impl Skeleton for QuadrupedLowSkeleton {
make_bone(chest_mat * Mat4::<f32>::from(self.foot_bl)), make_bone(chest_mat * Mat4::<f32>::from(self.foot_bl)),
make_bone(chest_mat * Mat4::<f32>::from(self.foot_br)), make_bone(chest_mat * Mat4::<f32>::from(self.foot_br)),
]; ];
[Transform::default(), self.chest] Offsets {
lantern: Vec3::default(),
mount_bone: self.chest,
}
} }
} }

View File

@ -16,7 +16,7 @@ pub use self::{
run::RunAnimation, stunned::StunnedAnimation, run::RunAnimation, stunned::StunnedAnimation,
}; };
use super::{make_bone, vek::*, FigureBoneData, Skeleton}; use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
use common::comp::{self}; use common::comp::{self};
use core::convert::TryFrom; use core::convert::TryFrom;
@ -38,6 +38,7 @@ skeleton_impls!(struct QuadrupedMediumSkeleton {
+ foot_fr, + foot_fr,
+ foot_bl, + foot_bl,
+ foot_br, + foot_br,
mount,
}); });
impl Skeleton for QuadrupedMediumSkeleton { impl Skeleton for QuadrupedMediumSkeleton {
@ -53,7 +54,7 @@ impl Skeleton for QuadrupedMediumSkeleton {
&self, &self,
base_mat: Mat4<f32>, base_mat: Mat4<f32>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT], buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Transform<f32, f32, f32>; 2] { ) -> Offsets {
let torso_front_mat = base_mat * Mat4::<f32>::from(self.torso_front); let torso_front_mat = base_mat * Mat4::<f32>::from(self.torso_front);
let torso_back_mat = torso_front_mat * Mat4::<f32>::from(self.torso_back); let torso_back_mat = torso_front_mat * Mat4::<f32>::from(self.torso_back);
let neck_mat = torso_front_mat * Mat4::<f32>::from(self.neck); let neck_mat = torso_front_mat * Mat4::<f32>::from(self.neck);
@ -80,7 +81,10 @@ impl Skeleton for QuadrupedMediumSkeleton {
make_bone(leg_bl_mat * Mat4::<f32>::from(self.foot_bl)), make_bone(leg_bl_mat * Mat4::<f32>::from(self.foot_bl)),
make_bone(leg_br_mat * Mat4::<f32>::from(self.foot_br)), make_bone(leg_br_mat * Mat4::<f32>::from(self.foot_br)),
]; ];
[Transform::default(), self.torso_front] Offsets {
lantern: Vec3::default(),
mount_bone: self.torso_front,
}
} }
} }
@ -152,7 +156,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(Frostfang, _) => (1.0, -2.0), (Frostfang, _) => (1.0, -2.0),
(Mouflon, _) => (0.5, 1.5), (Mouflon, _) => (0.5, 1.5),
(Catoblepas, _) => (-1.0, -6.5), (Catoblepas, _) => (-1.0, -6.5),
(Bonerattler, _) => (1.0, 2.5), (Bonerattler, _) => (0.0, 1.5),
(Deer, Male) => (1.5, 3.5), (Deer, Male) => (1.5, 3.5),
(Deer, Female) => (1.5, 3.5), (Deer, Female) => (1.5, 3.5),
(Hirdrasil, _) => (0.0, 5.0), (Hirdrasil, _) => (0.0, 5.0),
@ -187,7 +191,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(Frostfang, _) => (0.5, 1.5), (Frostfang, _) => (0.5, 1.5),
(Mouflon, _) => (-1.0, 1.0), (Mouflon, _) => (-1.0, 1.0),
(Catoblepas, _) => (19.5, -2.0), (Catoblepas, _) => (19.5, -2.0),
(Bonerattler, _) => (9.0, -0.5), (Bonerattler, _) => (7.0, -0.5),
(Deer, _) => (-2.5, 1.0), (Deer, _) => (-2.5, 1.0),
(Hirdrasil, _) => (-1.0, 0.5), (Hirdrasil, _) => (-1.0, 0.5),
(Roshwalr, _) => (0.0, 1.0), (Roshwalr, _) => (0.0, 1.0),
@ -287,7 +291,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(Frostfang, _) => (9.0, 11.5), (Frostfang, _) => (9.0, 11.5),
(Mouflon, _) => (11.0, 14.0), (Mouflon, _) => (11.0, 14.0),
(Catoblepas, _) => (7.5, 19.5), (Catoblepas, _) => (7.5, 19.5),
(Bonerattler, _) => (6.0, 12.5), (Bonerattler, _) => (6.0, 11.0),
(Deer, _) => (11.0, 13.5), (Deer, _) => (11.0, 13.5),
(Hirdrasil, _) => (11.0, 14.5), (Hirdrasil, _) => (11.0, 14.5),
(Roshwalr, _) => (6.0, 12.5), (Roshwalr, _) => (6.0, 12.5),
@ -387,7 +391,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(Frostfang, _) => (5.5, -5.5, -2.0), (Frostfang, _) => (5.5, -5.5, -2.0),
(Mouflon, _) => (4.0, -5.0, -4.0), (Mouflon, _) => (4.0, -5.0, -4.0),
(Catoblepas, _) => (7.0, 2.0, -5.0), (Catoblepas, _) => (7.0, 2.0, -5.0),
(Bonerattler, _) => (5.5, 5.0, -4.0), (Bonerattler, _) => (5.5, 5.0, -2.5),
(Deer, _) => (3.5, -4.5, -3.5), (Deer, _) => (3.5, -4.5, -3.5),
(Hirdrasil, _) => (4.5, -5.0, -2.5), (Hirdrasil, _) => (4.5, -5.0, -2.5),
(Roshwalr, _) => (8.0, -2.5, -2.5), (Roshwalr, _) => (8.0, -2.5, -2.5),
@ -420,7 +424,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(Frostfang, _) => (3.5, -4.5, -2.0), (Frostfang, _) => (3.5, -4.5, -2.0),
(Mouflon, _) => (3.5, -8.0, -3.5), (Mouflon, _) => (3.5, -8.0, -3.5),
(Catoblepas, _) => (6.0, -2.5, -2.5), (Catoblepas, _) => (6.0, -2.5, -2.5),
(Bonerattler, _) => (6.0, -8.0, -4.0), (Bonerattler, _) => (6.0, -8.0, -2.5),
(Deer, _) => (3.0, -6.5, -3.5), (Deer, _) => (3.0, -6.5, -3.5),
(Hirdrasil, _) => (4.0, -6.5, -3.0), (Hirdrasil, _) => (4.0, -6.5, -3.0),
(Roshwalr, _) => (7.0, -7.0, -2.5), (Roshwalr, _) => (7.0, -7.0, -2.5),

