add skeleton:index(...) and player test model
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@ -128,4 +128,7 @@ rig:get_texture(key: str) -> str
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-- Assigns texture by key
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rig:set_texture(key: str, value: str)
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-- Returns the bone index by name or nil
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rig:index(name: str) -> int
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```
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@ -129,4 +129,7 @@ rig:get_texture(key: str) -> str
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-- Назначает текстуру по ключу
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rig:set_texture(key: str, value: str)
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-- Возвращает индекс кости по имени или nil
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rig:index(name: str) -> int
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```
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79
res/content/base/models/player.obj
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79
res/content/base/models/player.obj
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@ -0,0 +1,79 @@
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o Cube
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v 0.125000 -0.900000 -0.125000
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v 0.125000 -0.900000 0.125000
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v -0.125000 -0.900000 0.125000
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v -0.125000 -0.900000 -0.125000
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v 0.125000 0.700000 -0.125000
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v 0.125000 0.700000 0.125000
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v -0.125000 0.700000 0.125000
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v -0.125000 0.700000 -0.125000
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v -0.238204 0.898288 -0.238204
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v -0.238204 0.421881 -0.238204
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v -0.238204 0.898288 0.238204
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v -0.238204 0.421881 0.238204
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v 0.238204 0.421881 0.238204
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v 0.238204 0.898288 0.238204
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v 0.238204 0.421881 -0.238204
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v 0.238204 0.898288 -0.238204
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vt 0.783122 0.009685
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vt 0.982503 0.009685
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vt 0.982503 0.209065
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vt 0.783122 0.209065
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vt 0.783122 0.009685
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vt 0.982503 0.009685
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vt 0.982503 0.209065
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vt 0.783122 0.209065
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vt 0.982503 0.009685
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vt 0.982503 0.209065
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vt 0.783122 0.209065
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vt 0.783122 0.009685
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vt 0.982503 0.009685
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vt 0.783122 0.209065
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vt 0.783122 0.009685
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vt 0.982503 0.009685
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vt 0.982503 0.209065
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vt 0.982503 0.009685
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vt 0.982503 0.209065
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vt 0.783122 0.209065
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vt 0.783122 0.009685
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vt 0.982503 0.009685
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vt 0.982503 0.209065
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vt 0.783122 0.209065
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vt 0.735873 0.213345
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vt 0.735873 0.739780
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vt 0.209439 0.739780
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vt 0.209439 0.213345
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vt 0.783122 0.009685
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vt 0.982503 0.009685
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vt 0.982503 0.209065
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vt 0.783122 0.209065
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vt 0.783122 0.009685
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vt 0.982503 0.009685
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vt 0.982503 0.209065
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vt 0.783122 0.209065
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vt 0.783122 0.009685
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vt 0.982503 0.009685
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vt 0.982503 0.209065
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vt 0.783122 0.009685
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vt 0.982503 0.009685
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vt 0.783122 0.209065
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vn 0.0000 -1.0000 -0.0000
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vn 0.0000 1.0000 0.0000
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vn 1.0000 0.0000 0.0000
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vn -0.0000 -0.0000 1.0000
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vn -1.0000 -0.0000 -0.0000
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vn 0.0000 0.0000 -1.0000
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usemtl entities/player
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s off
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f 1/1/1 2/2/1 3/3/1 4/4/1
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f 5/5/2 8/6/2 7/7/2 6/8/2
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f 1/1/3 5/9/3 6/10/3 2/11/3
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f 2/12/4 6/13/4 7/7/4 3/14/4
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f 3/15/5 7/16/5 8/17/5 4/4/5
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f 5/5/6 1/18/6 4/19/6 8/20/6
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f 12/21/5 11/22/5 9/23/5 10/24/5
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f 10/25/6 9/26/6 16/27/6 15/28/6
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f 15/29/3 16/30/3 14/31/3 13/32/3
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f 13/33/4 14/34/4 11/35/4 12/36/4
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f 10/37/1 15/38/1 13/39/1 12/36/1
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f 16/40/2 9/41/2 11/35/2 14/42/2
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@ -7,6 +7,7 @@
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"models": [
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"block",
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"drop-block",
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"drop-item"
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"drop-item",
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"player"
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]
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}
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@ -1,3 +1,9 @@
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{
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"root": {}
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"root": {
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"nodes": [
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{
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"model": "player"
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}
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]
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}
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}
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BIN
res/content/base/textures/entities/player.png
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BIN
res/content/base/textures/entities/player.png
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Binary file not shown.
