use crate::{ mesh::Meshable, render::{FigurePipeline, Mesh}, }; use common::comp::humanoid::Body; use common::{ assets::{self, watch::ReloadIndicator, Asset}, comp::{ humanoid::{ Belt, BodyType, Chest, EyeColor, Eyebrows, Foot, Hand, Pants, Race, Shoulder, Skin, }, item::Tool, object, quadruped, quadruped_medium, bird_medium, fish_medium, dragon, bird_small, fish_small, biped_large, Item, Itemkind }, figure::{DynaUnionizer, MatSegment, Material, Segment}, }; use dot_vox::DotVoxData; use hashbrown::HashMap; use log::{error, warn}; use serde_derive::{Deserialize, Serialize}; use std::{fs::File, io::BufReader, sync::Arc}; use vek::*; fn load_segment(mesh_name: &str) -> Segment { let full_specifier: String = ["voxygen.voxel.", mesh_name].concat(); Segment::from(assets::load_expect::(full_specifier.as_str()).as_ref()) } fn graceful_load_vox(mesh_name: &str) -> Arc { let full_specifier: String = ["voxygen.voxel.", mesh_name].concat(); match assets::load::(full_specifier.as_str()) { Ok(dot_vox) => dot_vox, Err(_) => { error!("Could not load vox file for figure: {}", full_specifier); assets::load_expect::("voxygen.voxel.not_found") } } } fn graceful_load_segment(mesh_name: &str) -> Segment { Segment::from(graceful_load_vox(mesh_name).as_ref()) } fn graceful_load_mat_segment(mesh_name: &str) -> MatSegment { MatSegment::from(graceful_load_vox(mesh_name).as_ref()) } fn generate_mesh(segment: &Segment, offset: Vec3) -> Mesh { Meshable::::generate_mesh(segment, offset).0 } pub fn load_mesh(mesh_name: &str, position: Vec3) -> Mesh { generate_mesh(&load_segment(mesh_name), position) } fn color_segment( mat_segment: MatSegment, skin: Skin, hair_color: Rgb, eye_color: EyeColor, ) -> Segment { // TODO move some of the colors to common mat_segment.to_segment(|mat| match mat { Material::Skin => skin.rgb(), Material::SkinDark => skin.dark_rgb(), Material::SkinLight => skin.light_rgb(), Material::Hair => hair_color, // TODO add back multiple colors Material::EyeLight => eye_color.light_rgb(), Material::EyeDark => eye_color.dark_rgb(), Material::EyeWhite => eye_color.white_rgb(), }) } fn recolor_grey(rgb: Rgb, color: Rgb) -> Rgb { use common::util::{linear_to_srgb, srgb_to_linear}; const BASE_GREY: f32 = 178.0; if rgb.r == rgb.g && rgb.g == rgb.b { let c1 = srgb_to_linear(rgb.map(|e| e as f32 / BASE_GREY)); let c2 = srgb_to_linear(color.map(|e| e as f32 / 255.0)); linear_to_srgb(c1 * c2).map(|e| (e.min(1.0).max(0.0) * 255.0) as u8) } else { rgb } } // All offsets should be relative to an initial origin that doesn't change when combining segments #[derive(Serialize, Deserialize)] struct VoxSpec(String, [T; 3]); // Armor can have the color modified. #[derive(Serialize, Deserialize)] struct ArmorVoxSpec { vox_spec: VoxSpec, color: Option<[u8; 3]>, } // For use by armor with a left and right component #[derive(Serialize, Deserialize)] struct SidedArmorVoxSpec { left: ArmorVoxSpec, right: ArmorVoxSpec, } // All reliant on humanoid::Race and humanoid::BodyType #[derive(Serialize, Deserialize)] struct HumHeadSubSpec { offset: [f32; 3], // Should be relative to initial origin head: VoxSpec, eyes: VoxSpec, hair: Vec>>, beard: Vec>>, accessory: Vec>>, } #[derive(Serialize, Deserialize)] pub struct HumHeadSpec(HashMap<(Race, BodyType), HumHeadSubSpec>); impl Asset for HumHeadSpec { const ENDINGS: &'static [&'static str] = &["ron"]; fn parse(buf_reader: BufReader) -> Result { Ok(ron::de::from_reader(buf_reader).expect("Error parsing humanoid head spec")) } } impl HumHeadSpec { pub fn load_watched(indicator: &mut ReloadIndicator) -> Arc { assets::load_watched::("voxygen.voxel.humanoid_head_manifest", indicator).unwrap() } pub fn mesh_head( &self, race: Race, body_type: BodyType, hair_color: u8, hair_style: u8, beard: u8, eye_color: u8, skin: u8, _eyebrows: Eyebrows, accessory: u8, ) -> Mesh { let spec = match self.0.get(&(race, body_type)) { Some(spec) => spec, None => { error!