diff --git a/voxygen/src/scene/mod.rs b/voxygen/src/scene/mod.rs index 5c740cbf35..b7fb9352f3 100644 --- a/voxygen/src/scene/mod.rs +++ b/voxygen/src/scene/mod.rs @@ -4,20 +4,11 @@ pub mod terrain; use vek::*; use dot_vox; -<<<<<<< HEAD use common::{ comp, figure::Segment, }; use client::Client; -======= - -// Project -use common::figure::Segment; -use client::Client; - -// Crate ->>>>>>> fc56d4d1bc9f9ea9b40dc42f600e164d11e2eb40 use crate::{ render::{ Consts, @@ -79,34 +70,7 @@ impl Scene { .unwrap(), }, terrain: Terrain::new(), -<<<<<<< HEAD figures: Figures::new(renderer), -======= - - test_figure: Figure::new( - renderer, - [ - Some(load_segment("dragonhead.vox").generate_mesh(Vec3::new(2.0, -12.0, 2.0))), - Some(load_segment("dragon_body.vox").generate_mesh(Vec3::new(0.0, 0.0, 0.0))), - Some(load_segment("dragon_lfoot.vox").generate_mesh(Vec3::new(10.0, 10.0, -80.0))), - Some(load_segment("dragon_rfoot.vox").generate_mesh(Vec3::new(0.0, 10.0, -4.0))), - Some(load_segment("dragon_rfoot.vox").generate_mesh(Vec3::new(0.0, -10.0, -4.0))), - Some(load_segment("dragon_lfoot.vox").generate_mesh(Vec3::new(0.0, 0.0, 0.0))), - None, - None, - None, - None, - None, - None, - None, - None, - None, - None, - ], - CharacterSkeleton::new(), - ) - .unwrap(), ->>>>>>> fc56d4d1bc9f9ea9b40dc42f600e164d11e2eb40 } } @@ -142,7 +106,6 @@ impl Scene { } /// Maintain data such as GPU constant buffers, models, etc. To be called once per tick. -<<<<<<< HEAD pub fn maintain(&mut self, renderer: &mut Renderer, client: &mut Client) { // Get player position let player_pos = client @@ -157,9 +120,6 @@ impl Scene { // Alter camera position to match player self.camera.set_focus_pos(player_pos + Vec3::unit_z() * 1.5); -======= - pub fn maintain(&mut self, renderer: &mut Renderer, client: &Client) { ->>>>>>> fc56d4d1bc9f9ea9b40dc42f600e164d11e2eb40 // Compute camera matrices let (view_mat, proj_mat, cam_pos) = self.camera.compute_dependents(); @@ -177,18 +137,7 @@ impl Scene { // Maintain the terrain and figures self.terrain.maintain(renderer, client); -<<<<<<< HEAD self.figures.maintain(renderer, client); -======= - - // TODO: Don't do this here - RunAnimation::update_skeleton( - &mut self.test_figure.skeleton, - client.state().get_time(), - ); - self.test_figure.update_locals(renderer, FigureLocals::default()).unwrap(); - self.test_figure.update_skeleton(renderer).unwrap(); ->>>>>>> fc56d4d1bc9f9ea9b40dc42f600e164d11e2eb40 } /// Render the scene using the provided `Renderer`