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Fix 1h models in character select idle animation #662
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6014bd8364
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@ -62,7 +62,7 @@ fn main() {
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scene
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.camera_mut()
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.update(0.0, 1.0 / 60.0, scene_data.mouse_smoothing);
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scene.maintain(&mut renderer, scene_data);
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scene.maintain(&mut renderer, scene_data, Some(&loadout));
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// Render
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renderer.clear();
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@ -1,11 +1,12 @@
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use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
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use common::comp::item::{Hands, ToolKind};
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use std::f32::consts::PI;
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use vek::*;
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pub struct IdleAnimation;
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impl Animation for IdleAnimation {
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type Dependency = f64;
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type Dependency = (Option<ToolKind>, Option<ToolKind>, f64);
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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@ -14,7 +15,7 @@ impl Animation for IdleAnimation {
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_idle")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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_global_time: f64,
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(active_tool_kind, second_tool_kind, _global_time): Self::Dependency,
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anim_time: f64,
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_rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
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@ -105,12 +106,41 @@ impl Animation for IdleAnimation {
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next.glider.scale = Vec3::one() * 0.0;
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next.main.offset = Vec3::new(-7.0, -5.0, 15.0);
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next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
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next.main.scale = Vec3::one() + head_abs * -0.05;
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match active_tool_kind {
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Some(ToolKind::Dagger(_)) => {
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next.main.offset = Vec3::new(-4.0, -5.0, 7.0);
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next.main.ori =
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Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
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},
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Some(ToolKind::Shield(_)) => {
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next.main.offset = Vec3::new(-0.0, -5.0, 3.0);
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next.main.ori =
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Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
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},
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_ => {
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next.main.offset = Vec3::new(-7.0, -5.0, 15.0);
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next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
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},
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}
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next.main.scale = Vec3::one();
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next.second.offset = Vec3::new(0.0, 0.0, 0.0);
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next.second.scale = Vec3::one() * 0.0;
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match second_tool_kind {
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Some(ToolKind::Dagger(_)) => {
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next.second.offset = Vec3::new(4.0, -6.0, 7.0);
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next.second.ori =
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Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
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},
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Some(ToolKind::Shield(_)) => {
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next.second.offset = Vec3::new(0.0, -4.0, 3.0);
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next.second.ori =
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Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
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},
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_ => {
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next.second.offset = Vec3::new(-7.0, -5.0, 15.0);
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next.second.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
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},
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}
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next.second.scale = Vec3::one();
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next.lantern.offset = Vec3::new(
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skeleton_attr.lantern.0,
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@ -135,6 +165,15 @@ impl Animation for IdleAnimation {
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next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.r_control.ori = Quaternion::rotation_x(0.0);
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next.r_control.scale = Vec3::one();
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next.second.scale = match (
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active_tool_kind.map(|tk| tk.into_hands()),
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second_tool_kind.map(|tk| tk.into_hands()),
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) {
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(Some(Hands::OneHand), Some(Hands::OneHand)) => Vec3::one(),
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(_, _) => Vec3::zero(),
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};
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next
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}
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}
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@ -117,6 +117,8 @@ impl PlayState for CharSelectionState {
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}
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});
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let loadout = self.char_selection_ui.get_loadout();
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// Maintain the scene.
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{
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let client = self.client.borrow();
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@ -133,12 +135,13 @@ impl PlayState for CharSelectionState {
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.figure_lod_render_distance
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as f32,
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};
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self.scene
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.maintain(global_state.window.renderer_mut(), scene_data);
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self.scene.maintain(
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global_state.window.renderer_mut(),
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scene_data,
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loadout.as_ref(),
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);
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}
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// Render the scene.
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let loadout = self.char_selection_ui.get_loadout();
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self.scene.render(
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global_state.window.renderer_mut(),
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self.client.borrow().get_tick(),
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@ -16,7 +16,7 @@ use anim::{
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Animation, Skeleton,
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};
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use common::{
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comp::{humanoid, Body, Loadout},
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comp::{humanoid, item::ItemKind, Body, Loadout},
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figure::Segment,
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terrain::BlockKind,
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vol::{BaseVol, ReadVol, Vox},
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@ -157,7 +157,12 @@ impl Scene {
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}
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}
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pub fn maintain(&mut self, renderer: &mut Renderer, scene_data: SceneData) {
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pub fn maintain(
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&mut self,
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renderer: &mut Renderer,
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scene_data: SceneData,
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loadout: Option<&Loadout>,
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) {
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self.camera
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.update(scene_data.time, 1.0 / 60.0, scene_data.mouse_smoothing);
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@ -191,10 +196,30 @@ impl Scene {
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self.figure_model_cache.clean(scene_data.tick);
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let active_item_kind = loadout
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.and_then(|l| l.active_item.as_ref())
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.map(|i| &i.item.kind);
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let active_tool_kind = if let Some(ItemKind::Tool(tool)) = active_item_kind {
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Some(tool.kind)
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} else {
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None
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};
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let second_item_kind = loadout
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.and_then(|l| l.second_item.as_ref())
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.map(|i| &i.item.kind);
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let second_tool_kind = if let Some(ItemKind::Tool(tool)) = second_item_kind {
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Some(tool.kind)
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} else {
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None
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};
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if let Some(body) = scene_data.body {
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let tgt_skeleton = IdleAnimation::update_skeleton(
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self.figure_state.skeleton_mut(),
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scene_data.time,
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(active_tool_kind, second_tool_kind, scene_data.time),
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scene_data.time,
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&mut 0.0,
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&SkeletonAttr::from(&body),
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