( "No head specification exists for the combination of {:?} and {:?}", race, body_type ); return load_mesh("not_found", Vec3::new(-5.0, -5.0, -2.5)); } }; let hair_rgb = race.hair_color(hair_color); let skin = race.skin_color(skin); let eye_rgb = race.eye_color(eye_color); // Load segment pieces let bare_head = graceful_load_mat_segment(&spec.head.0); let eyes = color_segment( graceful_load_mat_segment(&spec.eyes.0).map_rgb(|rgb| recolor_grey(rgb, hair_rgb)), skin, hair_rgb, eye_rgb, ); let hair = match spec.hair.get(hair_style as usize) { Some(Some(spec)) => Some(( graceful_load_segment(&spec.0).map_rgb(|rgb| recolor_grey(rgb, hair_rgb)), Vec3::from(spec.1), )), Some(None) => None, None => { warn!("No specification for hair style {}", hair_style); None } }; let beard = match spec.beard.get(beard as usize) { Some(Some(spec)) => Some(( graceful_load_segment(&spec.0).map_rgb(|rgb| recolor_grey(rgb, hair_rgb)), Vec3::from(spec.1), )), Some(None) => None, None => { warn!("No specification for this beard: {:?}", beard); None } }; let accessory = match spec.accessory.get(accessory as usize) { Some(Some(spec)) => Some((graceful_load_segment(&spec.0), Vec3::from(spec.1))), Some(None) => None, None => { warn!("No specification for this accessory: {:?}", accessory); None } }; let (head, origin_offset) = DynaUnionizer::new() .add( color_segment(bare_head, skin, hair_rgb, eye_rgb), spec.head.1.into(), ) .add(eyes, spec.eyes.1.into()) .maybe_add(hair) .maybe_add(beard) .maybe_add(accessory) .unify(); generate_mesh( &head, Vec3::from(spec.offset) + origin_offset.map(|e| e as f32 * -1.0), ) } } // Armor spects should be in the same order, top to bottom. // These seem overly split up, but wanted to keep the armor seperated // unlike head which is done above. #[derive(Serialize, Deserialize)] pub struct HumArmorShoulderSpec(HashMap); #[derive(Serialize, Deserialize)] pub struct HumArmorChestSpec(HashMap); #[derive(Serialize, Deserialize)] pub struct HumArmorHandSpec(HashMap); #[derive(Serialize, Deserialize)] pub struct HumArmorBeltSpec(HashMap); #[derive(Serialize, Deserialize)] pub struct HumArmorPantsSpec(HashMap); #[derive(Serialize, Deserialize)] pub struct HumArmorFootSpec(HashMap); impl Asset for HumArmorShoulderSpec { const ENDINGS: &'static [&'static str] = &["ron"]; fn parse(buf_reader: BufReader) -> Result { Ok(ron::de::from_reader(buf_reader).expect("Error parsing humanoid armor shoulder spec")) } } impl Asset for HumArmorChestSpec { const ENDINGS: &'static [&'static str] = &["ron"]; fn parse(buf_reader: BufReader) -> Result { Ok(ron::de::from_reader(buf_reader).expect("Error parsing humanoid armor chest spec")) } } impl Asset for HumArmorHandSpec { const ENDINGS: &'static [&'static str] = &["ron"]; fn parse(buf_reader: BufReader) -> Result { Ok(ron::de::from_reader(buf_reader).expect("Error parsing humanoid armor hand spec")) } } impl Asset for HumArmorBeltSpec { const ENDINGS: &'static [&'static str] = &["ron"]; fn parse(buf_reader: BufReader) -> Result { Ok(ron::de::from_reader(buf_reader).expect("Error parsing humanoid armor belt spec")) } } impl Asset for HumArmorPantsSpec { const ENDINGS: &'static [&'static str] = &["ron"]; fn parse(buf_reader: BufReader) -> Result { Ok(ron::de::from_reader(buf_reader).expect("Error parsing humanoid armor pants spec")) } } impl Asset for HumArmorFootSpec { const ENDINGS: &'static [&'static str] = &["ron"]; fn parse(buf_reader: BufReader) -> Result { Ok(ron::de::from_reader(buf_reader).expect("Error parsing humanoid armor foot spec")) } } impl HumArmorShoulderSpec { pub fn load_watched(indicator: &mut ReloadIndicator) -> Arc { assets::load_watched::("voxygen.voxel.humanoid_armor_shoulder_manifest", indicator) .unwrap() } pub fn mesh_left_shoulder(&self, body: &Body) -> Mesh { let spec = match self.0.get(&body.shoulder) { Some(spec) => spec, None => { error!