View File

@ -11,7 +11,7 @@ pub use self::{
run::RunAnimation, stunned::StunnedAnimation, run::RunAnimation, stunned::StunnedAnimation,
}; };
use super::{make_bone, vek::*, FigureBoneData, Skeleton}; use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
use common::comp::{self}; use common::comp::{self};
use core::convert::TryFrom; use core::convert::TryFrom;
@ -40,7 +40,7 @@ impl Skeleton for QuadrupedSmallSkeleton {
&self, &self,
base_mat: Mat4<f32>, base_mat: Mat4<f32>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT], buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Transform<f32, f32, f32>; 2] { ) -> Offsets {
let chest_mat = base_mat * Mat4::<f32>::from(self.chest); let chest_mat = base_mat * Mat4::<f32>::from(self.chest);
*(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [ *(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [
@ -52,7 +52,10 @@ impl Skeleton for QuadrupedSmallSkeleton {
make_bone(chest_mat * Mat4::<f32>::from(self.leg_br)), make_bone(chest_mat * Mat4::<f32>::from(self.leg_br)),
make_bone(chest_mat * Mat4::<f32>::from(self.tail)), make_bone(chest_mat * Mat4::<f32>::from(self.tail)),
]; ];
[Transform::default(), self.chest] Offsets {
lantern: Vec3::default(),
mount_bone: self.chest,
}
} }
} }

