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merge conflict fix
Former-commit-id: 31fca905c387211f926031012f6c025e3d82f531
This commit is contained in:
parent
b107a46b07
commit
b4fdc472e5
@ -4,20 +4,11 @@ pub mod terrain;
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use vek::*;
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use dot_vox;
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<<<<<<< HEAD
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use common::{
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comp,
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figure::Segment,
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};
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use client::Client;
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=======
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// Project
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use common::figure::Segment;
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use client::Client;
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// Crate
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>>>>>>> fc56d4d1bc9f9ea9b40dc42f600e164d11e2eb40
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use crate::{
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render::{
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Consts,
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@ -79,34 +70,7 @@ impl Scene {
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.unwrap(),
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},
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terrain: Terrain::new(),
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<<<<<<< HEAD
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figures: Figures::new(renderer),
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=======
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test_figure: Figure::new(
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renderer,
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[
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Some(load_segment("dragonhead.vox").generate_mesh(Vec3::new(2.0, -12.0, 2.0))),
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Some(load_segment("dragon_body.vox").generate_mesh(Vec3::new(0.0, 0.0, 0.0))),
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Some(load_segment("dragon_lfoot.vox").generate_mesh(Vec3::new(10.0, 10.0, -80.0))),
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Some(load_segment("dragon_rfoot.vox").generate_mesh(Vec3::new(0.0, 10.0, -4.0))),
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Some(load_segment("dragon_rfoot.vox").generate_mesh(Vec3::new(0.0, -10.0, -4.0))),
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Some(load_segment("dragon_lfoot.vox").generate_mesh(Vec3::new(0.0, 0.0, 0.0))),
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None,
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None,
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None,
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None,
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None,
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None,
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None,
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None,
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None,
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None,
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],
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CharacterSkeleton::new(),
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)
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.unwrap(),
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>>>>>>> fc56d4d1bc9f9ea9b40dc42f600e164d11e2eb40
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}
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}
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@ -142,7 +106,6 @@ impl Scene {
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}
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/// Maintain data such as GPU constant buffers, models, etc. To be called once per tick.
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<<<<<<< HEAD
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pub fn maintain(&mut self, renderer: &mut Renderer, client: &mut Client) {
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// Get player position
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let player_pos = client
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@ -157,9 +120,6 @@ impl Scene {
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// Alter camera position to match player
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self.camera.set_focus_pos(player_pos + Vec3::unit_z() * 1.5);
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=======
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pub fn maintain(&mut self, renderer: &mut Renderer, client: &Client) {
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>>>>>>> fc56d4d1bc9f9ea9b40dc42f600e164d11e2eb40
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// Compute camera matrices
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let (view_mat, proj_mat, cam_pos) = self.camera.compute_dependents();
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@ -177,18 +137,7 @@ impl Scene {
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// Maintain the terrain and figures
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self.terrain.maintain(renderer, client);
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<<<<<<< HEAD
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self.figures.maintain(renderer, client);
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=======
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// TODO: Don't do this here
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RunAnimation::update_skeleton(
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&mut self.test_figure.skeleton,
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client.state().get_time(),
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);
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self.test_figure.update_locals(renderer, FigureLocals::default()).unwrap();
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self.test_figure.update_skeleton(renderer).unwrap();
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>>>>>>> fc56d4d1bc9f9ea9b40dc42f600e164d11e2eb40
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}
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/// Render the scene using the provided `Renderer`
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