("No shoulder specification exists for {:?}", body.shoulder); return load_mesh("not_found", Vec3::new(-3.0, -3.5, 0.1)); } }; let shoulder_segment = color_segment( graceful_load_mat_segment(&spec.left.vox_spec.0), body.race.skin_color(body.skin), body.race.hair_color(body.hair_color), body.race.eye_color(body.eye_color), ); generate_mesh(&shoulder_segment, Vec3::from(spec.left.vox_spec.1)) } pub fn mesh_right_shoulder(&self, body: &Body) -> Mesh { let spec = match self.0.get(&body.shoulder) { Some(spec) => spec, None => { error!("No shoulder specification exists for {:?}", body.shoulder); return load_mesh("not_found", Vec3::new(-2.0, -3.5, 0.1)); } }; let shoulder_segment = color_segment( graceful_load_mat_segment(&spec.right.vox_spec.0), body.race.skin_color(body.skin), body.race.hair_color(body.hair_color), body.race.eye_color(body.eye_color), ); generate_mesh(&shoulder_segment, Vec3::from(spec.right.vox_spec.1)) } } impl HumArmorChestSpec { pub fn load_watched(indicator: &mut ReloadIndicator) -> Arc { assets::load_watched::("voxygen.voxel.humanoid_armor_chest_manifest", indicator) .unwrap() } pub fn mesh_chest(&self, body: &Body) -> Mesh { let spec = match self.0.get(&body.chest) { Some(spec) => spec, None => { error!("No chest specification exists for {:?}", body.chest); return load_mesh("not_found", Vec3::new(-7.0, -3.5, 2.0)); } }; let color = |mat_segment| { color_segment( mat_segment, body.race.skin_color(body.skin), body.race.hair_color(body.hair_color), body.race.eye_color(body.eye_color), ) }; let bare_chest = graceful_load_mat_segment("armor.chest.none"); let mut chest_armor = graceful_load_mat_segment(&spec.vox_spec.0); if let Some(color) = spec.color { let chest_color = Vec3::from(color); chest_armor = chest_armor.map_rgb(|rgb| recolor_grey(rgb, Rgb::from(chest_color))); } let chest = DynaUnionizer::new() .add(color(bare_chest), Vec3::new(0, 0, 0)) .add(color(chest_armor), Vec3::new(0, 0, 0)) .unify() .0; generate_mesh(&chest, Vec3::from(spec.vox_spec.1)) } } impl HumArmorHandSpec { pub fn load_watched(indicator: &mut ReloadIndicator) -> Arc { assets::load_watched::("voxygen.voxel.humanoid_armor_hand_manifest", indicator) .unwrap() } pub fn mesh_left_hand(&self, body: &Body) -> Mesh { let spec = match self.0.get(&body.hand) { Some(spec) => spec, None => { error!("No hand specification exists for {:?}", body.hand); return load_mesh("not_found", Vec3::new(-1.5, -1.5, -7.0)); } }; let hand_segment = color_segment( graceful_load_mat_segment(&spec.left.vox_spec.0), body.race.skin_color(body.skin), body.race.hair_color(body.hair_color), body.race.eye_color(body.eye_color), ); generate_mesh(&hand_segment, Vec3::from(spec.left.vox_spec.1)) } pub fn mesh_right_hand(&self, body: &Body) -> Mesh { let spec = match self.0.get(&body.hand) { Some(spec) => spec, None => { error!("No hand specification exists for {:?}", body.hand); return load_mesh("not_found", Vec3::new(-1.5, -1.5, -7.0)); } }; let hand_segment = color_segment( graceful_load_mat_segment(&spec.right.vox_spec.0), body.race.skin_color(body.skin), body.race.hair_color(body.hair_color), body.race.eye_color(body.eye_color), ); generate_mesh(&hand_segment, Vec3::from(spec.right.vox_spec.1)) } } impl HumArmorBeltSpec { pub fn load_watched(indicator: &mut ReloadIndicator) -> Arc { assets::load_watched::("voxygen.voxel.humanoid_armor_belt_manifest", indicator) .unwrap() } pub fn mesh_belt(&self, body: &Body) -> Mesh { let spec = match self.0.get(&body.belt) { Some(spec) => spec, None => { error!("No belt specification exists for {:?