View File

@ -3,7 +3,7 @@ pub mod idle;
// Reexports // Reexports
pub use self::idle::IdleAnimation; pub use self::idle::IdleAnimation;
use super::{make_bone, vek::*, FigureBoneData, Skeleton}; use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
use common::comp::{self}; use common::comp::{self};
use core::convert::TryFrom; use core::convert::TryFrom;
@ -29,7 +29,7 @@ impl Skeleton for ShipSkeleton {
&self, &self,
base_mat: Mat4<f32>, base_mat: Mat4<f32>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT], buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Transform<f32, f32, f32>; 2] { ) -> Offsets {
let bone0_mat = base_mat * Mat4::<f32>::from(self.bone0); let bone0_mat = base_mat * Mat4::<f32>::from(self.bone0);
*(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [ *(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) = [
@ -38,7 +38,10 @@ impl Skeleton for ShipSkeleton {
make_bone(bone0_mat * Mat4::<f32>::from(self.bone2) * Mat4::scaling_3d(1.0 / 11.0)), /* Decorellated from ori */ make_bone(bone0_mat * Mat4::<f32>::from(self.bone2) * Mat4::scaling_3d(1.0 / 11.0)), /* Decorellated from ori */
make_bone(bone0_mat * Mat4::<f32>::from(self.bone3) * Mat4::scaling_3d(1.0 / 11.0)), /* Decorellated from ori */ make_bone(bone0_mat * Mat4::<f32>::from(self.bone3) * Mat4::scaling_3d(1.0 / 11.0)), /* Decorellated from ori */
]; ];
[Transform::default(), self.bone0] Offsets {
lantern: Vec3::default(),
mount_bone: self.bone0,
}
} }
} }

View File

@ -11,7 +11,7 @@ pub use self::{
jump::JumpAnimation, run::RunAnimation, jump::JumpAnimation, run::RunAnimation,
}; };
use super::{make_bone, vek::*, FigureBoneData, Skeleton}; use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
use common::comp::{self}; use common::comp::{self};
use core::convert::TryFrom; use core::convert::TryFrom;
@ -47,7 +47,7 @@ impl Skeleton for TheropodSkeleton {
&self, &self,
base_mat: Mat4<f32>, base_mat: Mat4<f32>,
buf: &mut [FigureBoneData; super::MAX_BONE_COUNT], buf: &mut [FigureBoneData; super::MAX_BONE_COUNT],
) -> [Transform<f32, f32, f32>; 2] { ) -> Offsets {
let chest_front_mat = base_mat * Mat4::<f32>::from(self.chest_front); let chest_front_mat = base_mat * Mat4::<f32>::from(self.chest_front);
let neck_mat = chest_front_mat * Mat4::<f32>::from(self.neck); let neck_mat = chest_front_mat * Mat4::<f32>::from(self.neck);
let head_mat = neck_mat * Mat4::<f32>::from(self.head); let head_mat = neck_mat * Mat4::<f32>::from(self.head);
@ -71,7 +71,10 @@ impl Skeleton for TheropodSkeleton {
make_bone(leg_l_mat * Mat4::<f32>::from(self.foot_l)), make_bone(leg_l_mat * Mat4::<f32>::from(self.foot_l)),
make_bone(leg_r_mat * Mat4::<f32>::from(self.foot_r)), make_bone(leg_r_mat * Mat4::<f32>::from(self.foot_r)),
]; ];
[Transform::default(), self.chest_front] Offsets {
lantern: Vec3::default(),
mount_bone: self.chest_front,
}
} }
} }

