animation adjustments

Former-commit-id: 8752caf0bdcac1c2938f048878a008e8f5cd18e0
This commit is contained in:
jshipsey 2019-05-12 20:52:30 -04:00
parent 797c8f5bb7
commit dec9632460
10 changed files with 154 additions and 73 deletions

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assets/voxygen/voxel/hand.vox (Stored with Git LFS)

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assets/voxygen/voxel/head.vox (Stored with Git LFS)

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assets/voxygen/voxel/shoulder_l.vox (Stored with Git LFS) Normal file

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assets/voxygen/voxel/shoulder_r.vox (Stored with Git LFS) Normal file

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@ -60,6 +60,17 @@ pub enum Weapon {
Staff, Staff,
} }
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum Shoulder {
DefaultShoulder
}
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum Draw {
DefaultDraw
}
use Belt::*; use Belt::*;
use Chest::*; use Chest::*;
use Foot::*; use Foot::*;
@ -69,6 +80,9 @@ use Head::*;
use Pants::*; use Pants::*;
use Race::*; use Race::*;
use Weapon::*; use Weapon::*;
use Shoulder::*;
use Draw::*;
const ALL_RACES: [Race; 6] = [Danari, Dwarf, Elf, Human, Orc, Undead]; const ALL_RACES: [Race; 6] = [Danari, Dwarf, Elf, Human, Orc, Undead];
const ALL_GENDERS: [Gender; 3] = [Female, Male, Unspecified]; const ALL_GENDERS: [Gender; 3] = [Female, Male, Unspecified];
@ -79,6 +93,10 @@ const ALL_PANTS: [Pants; 1] = [DefaultPants];
const ALL_HANDS: [Hand; 1] = [DefaultHand]; const ALL_HANDS: [Hand; 1] = [DefaultHand];
const ALL_FEET: [Foot; 1] = [DefaultFoot]; const ALL_FEET: [Foot; 1] = [DefaultFoot];
const ALL_WEAPONS: [Weapon; 7] = [Daggers, SwordShield, Sword, Axe, Hammer, Bow, Staff]; const ALL_WEAPONS: [Weapon; 7] = [Daggers, SwordShield, Sword, Axe, Hammer, Bow, Staff];
const ALL_SHOULDERS: [Shoulder; 1] = [DefaultShoulder];
const ALL_DRAW: [Draw; 1] = [DefaultDraw];
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)] #[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub struct Character { pub struct Character {
@ -91,6 +109,9 @@ pub struct Character {
pub hand: Hand, pub hand: Hand,
pub foot: Foot, pub foot: Foot,
pub weapon: Weapon, pub weapon: Weapon,
pub shoulder: Shoulder,
pub draw: Draw,
} }
impl Character { impl Character {
@ -105,6 +126,9 @@ impl Character {
hand: *thread_rng().choose(&ALL_HANDS).unwrap(), hand: *thread_rng().choose(&ALL_HANDS).unwrap(),
foot: *thread_rng().choose(&ALL_FEET).unwrap(), foot: *thread_rng().choose(&ALL_FEET).unwrap(),
weapon: *thread_rng().choose(&ALL_WEAPONS).unwrap(), weapon: *thread_rng().choose(&ALL_WEAPONS).unwrap(),
shoulder: *thread_rng().choose(&ALL_SHOULDERS).unwrap(),
draw: *thread_rng().choose(&ALL_DRAW).unwrap(),
} }
} }
} }