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After Width: | Height: | Size: 579 B |
@ -43,6 +43,7 @@ local Skeleton = {__index={
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set_matrix=function(self, i, m) return __skeleton.set_matrix(self.eid, i, m) end,
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get_texture=function(self, s) return __skeleton.get_texture(self.eid, s) end,
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set_texture=function(self, s, s2) return __skeleton.set_texture(self.eid, s, s2) end,
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index=function(self, s) return __skeleton.index(self.eid, s) end,
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}}
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local function new_Skeleton(eid)
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@ -59,11 +59,22 @@ static int l_set_texture(lua::State* L) {
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return 0;
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}
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static int l_index(lua::State* L) {
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if (auto entity = get_entity(L, 1)) {
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auto& skeleton = entity->getSkeleton();
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if (auto bone = skeleton.config->find(lua::require_string(L, 2))) {
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return lua::tointeger(L, bone->getIndex());
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}
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}
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return 0;
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}
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const luaL_Reg skeletonlib [] = {
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{"get_model", lua::wrap<l_get_model>},
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{"get_matrix", lua::wrap<l_get_matrix>},
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{"set_matrix", lua::wrap<l_set_matrix>},
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{"get_texture", lua::wrap<l_get_texture>},
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{"set_texture", lua::wrap<l_set_texture>},
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{"index", lua::wrap<l_index>},
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{NULL, NULL}
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};
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@ -49,7 +49,7 @@ void Player::updateEntity() {
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} else if (auto entity = level->entities->get(eid)) {
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position = entity->getTransform().pos;
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} else {
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// check if chunk loaded
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// TODO: check if chunk loaded
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}
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}
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@ -61,11 +61,16 @@ Hitbox* Player::getHitbox() {
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}
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void Player::updateInput(PlayerInput& input, float delta) {
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auto hitbox = getHitbox();
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if (hitbox == nullptr) {
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auto entity = level->entities->get(eid);
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if (!entity.has_value()) {
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return;
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}
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bool crouch = input.shift && hitbox->grounded && !input.sprint;
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auto& hitbox = entity->getRigidbody().hitbox;
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auto& transform = entity->getTransform();
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transform.setRot(
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glm::rotate(glm::mat4(1.0f), glm::radians(cam.x), glm::vec3(0, 1, 0)));
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bool crouch = input.shift && hitbox.grounded && !input.sprint;
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float speed = this->speed;
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if (flight){
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speed *= FLIGHT_SPEED_MUL;
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@ -74,7 +79,7 @@ void Player::updateInput(PlayerInput& input, float delta) {
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speed *= CHEAT_SPEED_MUL;
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}
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hitbox->crouching = crouch;
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hitbox.crouching = crouch;
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if (crouch) {
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speed *= CROUCH_SPEED_MUL;
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} else if (input.sprint) {
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@ -96,37 +101,37 @@ void Player::updateInput(PlayerInput& input, float delta) {
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}
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if (glm::length(dir) > 0.0f){
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dir = glm::normalize(dir);
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hitbox->velocity += dir * speed * delta * 9.0f;
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hitbox.velocity += dir * speed * delta * 9.0f;
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}
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hitbox->linearDamping = PLAYER_GROUND_DAMPING;
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hitbox->verticalDamping = flight;
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hitbox->gravityScale = flight ? 0.0f : 1.0f;
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hitbox.linearDamping = PLAYER_GROUND_DAMPING;
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hitbox.verticalDamping = flight;
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hitbox.gravityScale = flight ? 0.0f : 1.0f;
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if (flight){
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hitbox->linearDamping = PLAYER_AIR_DAMPING;
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hitbox.linearDamping = PLAYER_AIR_DAMPING;
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if (input.jump){
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hitbox->velocity.y += speed * delta * 9;
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hitbox.velocity.y += speed * delta * 9;
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}
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if (input.shift){
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hitbox->velocity.y -= speed * delta * 9;
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hitbox.velocity.y -= speed * delta * 9;
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}
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}
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if (!hitbox->grounded) {
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hitbox->linearDamping = PLAYER_AIR_DAMPING;
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if (!hitbox.grounded) {
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hitbox.linearDamping = PLAYER_AIR_DAMPING;
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}
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if (input.jump && hitbox->grounded){
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hitbox->velocity.y = JUMP_FORCE;
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if (input.jump && hitbox.grounded){
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hitbox.velocity.y = JUMP_FORCE;
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}
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if ((input.flight && !noclip) ||
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(input.noclip && flight == noclip)){
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flight = !flight;
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if (flight){
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hitbox->velocity.y += 1.0f;
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hitbox.velocity.y += 1.0f;
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}
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}
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hitbox->type = noclip ? BodyType::KINEMATIC : BodyType::DYNAMIC;
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hitbox.type = noclip ? BodyType::KINEMATIC : BodyType::DYNAMIC;
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if (input.noclip) {
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noclip = !noclip;
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}
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@ -81,6 +81,16 @@ void SkeletonConfig::render(
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}
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}
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Bone* SkeletonConfig::find(std::string_view str) const {
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for (size_t i = 0; i < nodes.size(); i++) {
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auto* node = nodes[i];
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if (node->getName() == str) {
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return node;
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}
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}
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return nullptr;
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}
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static std::tuple<size_t, std::unique_ptr<Bone>> read_node(
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dynamic::Map* root, size_t index
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) {
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@ -88,19 +98,19 @@ static std::tuple<size_t, std::unique_ptr<Bone>> read_node(
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std::string model;
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root->str("name", name);
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root->str("model", model);
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std::vector<std::unique_ptr<Bone>> bones;
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size_t count = 1;
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if (auto nodesList = root->list("nodes")) {
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for (size_t i = 0; i < nodesList->size(); i++) {
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if (const auto& map = nodesList->map(i)) {
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auto [subcount, subNode] = read_node(map.get(), index+count);
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subcount += count;
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count += subcount;
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bones.push_back(std::move(subNode));
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}
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}
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}
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return {index + count, std::make_unique<Bone>(index, name, model, std::move(bones))};
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return {count, std::make_unique<Bone>(index, name, model, std::move(bones))};
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}
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std::unique_ptr<SkeletonConfig> SkeletonConfig::parse(
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@ -46,6 +46,10 @@ namespace rigging {
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void refreshModel(const Assets* assets);
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const std::string& getName() const {
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return name;
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}
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const std::string& getModelName() const {
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return modelName;
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}
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@ -105,6 +109,8 @@ namespace rigging {
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};
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}
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Bone* find(std::string_view str) const;
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static std::unique_ptr<SkeletonConfig> parse(
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std::string_view src,
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std::string_view file,
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