}", body.belt); return load_mesh("not_found", Vec3::new(-4.0, -3.5, 2.0)); } }; let belt_segment = color_segment( graceful_load_mat_segment(&spec.vox_spec.0), body.race.skin_color(body.skin), body.race.hair_color(body.hair_color), body.race.eye_color(body.eye_color), ); generate_mesh(&belt_segment, Vec3::from(spec.vox_spec.1)) } } impl HumArmorPantsSpec { pub fn load_watched(indicator: &mut ReloadIndicator) -> Arc { assets::load_watched::("voxygen.voxel.humanoid_armor_pants_manifest", indicator) .unwrap() } pub fn mesh_pants(&self, body: &Body) -> Mesh { let spec = match self.0.get(&body.pants) { Some(spec) => spec, None => { error!("No pants specification exists for {:?}", body.pants); return load_mesh("not_found", Vec3::new(-5.0, -3.5, 1.0)); } }; let color = |mat_segment| { color_segment( mat_segment, body.race.skin_color(body.skin), body.race.hair_color(body.hair_color), body.race.eye_color(body.eye_color), ) }; let bare_pants = graceful_load_mat_segment("armor.pants.grayscale"); let mut pants_armor = graceful_load_mat_segment(&spec.vox_spec.0); if let Some(color) = spec.color { let pants_color = Vec3::from(color); pants_armor = pants_armor.map_rgb(|rgb| recolor_grey(rgb, Rgb::from(pants_color))); } let pants = DynaUnionizer::new() .add(color(bare_pants), Vec3::new(0, 0, 0)) .add(color(pants_armor), Vec3::new(0, 0, 0)) .unify() .0; generate_mesh(&pants, Vec3::from(spec.vox_spec.1)) } } impl HumArmorFootSpec { pub fn load_watched(indicator: &mut ReloadIndicator) -> Arc { assets::load_watched::("voxygen.voxel.humanoid_armor_foot_manifest", indicator) .unwrap() } pub fn mesh_left_foot(&self, body: &Body) -> Mesh { let spec = match self.0.get(&body.foot) { Some(spec) => spec, None => { error!("No foot specification exists for {:?}", body.foot); return load_mesh("not_found", Vec3::new(-2.5, -3.5, -9.0)); } }; let foot_segment = color_segment( graceful_load_mat_segment(&spec.vox_spec.0), body.race.skin_color(body.skin), body.race.hair_color(body.hair_color), body.race.eye_color(body.eye_color), ); generate_mesh(&foot_segment, Vec3::from(spec.vox_spec.1)) } pub fn mesh_right_foot(&self, body: &Body) -> Mesh { let spec = match self.0.get(&body.foot) { Some(spec) => spec, None => { error!("No foot specification exists for {:?}", body.foot); return load_mesh("not_found", Vec3::new(-2.5, -3.5, -9.0)); } }; let foot_segment = color_segment( graceful_load_mat_segment(&spec.vox_spec.0), body.race.skin_color(body.skin), body.race.hair_color(body.hair_color), body.race.eye_color(body.eye_color), ); generate_mesh(&foot_segment, Vec3::from(spec.vox_spec.1)) } } pub fn mesh_main(item: Option<&Item>) -> Mesh { if let Some(item) = item { let (name, offset) = match item.kind { ItemKind::Tool { kind, .. } => match kind { Tool::Sword => ("weapon.sword.rusty_2h", Vec3::new(-1.5, -6.5, -4.0)), Tool::Axe => ("weapon.axe.rusty_2h", Vec3::new(-1.5, -5.0, -4.0)), Tool::Hammer => ("weapon.hammer.rusty_2h", Vec3::new(-2.5, -5.5, -4.0)), Tool::Dagger => ("weapon.hammer.rusty_2h", Vec3::new(-2.5, -5.5, -4.0)), Tool::Shield => ("weapon.axe.rusty_2h", Vec3::new(-2.5, -6.5, -2.0)), Tool::Bow => ("weapon.bow.simple-bow", Vec3::new(-1.0, -6.0, -2.0)), Tool::Staff => ("weapon.staff.wood-fire", Vec3::new(-1.0, -6.0, -3.0)), Tool::Debug(_) => ("weapon.debug_wand", Vec3::new(-1.5, -9.5, -4.0)), }, _ => return Mesh::new(), }; load_mesh(name, offset) } else { Mesh::new() } } // TODO: Inventory pub fn mesh_draw() -> Mesh { load_mesh("object.glider", Vec3::new(-26.0, -26.0, -5.0)) } //pub fn mesh_right_equip(hand: Hand) -> Mesh { // load_mesh( // match hand { // Hand::Default => "figure/body/hand", // }, // Vec3::new(-2.0, -2.5, -5.0), // ) //} ///////// pub fn mesh_pig_head(head: quadruped::Head) -> Mesh { load_mesh( match