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@ -7,6 +7,9 @@ use vek::*;
// Local // Local
use super::{super::Animation, CharacterSkeleton, SCALE}; use super::{super::Animation, CharacterSkeleton, SCALE};
pub struct Input {
pub attack: bool,
}
pub struct IdleAnimation; pub struct IdleAnimation;
impl Animation for IdleAnimation { impl Animation for IdleAnimation {
@ -40,62 +43,66 @@ impl Animation for IdleAnimation {
.sin() .sin()
* 0.25, * 0.25,
); );
next.head.offset = Vec3::new(5.5, 2.0, 11.5 + waveultra_slow * 0.4); next.head.offset = Vec3::new(5.5, 2.0, 11.0 + waveultra_slow * 0.3);
next.head.ori = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y); next.head.ori = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y);
next.head.scale = Vec3::one(); next.head.scale = Vec3::one();
next.chest.offset = Vec3::new(5.5, 0.0, 7.5 + waveultra_slow * 0.4); next.chest.offset = Vec3::new(5.5, 0.0, 7.0 + waveultra_slow * 0.3);
next.chest.ori = Quaternion::rotation_x(0.0); next.chest.ori = Quaternion::rotation_x(0.0);
next.chest.scale = Vec3::one(); next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(5.5, 0.0, 5.5 + waveultra_slow * 0.4); next.belt.offset = Vec3::new(5.5, 0.0, 5.0 + waveultra_slow * 0.3);
next.belt.ori = Quaternion::rotation_x(0.0); next.belt.ori = Quaternion::rotation_x(0.0);
next.belt.scale = Vec3::one(); next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(5.5, 0.0, 2.5 + waveultra_slow * 0.4); next.shorts.offset = Vec3::new(5.5, 0.0, 2.0 + waveultra_slow * 0.3);
next.shorts.ori = Quaternion::rotation_x(0.0); next.shorts.ori = Quaternion::rotation_x(0.0);
next.shorts.scale = Vec3::one(); next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new( next.l_hand.offset = Vec3::new(
-7.5, -6.0,
-2.0 + waveultracos_slow * 0.3, -2.0 + waveultracos_slow * 0.15,
12.0 + waveultra_slow * 1.1, 11.5 + waveultra_slow * 0.5,
); );
next.l_hand.ori = Quaternion::rotation_x(0.0 + waveultra_slow * 0.06); next.l_hand.ori = Quaternion::rotation_x(0.0 + waveultra_slow * 0.06);
next.l_hand.scale = Vec3::one(); next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new( next.r_hand.offset = Vec3::new(
7.5, 9.0,
-2.0 + waveultracos_slow * 0.3, -2.0 + waveultracos_slow * 0.15,
12.0 + waveultra_slow * 1.1, 11.5 + waveultra_slow * 0.5,
); );
next.r_hand.ori = Quaternion::rotation_x(0.0 + waveultra_slow * 0.06); next.r_hand.ori = Quaternion::rotation_x(0.0 + waveultra_slow * 0.06);
next.r_hand.scale = Vec3::one(); next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, 0.0, 8.0); next.l_foot.offset = Vec3::new(-3.3, -0.1, 8.0);
next.l_foot.ori = Quaternion::identity(); next.l_foot.ori = Quaternion::identity();
next.l_foot.scale = Vec3::one(); next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, 0.0, 8.0); next.r_foot.offset = Vec3::new(4.1, -0.1, 8.0);
next.r_foot.ori = Quaternion::identity(); next.r_foot.ori = Quaternion::identity();
next.r_foot.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-5.0, -6.0, 18.5); next.weapon.offset = Vec3::new(-5.0, -6.0, 18.0);
next.weapon.ori = Quaternion::rotation_y(2.5); next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.scale = Vec3::one(); next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-10.0, -3.0, 2.5);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one();
next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one();
next.torso.offset = Vec3::new(-0.5, -0.2, 0.1); next.torso.offset = Vec3::new(-0.5, -0.2, 0.1);
next.torso.ori = Quaternion::rotation_x(0.0); next.torso.ori = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0; next.torso.scale = Vec3::one() / 11.0;
next.l_shoulder.offset = Vec3::new(2.9, 6.0, 18.0); next.draw.offset = Vec3::new(0.0, 1.0, -8.0);
next.l_shoulder.ori = Quaternion::rotation_x(0.0); next.draw.ori = Quaternion::rotation_y(-0.2);
next.l_shoulder.scale = Vec3::one(); next.draw.scale = Vec3::one();
next.r_shoulder.offset = Vec3::new(2.9, -6.0, 18.0);
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one();
next next
} }
} }

