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Static entities: Per model offsets, more models
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assets/voxygen/voxel/figure/head/head_human_female.vox
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assets/voxygen/voxel/figure/head/head_human_female.vox
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assets/voxygen/voxel/object/campfire.vox
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assets/voxygen/voxel/object/campfire.vox
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assets/voxygen/voxel/object/chest.vox
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assets/voxygen/voxel/object/chest.vox
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assets/voxygen/voxel/object/chest_dark.vox
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assets/voxygen/voxel/object/chest_dark.vox
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assets/voxygen/voxel/object/chest_demon.vox
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assets/voxygen/voxel/object/chest_demon.vox
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assets/voxygen/voxel/object/chest_gold.vox
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assets/voxygen/voxel/object/chest_gold.vox
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assets/voxygen/voxel/object/chest_light.vox
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assets/voxygen/voxel/object/chest_light.vox
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assets/voxygen/voxel/object/chest_open.vox
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assets/voxygen/voxel/object/chest_open.vox
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assets/voxygen/voxel/object/chest_skull.vox
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assets/voxygen/voxel/object/chest_skull.vox
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assets/voxygen/voxel/object/chest_vines.vox
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assets/voxygen/voxel/object/chest_vines.vox
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assets/voxygen/voxel/object/crate.vox
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assets/voxygen/voxel/object/crate.vox
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assets/voxygen/voxel/object/lantern_ground.vox
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assets/voxygen/voxel/object/lantern_ground.vox
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assets/voxygen/voxel/object/lantern_ground_open.vox
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assets/voxygen/voxel/object/lantern_ground_open.vox
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assets/voxygen/voxel/object/lantern_standing.vox
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assets/voxygen/voxel/object/lantern_standing.vox
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assets/voxygen/voxel/object/lantern_standing_2.vox
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assets/voxygen/voxel/object/lantern_standing_2.vox
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assets/voxygen/voxel/object/pumpkin.vox
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assets/voxygen/voxel/object/pumpkin.vox
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assets/voxygen/voxel/object/pumpkin1.vox
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assets/voxygen/voxel/object/pumpkin1.vox
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assets/voxygen/voxel/object/pumpkin2.vox
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assets/voxygen/voxel/object/pumpkin2.vox
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assets/voxygen/voxel/object/pumpkin3.vox
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assets/voxygen/voxel/object/pumpkin3.vox
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assets/voxygen/voxel/object/pumpkin4.vox
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assets/voxygen/voxel/object/pumpkin4.vox
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assets/voxygen/voxel/object/pumpkin5.vox
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assets/voxygen/voxel/object/pumpkin5.vox
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@ -4,8 +4,28 @@ use rand::{seq::SliceRandom, thread_rng};
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pub enum Body {
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pub enum Body {
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Bomb,
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Bomb,
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Scarecrow,
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Scarecrow,
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ChestVines,
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Chest,
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Chest,
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Pumpkin,
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ChestDark,
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ChestDemon,
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ChestGold,
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ChestLight,
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ChestOpen,
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ChestSkull,
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Pumpkin1,
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Pumpkin2,
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Pumpkin3,
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Pumpkin4,
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Pumpkin5,
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Campfire,
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LanternGround,
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LanternGroundOpen,
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LanternStanding2,
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LanternStanding,
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PotionBlue,
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PotionGreen,
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PotionRed,
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Crate,
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}
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}
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impl Body {
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impl Body {
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@ -15,4 +35,29 @@ impl Body {
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}
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}
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}
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}
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const ALL_OBJECTS: [Body; 4] = [Body::Bomb, Body::Scarecrow, Body::Chest, Body::Pumpkin];
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const ALL_OBJECTS: [Body; 24] = [
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Body::Bomb,
