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Remove use of empty.vox
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074eee06e6
commit
cc331c10b6
BIN
assets/voxygen/voxel/figure/body/empty.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/figure/body/empty.vox
(Stored with Git LFS)
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BIN
assets/voxygen/voxel/figure/empty.vox
(Stored with Git LFS)
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assets/voxygen/voxel/figure/empty.vox
(Stored with Git LFS)
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@ -65,38 +65,6 @@ impl Segment {
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pub fn map_rgb(self, transform: impl Fn(Rgb<u8>) -> Rgb<u8>) -> Self {
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self.map(|cell| cell.get_color().map(|rgb| Cell::new(transform(rgb))))
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}
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/// Replaces one cell with another
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// TODO unused -> remove?
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pub fn replace(self, old: Cell, new: Cell) -> Self {
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self.map(|cell| if cell == old { Some(new) } else { None })
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}
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// Preserve the luminance of all the colors but set the chomaticity to match the provided color
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/*pub fn chromify(self, chroma: Rgb<u8>) -> Self {
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let chroma = chroma.map(|e| e as f32 / 255.0);
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self.map_rgb(|rgb| {
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chromify_srgb(rgb.map(|e| e as f32 / 255.0), chroma).map(|e| (e * 255.0) as u8)
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})
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}*/
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// Sets the chromaticity based on the provided color
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// Multiplies luma with luma of the provided color (might not be what we want)
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/*pub fn colorify(mut self, color: Rgb<u8>) -> Self {
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self.map_rgb(|rgb| {
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let l = rgb_to_xyy(srgb_to_linear(rgb.map(|e| e as f32 / 255.0))).z;
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let mut xyy = rgb_to_xyy(srgb_to_linear(color.map(|e| e as f32 / 255.0)));
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xyy.z = l;
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linear_to_srgb(xyy_to_rgb(xyy).map(|e| e.min(1.0).max(0.0))).map(|e| (e * 255.0) as u8)
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})
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}
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// Multiplies the supplied color with all the current colors in linear space
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pub fn tint(mut self, color: Rgb<u8>) -> Self {
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self.map_rgb(|rgb| {
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let c1 = srgb_to_linear(rgb.map(|e| e as f32 / 255.0));
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let c2 = srgb_to_linear(color.map(|e| e as f32 / 255.0));
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linear_to_srgb(c1*c2).map(|e| (e.min(1.0).max(0.0) * 255.0) as u8)
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})
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}*/
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}
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// TODO: move
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@ -338,18 +338,18 @@ pub fn mesh_main(item: Option<&Item>) -> Mesh<FigurePipeline> {
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Tool::Staff => ("weapon.axe.rusty_2h", Vec3::new(-2.5, -6.5, -2.0)),
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},
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Item::Debug(_) => ("weapon.debug_wand", Vec3::new(-1.5, -9.5, -4.0)),
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_ => ("figure.empty", Vec3::default()),
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_ => return Mesh::new(),
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};
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load_mesh(name, offset)
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} else {
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load_mesh("figure.empty", Vec3::default())
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Mesh::new()
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}
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}
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pub fn mesh_left_shoulder(shoulder: Shoulder) -> Mesh<FigurePipeline> {
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load_mesh(
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match shoulder {
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Shoulder::None => "figure.empty",
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Shoulder::None => return Mesh::new(),
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Shoulder::Brown1 => "armor.shoulder.shoulder_l_brown",
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},
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Vec3::new(-2.5, -3.5, -1.5),
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@ -359,7 +359,7 @@ pub fn mesh_left_shoulder(shoulder: Shoulder) -> Mesh<FigurePipeline> {
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pub fn mesh_right_shoulder(shoulder: Shoulder) -> Mesh<FigurePipeline> {
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load_mesh(
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match shoulder {
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Shoulder::None => "figure.empty",
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Shoulder::None => return Mesh::new(),
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Shoulder::Brown1 => "armor.shoulder.shoulder_r_brown",
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},
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Vec3::new(-2.5, -3.5, -1.5),
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