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@ -21,18 +21,19 @@ impl Animation for JumpAnimation {
) -> Self::Skeleton { ) -> Self::Skeleton {
let mut next = (*skeleton).clone(); let mut next = (*skeleton).clone();
let wave = (anim_time as f32 * 14.0).sin(); let wave = (anim_time as f32 * 14.0).sin();
let arcwave = (1.0f32.ln_1p() - 1.0).abs(); let waveslow = (anim_time as f32 * 7.0).sin();
let arcwave = (1.0f32.ln_1p() - 1.5).abs();
let wavetest = (wave.cbrt()); let wavetest = (wave.cbrt());
let fuzzwave = (anim_time as f32 * 12.0).sin(); let fuzzwave = (anim_time as f32 * 12.0).sin();
let wavecos = (anim_time as f32 * 14.0).cos(); let wavecos = (anim_time as f32 * 14.0).cos();
let wave_slow = (anim_time as f32 * 5.0 + PI).min(PI / 2.0).sin(); let wave_stop = (anim_time as f32 * 4.5).min(PI / 2.0).sin();
let wave_stopalt = (anim_time as f32 * 5.0).min(PI / 2.0).sin();
let wave_slowtest = (anim_time as f32).min(PI / 2.0).sin(); let wave_slowtest = (anim_time as f32).min(PI / 2.0).sin();
let wavecos_slow = (anim_time as f32 * 8.0 + PI).cos(); let wavecos_slow = (anim_time as f32 * 8.0 + PI).cos();
let wave_dip = (wave_slow.abs() - 0.5).abs();
let mult = wave_slow / (wave_slow.abs());
next.head.offset = Vec3::new(5.5, 2.0, 12.0); next.head.offset = Vec3::new(5.5, 2.0, 12.0);
next.head.ori = Quaternion::rotation_x(0.15); next.head.ori = Quaternion::rotation_x(0.25);
next.head.scale = Vec3::one(); next.head.scale = Vec3::one();
next.chest.offset = Vec3::new(5.5, 0.0, 8.0); next.chest.offset = Vec3::new(5.5, 0.0, 8.0);
@ -47,38 +48,38 @@ impl Animation for JumpAnimation {
next.shorts.ori = Quaternion::rotation_z(0.0); next.shorts.ori = Quaternion::rotation_z(0.0);
next.shorts.scale = Vec3::one(); next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(-7.5, -2.0, 12.0); next.l_hand.offset = Vec3::new(-7.5, 0.0, 12.0);
next.l_hand.ori = Quaternion::rotation_x(0.8); next.l_hand.ori = Quaternion::rotation_x(wave_stopalt * 1.2 - waveslow * 0.15);
next.l_hand.scale = Vec3::one(); next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(7.5, -2.0, 12.0); next.r_hand.offset = Vec3::new(7.5, 0.0, 12.0);
next.r_hand.ori = Quaternion::rotation_x(-0.8); next.r_hand.ori = Quaternion::rotation_x(wave_stopalt * -1.2 + waveslow * 0.15);
next.r_hand.scale = Vec3::one(); next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, 1.0, 6.0); next.l_foot.offset = Vec3::new(-3.4, 1.0, 6.0);
next.l_foot.ori = Quaternion::rotation_x(wave_slow * -1.2); next.l_foot.ori = Quaternion::rotation_x(wave_stop * -1.2 - waveslow * 0.2);
next.l_foot.scale = Vec3::one(); next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, -1.0, 6.0); next.r_foot.offset = Vec3::new(3.4, -1.0, 6.0);
next.r_foot.ori = Quaternion::rotation_x(wave_slow * 1.2); next.r_foot.ori = Quaternion::rotation_x(wave_stop * 1.2 + waveslow * 0.2);
next.r_foot.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-5.0, -6.0, 19.0); next.weapon.offset = Vec3::new(-5.0, -6.0, 19.0);
next.weapon.ori = Quaternion::rotation_y(2.5); next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.scale = Vec3::one(); next.weapon.scale = Vec3::one();
next.torso.offset = Vec3::new(-0.5, 0.0, 0.2); next.l_shoulder.offset = Vec3::new(-10.0, -3.0, 2.5);
next.torso.ori = Quaternion::rotation_x(0.0); next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0;
next.l_shoulder.offset = Vec3::new(3.0, 6.0, 18.0);
next.l_shoulder.ori = Quaternion::rotation_y(0.0);
next.l_shoulder.scale = Vec3::one(); next.l_shoulder.scale = Vec3::one();
next.r_shoulder.offset = Vec3::new(3.0, -6.0, 18.0); next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
next.r_shoulder.ori = Quaternion::rotation_y(0.0); next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one(); next.r_shoulder.scale = Vec3::one();
next.torso.offset = Vec3::new(-0.5, -0.2, 0.0);
next.torso.ori = Quaternion::rotation_x(-0.2);
next.torso.scale = Vec3::one() / 11.0;
next next
} }
} }