head { quadruped::Head::Default => "npc.pig_purple.pig_head", }, Vec3::new(-6.0, 4.5, 3.0), ) } pub fn mesh_pig_chest(chest: quadruped::Chest) -> Mesh { load_mesh( match chest { quadruped::Chest::Default => "npc.pig_purple.pig_chest", }, Vec3::new(-5.0, 4.5, 0.0), ) } pub fn mesh_pig_leg_lf(leg_l: quadruped::LegL) -> Mesh { load_mesh( match leg_l { quadruped::LegL::Default => "npc.pig_purple.pig_leg_l", }, Vec3::new(0.0, -1.0, -1.5), ) } pub fn mesh_pig_leg_rf(leg_r: quadruped::LegR) -> Mesh { load_mesh( match leg_r { quadruped::LegR::Default => "npc.pig_purple.pig_leg_r", }, Vec3::new(0.0, -1.0, -1.5), ) } pub fn mesh_pig_leg_lb(leg_l: quadruped::LegL) -> Mesh { load_mesh( match leg_l { quadruped::LegL::Default => "npc.pig_purple.pig_leg_l", }, Vec3::new(0.0, -1.0, -1.5), ) } pub fn mesh_pig_leg_rb(leg_r: quadruped::LegR) -> Mesh { load_mesh( match leg_r { quadruped::LegR::Default => "npc.pig_purple.pig_leg_r", }, Vec3::new(0.0, -1.0, -1.5), ) } ////// pub fn mesh_wolf_head_upper(upper_head: quadruped_medium::HeadUpper) -> Mesh { load_mesh( match upper_head { quadruped_medium::HeadUpper::Default => "npc.wolf.wolf_head_upper", }, Vec3::new(-7.0, -6.0, -5.5), ) } pub fn mesh_wolf_jaw(jaw: quadruped_medium::Jaw) -> Mesh { load_mesh( match jaw { quadruped_medium::Jaw::Default => "npc.wolf.wolf_jaw", }, Vec3::new(-3.0, -3.0, -2.5), ) } pub fn mesh_wolf_head_lower(head_lower: quadruped_medium::HeadLower) -> Mesh { load_mesh( match head_lower { quadruped_medium::HeadLower::Default => "npc.wolf.wolf_head_lower", }, Vec3::new(-7.0, -6.0, -5.5), ) } pub fn mesh_wolf_tail(tail: quadruped_medium::Tail) -> Mesh { load_mesh( match tail { quadruped_medium::Tail::Default => "npc.wolf.wolf_tail", }, Vec3::new(-2.0, -12.0, -5.0), ) } pub fn mesh_wolf_torso_back(torso_back: quadruped_medium::TorsoBack) -> Mesh { load_mesh( match torso_back { quadruped_medium::TorsoBack::Default => "npc.wolf.wolf_torso_back", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_wolf_torso_mid(torso_mid: quadruped_medium::TorsoMid) -> Mesh { load_mesh( match torso_mid { quadruped_medium::TorsoMid::Default => "npc.wolf.wolf_torso_mid", }, Vec3::new(-8.0, -5.5, -6.0), ) } pub fn mesh_wolf_ears(ears: quadruped_medium::Ears) -> Mesh { load_mesh( match ears { quadruped_medium::Ears::Default => "npc.wolf.wolf_ears", }, Vec3::new(-4.0, -1.0, -1.0), ) } pub fn mesh_wolf_foot_lf(foot_lf: quadruped_medium::FootLF) -> Mesh { load_mesh( match foot_lf { quadruped_medium::FootLF::Default => "npc.wolf.wolf_foot_lf", }, Vec3::new(-2.5, -4.0, -2.5), ) } pub fn mesh_wolf_foot_rf(foot_rf: quadruped_medium::FootRF) -> Mesh { load_mesh( match foot_rf { quadruped_medium::FootRF::Default => "npc.wolf.wolf_foot_rf", }, Vec3::new(-2.5, -4.0, -2.5), ) } pub fn mesh_wolf_foot_lb(foot_lb: quadruped_medium::FootLB) -> Mesh { load_mesh( match foot_lb { quadruped_medium::FootLB::Default => "npc.wolf.wolf_foot_lb", }, Vec3::new(-2.5, -4.0, -2.5), ) } pub fn mesh_wolf_foot_rb(foot_rb: quadruped_medium::FootRB) -> Mesh { load_mesh( match foot_rb { quadruped_medium::FootRB::Default => "npc.wolf.wolf_foot_rb", }, Vec3::new(-2.5, -4.0, -2.5), ) } //// pub fn mesh_duck_m_head(head: bird_medium::Head) -> Mesh { load_mesh( match head { bird_medium::Head::Default => "npc.duck_m.duck_m_head", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_duck_m_torso(torso: bird_medium::Torso) -> Mesh { load_mesh( match torso { bird_medium::Torso::Default => "npc.duck_m.duck_m_body", }, Vec3::new(-8.0, -5.5, -6.0), ) } pub fn mesh_duck_m_tail(tail: bird_medium::Tail) -> Mesh { load_mesh( match tail { bird_medium::Tail::Default => "npc.duck_m.duck_m_tail", }, Vec3::new(-4.0, -1.0, -1.0), ) } pub fn mesh_duck_m_wing_l(wing_l: bird_medium::WingL) -> Mesh { load_mesh( match wing_l { bird_medium::WingL::Default => "npc.duck_m.duck_m_wing", }, Vec3::new(-2.5, -4.0, -2.5), ) } pub fn mesh_duck_m_wing_r(wing_r: bird_medium::WingR) -> Mesh { load_mesh( match wing_r { bird_medium::WingR::Default => "npc.duck_m.duck_m_wing", }, Vec3::new(-2.5, -4.0, -2.5), ) } pub fn mesh_duck_m_leg_l(leg_l: bird_medium::LegL) -> Mesh { load_mesh( match leg_l { bird_medium::LegL::Default => "npc.duck_m.duck_m_leg_l", }, Vec3::new(-2.5, -4.0, -2.5), ) } pub fn mesh_duck_m_leg_r(leg_r: bird_medium::LegR) -> Mesh { load_mesh( match leg_r { bird_medium::LegR::Default => "npc.duck_m.duck_m_leg_r", }, Vec3::new(-2.5, -4.0, -2.5), ) } //// pub fn mesh_marlin_head(head: fish_medium::Head) -> Mesh { load_mesh( match head { fish_medium::Head::Default => "npc.marlin.marlin_head", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_marlin_torso(torso: fish_medium::Torso) -> Mesh { load_mesh( match torso { fish_medium::Torso::Default => "npc.marlin.marlin_torso", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_marlin_rear(rear: fish_medium::Rear) -> Mesh { load_mesh( match rear { fish_medium::Rear::Default => "npc.marlin.marlin_rear", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_marlin_tail(tail: fish_medium::Tail) -> Mesh { load_mesh( match tail { fish_medium::Tail::Default => "npc.marlin.marlin_tail", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_marlin_fin_l(fin_l: fish_medium::FinL) -> Mesh { load_mesh( match fin_l { fish_medium::FinL::Default => "npc.marlin.marlin_fin_l", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_marlin_fin_r(fin_r: fish_medium::FinR) -> Mesh { load_mesh( match fin_r { fish_medium::FinR::Default => "npc.marlin.marlin_fin_r", }, Vec3::new(-7.0, -6.0, -6.0), ) } //// pub fn mesh_dragon_head(head: dragon::Head) -> Mesh { load_mesh( match head { dragon::Head::Default => "npc.dragon.dragon_head", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_dragon_chest_front(chest_front: dragon::ChestFront) -> Mesh { load_mesh( match chest_front { dragon::ChestFront::Default => "npc.dragon.dragon_chest_front", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_dragon_chest_rear(chest_rear: dragon::ChestRear) -> Mesh { load_mesh( match chest_rear { dragon::ChestRear::Default => "npc.dragon.dragon_chest_rear", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_dragon_tail_front(tail_front: dragon::TailFront) -> Mesh { load_mesh( match tail_front { dragon::TailFront::Default => "npc.dragon.dragon_tail_front", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_dragon_tail_rear(tail_rear: dragon::TailRear) -> Mesh { load_mesh( match tail_rear { dragon::TailRear::Default => "npc.dragon.dragon_tail_rear", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_dragon_wing_in_l(wing_in_l: dragon::WingInL) -> Mesh { load_mesh( match wing_in_l { dragon::WingInL::Default => "npc.dragon.dragon_wing_in_l", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_dragon_wing_in_r(wing_in_r: dragon::WingInR) -> Mesh { load_mesh( match wing_in_r { dragon::WingInR::Default => "npc.dragon.dragon_wing_in_r", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_dragon_wing_out_l(wing_out_l: dragon::WingOutL) -> Mesh { load_mesh( match wing_out_l { dragon::WingOutL::Default => "npc.dragon.dragon_wing_out_l", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_dragon_wing_out_r(wing_out_r: dragon::WingOutR) -> Mesh { load_mesh( match wing_out_r { dragon::WingOutR::Default => "npc.dragon.dragon_wing_out_r", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_dragon_foot_fl(foot_fl: dragon::FootFL) -> Mesh { load_mesh( match foot_fl { dragon::FootFL::Default => "npc.dragon.dragon_foot_fl", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_dragon_foot_fr(foot_fr: dragon::FootFR) -> Mesh { load_mesh( match