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Body::Scarecrow,
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Body::ChestVines,
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Body::Chest,
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Body::ChestDark,
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Body::ChestDemon,
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Body::ChestGold,
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Body::ChestLight,
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Body::ChestOpen,
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Body::ChestSkull,
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Body::Pumpkin1,
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Body::Pumpkin2,
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Body::Pumpkin3,
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Body::Pumpkin4,
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Body::Pumpkin5,
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Body::Campfire,
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Body::LanternGround,
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Body::LanternGroundOpen,
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Body::LanternStanding,
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Body::LanternStanding2,
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Body::PotionRed,
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Body::PotionBlue,
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Body::PotionGreen,
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Body::Crate,
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];
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@ -513,15 +513,41 @@ impl FigureModelCache {
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}
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}
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fn load_object(obj: object::Body) -> Mesh<FigurePipeline> {
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fn load_object(obj: object::Body) -> Mesh<FigurePipeline> {
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Self::load_mesh(
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let (name, offset) = match obj {
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match obj {
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object::Body::Bomb => ("object/bomb.vox", Vec3::new(-5.5, -5.5, 0.0)),
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object::Body::Bomb => "object/bomb.vox",
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object::Body::Scarecrow => ("object/scarecrow.vox", Vec3::new(-9.5, -4.0, 0.0)),
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object::Body::Scarecrow => "object/scarecrow.vox",
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object::Body::ChestVines => ("object/chest_vines.vox", Vec3::new(-7.5, -6.0, 0.0)),
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object::Body::Chest => "object/chest_vines.vox",
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object::Body::Chest => ("object/chest.vox", Vec3::new(-7.5, -6.0, 0.0)),
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object::Body::Pumpkin => "object/pumpkin.vox",
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object::Body::ChestDark => ("object/chest_dark.vox", Vec3::new(-7.5, -6.0, 0.0)),
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},
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object::Body::ChestDemon => ("object/chest_demon.vox", Vec3::new(-7.5, -6.0, 0.0)),
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Vec3::new(-3.5, -3.5, 0.0),
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object::Body::ChestGold => ("object/chest_gold.vox", Vec3::new(-7.5, -6.0, 0.0)),
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)
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object::Body::ChestLight => ("object/chest_light.vox", Vec3::new(-7.5, -6.0, 0.0)),
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object::Body::ChestOpen => ("object/chest_open.vox", Vec3::new(-7.5, -6.0, 0.0)),
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object::Body::ChestSkull => ("object/chest_skull.vox", Vec3::new(-7.5, -6.0, 0.0)),
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object::Body::Pumpkin1 => ("object/pumpkin1.vox", Vec3::new(-5.5, -4.0, 0.0)),
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object::Body::Pumpkin2 => ("object/pumpkin2.vox", Vec3::new(-5.0, -4.0, 0.0)),
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object::Body::Pumpkin3 => ("object/pumpkin3.vox", Vec3::new(-5.0, -4.0, 0.0)),
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object::Body::Pumpkin4 => ("object/pumpkin4.vox", Vec3::new(-5.0, -4.0, 0.0)),
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object::Body::Pumpkin5 => ("object/pumpkin5.vox", Vec3::new(-4.0, -5.0, 0.0)),
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object::Body::Campfire => ("object/campfire.vox", Vec3::new(-9.0, -10.0, 0.0)),
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object::Body::LanternGround => {
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("object/lantern_ground.vox", Vec3::new(-3.5, -3.5, 0.0))
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}
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object::Body::LanternGroundOpen => {
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("object/lantern_ground_open.vox", Vec3::new(-3.5, -3.5, 0.0))
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}
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object::Body::LanternStanding => {
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("object/lantern_standing.vox", Vec3::new(-7.5, -3.5, 0.0))
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}
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object::Body::LanternStanding2 => {
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("object/lantern_standing_2.vox", Vec3::new(-11.5, -3.5, 0.0))
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}
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object::Body::PotionRed => ("object/potion_red.vox", Vec3::new(-2.0, -2.0, 0.0)),
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object::Body::PotionBlue => ("object/potion_blue.vox", Vec3::new(-2.0, -2.0, 0.0)),
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object::Body::PotionGreen => ("object/potion_green.vox", Vec3::new(-2.0, -2.0, 0.0)),
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object::Body::Crate => ("object/crate.vox", Vec3::new(-7.0, -7.0, 0.0)),
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};
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Self::load_mesh(name, offset)
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}
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}
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}
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}
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