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@ -25,9 +25,11 @@ pub struct CharacterSkeleton {
l_foot: Bone, l_foot: Bone,
r_foot: Bone, r_foot: Bone,
weapon: Bone, weapon: Bone,
torso: Bone,
l_shoulder: Bone, l_shoulder: Bone,
r_shoulder: Bone, r_shoulder: Bone,
torso: Bone,
draw: Bone,
} }
impl CharacterSkeleton { impl CharacterSkeleton {
@ -42,9 +44,11 @@ impl CharacterSkeleton {
l_foot: Bone::default(), l_foot: Bone::default(),
r_foot: Bone::default(), r_foot: Bone::default(),
weapon: Bone::default(), weapon: Bone::default(),
torso: Bone::default(),
l_shoulder: Bone::default(), l_shoulder: Bone::default(),
r_shoulder: Bone::default(), r_shoulder: Bone::default(),
torso: Bone::default(),
draw: Bone::default(),
} }
} }
} }
@ -53,22 +57,21 @@ impl Skeleton for CharacterSkeleton {
fn compute_matrices(&self) -> [FigureBoneData; 16] { fn compute_matrices(&self) -> [FigureBoneData; 16] {
let chest_mat = self.chest.compute_base_matrix(); let chest_mat = self.chest.compute_base_matrix();
let torso_mat = self.torso.compute_base_matrix(); let torso_mat = self.torso.compute_base_matrix();
let l_hand_mat = self.l_hand.compute_base_matrix();
[ [
FigureBoneData::new(torso_mat * self.head.compute_base_matrix()), FigureBoneData::new(torso_mat * self.head.compute_base_matrix()),
FigureBoneData::new(torso_mat * chest_mat), FigureBoneData::new(torso_mat * chest_mat),
FigureBoneData::new(torso_mat * self.belt.compute_base_matrix()), FigureBoneData::new(torso_mat * self.belt.compute_base_matrix()),
FigureBoneData::new(torso_mat * self.shorts.compute_base_matrix()), FigureBoneData::new(torso_mat * self.shorts.compute_base_matrix()),
FigureBoneData::new(torso_mat * self.l_hand.compute_base_matrix()), FigureBoneData::new(torso_mat * l_hand_mat),
FigureBoneData::new(torso_mat * self.r_hand.compute_base_matrix()), FigureBoneData::new(torso_mat * self.r_hand.compute_base_matrix()),
FigureBoneData::new(torso_mat * self.l_foot.compute_base_matrix()), FigureBoneData::new(torso_mat * self.l_foot.compute_base_matrix()),
FigureBoneData::new(torso_mat * self.r_foot.compute_base_matrix()), FigureBoneData::new(torso_mat * self.r_foot.compute_base_matrix()),
FigureBoneData::new(torso_mat * chest_mat * self.weapon.compute_base_matrix()), FigureBoneData::new(torso_mat * chest_mat * self.weapon.compute_base_matrix()),
FigureBoneData::new(torso_mat * chest_mat * self.l_shoulder.compute_base_matrix()),
FigureBoneData::new(torso_mat * chest_mat * self.r_shoulder.compute_base_matrix()),
FigureBoneData::new(torso_mat), FigureBoneData::new(torso_mat),
//FigureBoneData::new(torso_mat * self.l_shoulder.compute_base_matrix()), FigureBoneData::new(torso_mat * l_hand_mat * self.draw.compute_base_matrix()),
//FigureBoneData::new(torso_mat * self.r_shoulder.compute_base_matrix()),
FigureBoneData::default(),
FigureBoneData::default(),
FigureBoneData::default(),
FigureBoneData::default(), FigureBoneData::default(),
FigureBoneData::default(), FigureBoneData::default(),
FigureBoneData::default(), FigureBoneData::default(),
@ -85,8 +88,12 @@ impl Skeleton for CharacterSkeleton {
self.l_foot.interpolate(&target.l_foot); self.l_foot.interpolate(&target.l_foot);
self.r_foot.interpolate(&target.r_foot); self.r_foot.interpolate(&target.r_foot);
self.weapon.interpolate(&target.weapon); self.weapon.interpolate(&target.weapon);
self.torso.interpolate(&target.torso);
self.l_shoulder.interpolate(&target.l_shoulder); self.l_shoulder.interpolate(&target.l_shoulder);
self.r_shoulder.interpolate(&target.r_shoulder); self.r_shoulder.interpolate(&target.r_shoulder);
self.torso.interpolate(&target.torso);
self.draw.interpolate(&target.draw);
} }
} }