View File

@ -449,10 +449,7 @@ impl FigureMgr {
(vek::Rgb::zero(), 0.0, 0.0, true) (vek::Rgb::zero(), 0.0, 0.0, true)
}; };
if let Some(state) = body.and_then(|body| self.states.get_mut(body, &entity)) { if let Some(state) = body.and_then(|body| self.states.get_mut(body, &entity)) {
light_anim.offset = (vek::Mat4::from_col_array( light_anim.offset = vek::Vec3::from(state.lantern_offset);
anim::vek::Mat4::<f32>::from(state.lantern_offset).into_col_array(),
) * Vec4::one())
.xyz();
} }
if !light_anim.strength.is_normal() { if !light_anim.strength.is_normal() {
light_anim.strength = 0.0; light_anim.strength = 0.0;
@ -752,21 +749,18 @@ impl FigureMgr {
let hands = (active_tool_hand, second_tool_hand); let hands = (active_tool_hand, second_tool_hand);
//let mut state_mountee = self.states.get_mut(entity.get(body), &entity); // If a mountee exists, get its physical mounting offsets and its body
//vek::Mat4::from_col_array(state.lantern_offset[0].into_col_array()
let mut f = || -> Option<_> { let mut f = || -> Option<_> {
let Mounting(entity) = mountings?; let Mounting(entity) = mountings?;
let entity = ecs let entity = ecs
.read_resource::<UidAllocator>() .read_resource::<UidAllocator>()
.retrieve_entity_internal((*entity).into())?; .retrieve_entity_internal((*entity).into())?;
let bodies = ecs.read_storage::<Body>(); let bodies = ecs.read_storage::<Body>();
let body = bodies.get(entity)?; let body = *bodies.get(entity)?;
let meta = self.states.get_mut(body, &entity)?; let meta = self.states.get_mut(&body, &entity)?;
Some((Some(meta.mountee_offset), Some(Body::mounting_offset(body)))) Some((Some(meta.mountee_offset), Some(body)))
}; };
let (mountee_offsets, hitbox_offsets) = f().unwrap_or((None, None)); let (mountee_offsets, mountee_body) = f().unwrap_or((None, None));
match body { match body {
Body::Humanoid(body) => { Body::Humanoid(body) => {
@ -800,7 +794,7 @@ impl FigureMgr {
CharacterSkeleton::new( CharacterSkeleton::new(
holding_lantern, holding_lantern,
mountee_offsets, mountee_offsets,
hitbox_offsets, mountee_body,
), ),
) )
}); });
@ -824,11 +818,7 @@ impl FigureMgr {
) { ) {
// Standing // Standing
(true, false, false) => anim::character::StandAnimation::update_skeleton( (true, false, false) => anim::character::StandAnimation::update_skeleton(
&CharacterSkeleton::new( &CharacterSkeleton::new(holding_lantern, mountee_offsets, mountee_body),
holding_lantern,
mountee_offsets,
hitbox_offsets,
),
(active_tool_kind, second_tool_kind, hands, time, rel_avg_vel), (active_tool_kind, second_tool_kind, hands, time, rel_avg_vel),
state.state_time, state.state_time,
&mut state_animation_rate, &mut state_animation_rate,
@ -836,11 +826,7 @@ impl FigureMgr {
), ),
// Running // Running
(true, true, false) => anim::character::RunAnimation::update_skeleton( (true, true, false) => anim::character::RunAnimation::update_skeleton(
&CharacterSkeleton::new( &CharacterSkeleton::new(holding_lantern, mountee_offsets, mountee_body),
holding_lantern,
mountee_offsets,
hitbox_offsets,
),
( (
active_tool_kind, active_tool_kind,
second_tool_kind, second_tool_kind,
@ -859,11 +845,7 @@ impl FigureMgr {
), ),
// In air // In air
(false, _, false) => anim::character::JumpAnimation::update_skeleton( (false, _, false) => anim::character::JumpAnimation::update_skeleton(