foot_fr { dragon::FootFR::Default => "npc.dragon.dragon_foot_fr", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_dragon_foot_bl(foot_bl: dragon::FootBL) -> Mesh { load_mesh( match foot_bl { dragon::FootBL::Default => "npc.dragon.dragon_foot_bl", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_dragon_foot_br(foot_br: dragon::FootBR) -> Mesh { load_mesh( match foot_br { dragon::FootBR::Default => "npc.dragon.dragon_foot_br", }, Vec3::new(-7.0, -6.0, -6.0), ) } //// pub fn mesh_crow_head(head: bird_small::Head) -> Mesh { load_mesh( match head { bird_small::Head::Default => "npc.crow.crow_head", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_crow_torso(torso: bird_small::Torso) -> Mesh { load_mesh( match torso { bird_small::Torso::Default => "npc.crow.crow_torso", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_crow_wing_l(wing_l: bird_small::WingL) -> Mesh { load_mesh( match wing_l { bird_small::WingL::Default => "npc.crow.crow_wing_l", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_crow_wing_r(wing_r: bird_small::WingR) -> Mesh { load_mesh( match wing_r { bird_small::WingR::Default => "npc.crow.crow_wing_r", }, Vec3::new(-7.0, -6.0, -6.0), ) } //// pub fn mesh_cardinalfish_torso(torso: fish_small::Torso) -> Mesh { load_mesh( match torso { fish_small::Torso::Default => "npc.cardinalfish.cardinalfish_torso", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_cardinalfish_tail(tail: fish_small::Tail) -> Mesh { load_mesh( match tail { fish_small::Tail::Default => "npc.cardinalfish.cardinalfish_tail", }, Vec3::new(-7.0, -6.0, -6.0), ) } //// pub fn mesh_knight_head(head: biped_large::Head) -> Mesh { load_mesh( match head { biped_large::Head::Default => "npc.knight.knight_", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_knight_upper_torso(upper_torso: biped_large::UpperTorso) -> Mesh { load_mesh( match upper_torso { biped_large::UpperTorso::Default => "npc.knight.knight_upper_torso", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_knight_lower_torso(lower_torso: biped_large::LowerTorso) -> Mesh { load_mesh( match lower_torso { biped_large::LowerTorso::Default => "npc.knight.knight_lower_torso", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_knight_shoulder_l(shoulder_l: biped_large::ShoulderL) -> Mesh { load_mesh( match shoulder_l { biped_large::ShoulderL::Default => "npc.knight.knight_shoulder_l", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_knight_shoulder_r(shoulder_r: biped_large::ShoulderR) -> Mesh { load_mesh( match shoulder_r { biped_large::ShoulderR::Default => "npc.knight.knight_shoulder_r", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_knight_hand_l(hand_l: biped_large::HandL) -> Mesh { load_mesh( match hand_l { biped_large::HandL::Default => "npc.knight.knight_hand_l", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_knight_hand_r(hand_r: biped_large::HandR) -> Mesh { load_mesh( match hand_r { biped_large::HandR::Default => "npc.knight.knight_hand_r", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_knight_leg_l(leg_l: biped_large::LegL) -> Mesh { load_mesh( match leg_l { biped_large::LegL::Default => "npc.knight.knight_leg_l", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_knight_leg_r(leg_r: biped_large::LegR) -> Mesh { load_mesh( match leg_r { biped_large::LegR::Default => "npc.knight.knight_leg_r", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_knight_foot_l(foot_l: biped_large::FootL) -> Mesh { load_mesh( match foot_l { biped_large::FootL::Default => "npc.knight.knight_foot_l", }, Vec3::new(-7.0, -6.0, -6.0), ) } pub fn mesh_knight_foot_r(foot_r: biped_large::FootR) -> Mesh { load_mesh( match foot_r { biped_large::FootR::Default => "npc.knight.knight_foot_r", }, Vec3::new(-7.0, -6.0, -6.0), ) } //// pub fn