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@ -28,27 +28,27 @@ impl Animation for RunAnimation {
let wavecos_slow = (anim_time as f32 * 8.0 + PI).cos(); let wavecos_slow = (anim_time as f32 * 8.0 + PI).cos();
let wave_dip = (wave_slow.abs() - 0.5).abs(); let wave_dip = (wave_slow.abs() - 0.5).abs();
next.head.offset = Vec3::new(5.5, 2.0, 12.0 + wavecos * 1.3); next.head.offset = Vec3::new(5.5, 2.0, 11.0 + wavecos * 1.3);
next.head.ori = Quaternion::rotation_x(0.15); next.head.ori = Quaternion::rotation_x(0.15);
next.head.scale = Vec3::one(); next.head.scale = Vec3::one();
next.chest.offset = Vec3::new(5.5, 0.0, 8.0 + wavecos * 1.1); next.chest.offset = Vec3::new(5.5, 0.0, 7.0 + wavecos * 1.1);
next.chest.ori = Quaternion::rotation_z(wave * 0.1); next.chest.ori = Quaternion::rotation_z(wave * 0.1);
next.chest.scale = Vec3::one(); next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(5.5, 0.0, 6.0 + wavecos * 1.1); next.belt.offset = Vec3::new(5.5, 0.0, 5.0 + wavecos * 1.1);
next.belt.ori = Quaternion::rotation_z(wave * 0.25); next.belt.ori = Quaternion::rotation_z(wave * 0.25);
next.belt.scale = Vec3::one(); next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(5.5, 0.0, 3.0 + wavecos * 1.1); next.shorts.offset = Vec3::new(5.5, 0.0, 2.0 + wavecos * 1.1);
next.shorts.ori = Quaternion::rotation_z(wave * 0.6); next.shorts.ori = Quaternion::rotation_z(wave * 0.6);
next.shorts.scale = Vec3::one(); next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(-7.5, -2.0 + wavecos * 2.5, 12.0 - wave * 1.5); next.l_hand.offset = Vec3::new(-7.5, 0.0 + wavecos * 2.5, 11.0 - wave * 1.5);
next.l_hand.ori = Quaternion::rotation_x(wavecos * 0.9); next.l_hand.ori = Quaternion::rotation_x(wavecos * 0.9);
next.l_hand.scale = Vec3::one(); next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(7.5, -2.0 - wavecos * 2.5, 12.0 + wave * 1.5); next.r_hand.offset = Vec3::new(7.5, 0.0 - wavecos * 2.5, 11.0 + wave * 1.5);
next.r_hand.ori = Quaternion::rotation_x(wavecos * -0.9); next.r_hand.ori = Quaternion::rotation_x(wavecos * -0.9);
next.r_hand.scale = Vec3::one(); next.r_hand.scale = Vec3::one();
@ -60,21 +60,27 @@ impl Animation for RunAnimation {
next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave * 1.5); next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave * 1.5);
next.r_foot.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-5.0, -6.0, 19.0); next.weapon.offset = Vec3::new(-5.0, -6.0, 18.0);
next.weapon.ori = Quaternion::rotation_y(2.5); next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.scale = Vec3::one(); next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-10.0, -3.0, 2.5);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one();
next.torso.offset = Vec3::new(-0.5, -0.2, 0.2); next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one();
next.torso.offset = Vec3::new(-0.5, -0.2, 0.4);
next.torso.ori = Quaternion::rotation_x(-velocity * 0.05 - wavecos * 0.1); next.torso.ori = Quaternion::rotation_x(-velocity * 0.05 - wavecos * 0.1);
next.torso.scale = Vec3::one() / 11.0; next.torso.scale = Vec3::one() / 11.0;
next.l_shoulder.offset = Vec3::new(3.0, 6.0, 18.0); next.draw.offset = Vec3::new(0.0, 1.0, -8.0);
next.l_shoulder.ori = Quaternion::rotation_y(0.0); next.draw.ori = Quaternion::rotation_y(-0.2);
next.l_shoulder.scale = Vec3::one(); next.draw.scale = Vec3::one();
next.r_shoulder.offset = Vec3::new(3.0, -6.0, 18.0);
next.r_shoulder.ori = Quaternion::rotation_y(0.0);
next.r_shoulder.scale = Vec3::one();
next next
} }