&CharacterSkeleton::new( &CharacterSkeleton::new(holding_lantern, mountee_offsets, mountee_body),
holding_lantern,
mountee_offsets,
hitbox_offsets,
),
( (
active_tool_kind, active_tool_kind,
second_tool_kind, second_tool_kind,
@ -880,11 +862,7 @@ impl FigureMgr {
), ),
// Swim // Swim
(_, _, true) => anim::character::SwimAnimation::update_skeleton( (_, _, true) => anim::character::SwimAnimation::update_skeleton(
&CharacterSkeleton::new( &CharacterSkeleton::new(holding_lantern, mountee_offsets, mountee_body),
holding_lantern,
mountee_offsets,
hitbox_offsets,
),
( (
active_tool_kind, active_tool_kind,
second_tool_kind, second_tool_kind,
@ -5367,7 +5345,7 @@ impl FigureColLights {
pub struct FigureStateMeta { pub struct FigureStateMeta {
bone_consts: Consts<FigureBoneData>, bone_consts: Consts<FigureBoneData>,
locals: Consts<FigureLocals>, locals: Consts<FigureLocals>,
lantern_offset: anim::vek::Transform<f32, f32, f32>, lantern_offset: anim::vek::Vec3<f32>,
mountee_offset: anim::vek::Transform<f32, f32, f32>, mountee_offset: anim::vek::Transform<f32, f32, f32>,
state_time: f32, state_time: f32,
last_ori: anim::vek::Quaternion<f32>, last_ori: anim::vek::Quaternion<f32>,
@ -5408,14 +5386,14 @@ impl<S> DerefMut for FigureState<S> {
impl<S: Skeleton> FigureState<S> { impl<S: Skeleton> FigureState<S> {
pub fn new(renderer: &mut Renderer, skeleton: S) -> Self { pub fn new(renderer: &mut Renderer, skeleton: S) -> Self {
let mut buf = [Default::default(); anim::MAX_BONE_COUNT]; let mut buf = [Default::default(); anim::MAX_BONE_COUNT];
let body_offsets = anim::compute_matrices(&skeleton, anim::vek::Mat4::identity(), &mut buf); let offsets = anim::compute_matrices(&skeleton, anim::vek::Mat4::identity(), &mut buf);
let bone_consts = figure_bone_data_from_anim(&buf); let bone_consts = figure_bone_data_from_anim(&buf);
Self { Self {
meta: FigureStateMeta { meta: FigureStateMeta {
bone_consts: renderer.create_consts(bone_consts).unwrap(), bone_consts: renderer.create_consts(bone_consts).unwrap(),
locals: renderer.create_consts(&[FigureLocals::default()]).unwrap(), locals: renderer.create_consts(&[FigureLocals::default()]).unwrap(),
lantern_offset: body_offsets[0], lantern_offset: offsets.lantern,
mountee_offset: body_offsets[1], mountee_offset: offsets.mount_bone,
state_time: 0.0, state_time: 0.0,
last_ori: Ori::default().into(), last_ori: Ori::default().into(),
lpindex: 0, lpindex: 0,
@ -5539,7 +5517,7 @@ impl<S: Skeleton> FigureState<S> {
); );
renderer.update_consts(&mut self.locals, &[locals]).unwrap(); renderer.update_consts(&mut self.locals, &[locals]).unwrap();
let body_offsets = anim::compute_matrices(&self.skeleton, mat, buf); let offsets = anim::compute_matrices(&self.skeleton, mat, buf);
let new_bone_consts = figure_bone_data_from_anim(buf); let new_bone_consts = figure_bone_data_from_anim(buf);
@ -5549,8 +5527,8 @@ impl<S: Skeleton> FigureState<S> {
&new_bone_consts[0..S::BONE_COUNT], &new_bone_consts[0..S::BONE_COUNT],
) )
.unwrap(); .unwrap();
self.lantern_offset = body_offsets[0]; self.lantern_offset = offsets.lantern;
self.mountee_offset = body_offsets[1]; self.mountee_offset = offsets.mount_bone;
let smoothing = (5.0 * dt).min(1.0); let smoothing = (5.0 * dt).min(1.0);
if let Some(last_pos) = self.last_pos { if let Some(last_pos) = self.last_pos {