mesh_object(obj: object::Body) -> Mesh { use object::Body; let (name, offset) = match obj { Body::Arrow => ("weapon.projectile.simple-arrow", Vec3::new(-5.5, -5.5, 0.0)), Body::Bomb => ("object.bomb", Vec3::new(-5.5, -5.5, 0.0)), Body::Scarecrow => ("object.scarecrow", Vec3::new(-9.5, -4.0, 0.0)), Body::Cauldron => ("object.cauldron", Vec3::new(-10.0, -10.0, 0.0)), Body::ChestVines => ("object.chest_vines", Vec3::new(-7.5, -6.0, 0.0)), Body::Chest => ("object.chest", Vec3::new(-7.5, -6.0, 0.0)), Body::ChestDark => ("object.chest_dark", Vec3::new(-7.5, -6.0, 0.0)), Body::ChestDemon => ("object.chest_demon", Vec3::new(-7.5, -6.0, 0.0)), Body::ChestGold => ("object.chest_gold", Vec3::new(-7.5, -6.0, 0.0)), Body::ChestLight => ("object.chest_light", Vec3::new(-7.5, -6.0, 0.0)), Body::ChestOpen => ("object.chest_open", Vec3::new(-7.5, -6.0, 0.0)), Body::ChestSkull => ("object.chest_skull", Vec3::new(-7.5, -6.0, 0.0)), Body::Pumpkin => ("object.pumpkin", Vec3::new(-5.5, -4.0, 0.0)), Body::Pumpkin2 => ("object.pumpkin_2", Vec3::new(-5.0, -4.0, 0.0)), Body::Pumpkin3 => ("object.pumpkin_3", Vec3::new(-5.0, -4.0, 0.0)), Body::Pumpkin4 => ("object.pumpkin_4", Vec3::new(-5.0, -4.0, 0.0)), Body::Pumpkin5 => ("object.pumpkin_5", Vec3::new(-4.0, -5.0, 0.0)), Body::Campfire => ("object.campfire", Vec3::new(-9.0, -10.0, 0.0)), Body::LanternGround => ("object.lantern_ground", Vec3::new(-3.5, -3.5, 0.0)), Body::LanternGroundOpen => ("object.lantern_ground_open", Vec3::new(-3.5, -3.5, 0.0)), Body::LanternStanding => ("object.lantern_standing", Vec3::new(-7.5, -3.5, 0.0)), Body::LanternStanding2 => ("object.lantern_standing_2", Vec3::new(-11.5, -3.5, 0.0)), Body::PotionRed => ("object.potion_red", Vec3::new(-2.0, -2.0, 0.0)), Body::PotionBlue => ("object.potion_blue", Vec3::new(-2.0, -2.0, 0.0)), Body::PotionGreen => ("object.potion_green", Vec3::new(-2.0, -2.0, 0.0)), Body::Crate => ("object.crate", Vec3::new(-7.0, -7.0, 0.0)), Body::Tent => ("object.tent", Vec3::new(-18.5, -19.5, 0.0)), Body::WindowSpooky => ("object.window_spooky", Vec3::new(-15.0, -1.5, -1.0)), Body::DoorSpooky => ("object.door_spooky", Vec3::new(-15.0, -4.5, 0.0)), Body::Table => ("object.table", Vec3::new(-12.0, -8.0, 0.0)), Body::Table2 => ("object.table_2", Vec3::new(-8.0, -8.0, 0.0)), Body::Table3 => ("object.table_3", Vec3::new(-10.0, -10.0, 0.0)), Body::Drawer => ("object.drawer", Vec3::new(-11.0, -7.5, 0.0)), Body::BedBlue => ("object.bed_human_blue", Vec3::new(-11.0, -15.0, 0.0)), Body::Anvil => ("object.anvil", Vec3::new(-3.0, -7.0, 0.0)), Body::Gravestone => ("object.gravestone", Vec3::new(-5.0, -2.0, 0.0)), Body::Gravestone2 => ("object.gravestone_2", Vec3::new(-8.5, -3.0, 0.0)), Body::Chair => ("object.chair", Vec3::new(-5.0, -4.5, 0.0)), Body::Chair2 => ("object.chair_2", Vec3::new(-5.0, -4.5, 0.0)), Body::Chair3 => ("object.chair_3", Vec3::new(-5.0, -4.5, 0.0)), Body::Bench => ("object.bench", Vec3::new(-8.8, -5.0, 0.0)), Body::Carpet => ("object.carpet", Vec3::new(-14.0, -14.0, -0.5)), Body::Bedroll => ("object.bedroll", Vec3::new(-11.0, -19.5, -0.5)), Body::CarpetHumanRound => ("object.carpet_human_round", Vec3::new(-14.0, -14.0, -0.5)), Body::CarpetHumanSquare => ("object.carpet_human_square", Vec3::new(-13.5, -14.0, -0.5)), Body::CarpetHumanSquare2 => ( "object.carpet_human_square_2", Vec3::new(-13.5, -14.0, -0.5), ), Body::CarpetHumanSquircle => ( "object.carpet_human_squircle", Vec3::new(-21.0, -21.0, -0.5), ), Body::Pouch => ("object.pouch", Vec3::new(-5.5, -4.5, 0.0)), Body::CraftingBench => ("object.crafting_bench", Vec3::new(-9.5, -7.0, 0.0)), Body::ArrowSnake => ("weapon.projectile.snake-arrow", Vec3::new(-1.5, -6.5, 0.0)), Body::BoltFire => ("weapon.projectile.fire-bolt", Vec3::new(-3.0, -5.5, -3.0)), }; load_mesh(name, offset) }