View File

@ -14,7 +14,7 @@ use common::{
assets, assets,
comp::{ comp::{
self, self,
character::{Belt, Character, Chest, Foot, Hand, Head, Pants, Weapon}, character::{Belt, Character, Chest, Foot, Hand, Head, Pants, Weapon, Shoulder, Draw},
}, },
figure::Segment, figure::Segment,
msg, msg,
@ -62,8 +62,9 @@ impl FigureCache {
Some(Self::load_left_foot(character.foot)), Some(Self::load_left_foot(character.foot)),
Some(Self::load_right_foot(character.foot)), Some(Self::load_right_foot(character.foot)),
Some(Self::load_weapon(character.weapon)), Some(Self::load_weapon(character.weapon)),
None, Some(Self::load_left_shoulder(character.shoulder)),
None, Some(Self::load_right_shoulder(character.shoulder)),
//Some(Self::load_draw(character.draw)),
None, None,
None, None,
None, None,
@ -146,7 +147,7 @@ impl FigureCache {
match hand { match hand {
Hand::DefaultHand => "hand.vox", Hand::DefaultHand => "hand.vox",
}, },
Vec3::new(3.5, 0.0, -7.0), Vec3::new(2.0, 0.0, -7.0),
) )
} }
@ -155,7 +156,7 @@ impl FigureCache {
match hand { match hand {
Hand::DefaultHand => "hand.vox", Hand::DefaultHand => "hand.vox",
}, },
Vec3::new(3.5, 0.0, -7.0), Vec3::new(2.0, 0.0, -7.0),
) )
} }
@ -188,6 +189,35 @@ impl FigureCache {
) )
} }
fn load_left_shoulder(shoulder: Shoulder) -> Mesh<FigurePipeline> {
Self::load_mesh(
match shoulder {
Shoulder::DefaultShoulder => "shoulder_l.vox",
},
Vec3::new(2.5, 0.0, 0.0),
)
}
fn load_right_shoulder(shoulder: Shoulder) -> Mesh<FigurePipeline> {
Self::load_mesh(
match shoulder {
Shoulder::DefaultShoulder => "shoulder_r.vox",
},
Vec3::new(2.5, 0.0, 0.0),
)
}
// fn load_draw(draw: Draw) -> Mesh<FigurePipeline> {
// Self::load_mesh(
// match draw {
// //Draw::DefaultDraw => "sword.vox",
//
// },
// Vec3::new(0.0, 0.0, -2.0)
//
//
// )
// }
pub fn maintain(&mut self, renderer: &mut Renderer, client: &mut Client) { pub fn maintain(&mut self, renderer: &mut Renderer, client: &mut Client) {
let time = client.state().get_time(); let time = client.state().get_time();
let ecs = client.state_mut().ecs_mut(); let ecs = client.state_mut().ecs_mut();