add skeleton:is_visible(...), skeleton:set_visible(...)
This commit is contained in:
parent
055781eeaf
commit
8bb736bef0
@ -132,4 +132,12 @@ rig:set_texture(key: str, value: str)
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-- Возвращает индекс кости по имени или nil
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-- Возвращает индекс кости по имени или nil
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rig:index(name: str) -> int
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rig:index(name: str) -> int
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-- Проверяет статус видимости кости по индесу
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-- или всего скелета, если индекс не указан
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rig:is_visible([optional] index: int) -> bool
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-- Устанавливает статус видимости кости по индексу
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-- или всего скелета, если индекс не указан
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rig:set_visible([optional] index: int, status: bool)
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```
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```
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48
res/content/base/models/player-head.obj
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48
res/content/base/models/player-head.obj
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@ -0,0 +1,48 @@
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# Blender v2.79 (sub 0) OBJ File: 'player.blend'
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# www.blender.org
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mtllib player-head.mtl
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o Cube.002_Cube.003
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v -0.238204 0.476553 -0.238204
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v -0.238204 0.000145 -0.238204
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v -0.238204 0.476553 0.238204
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v -0.238204 0.000145 0.238204
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v 0.238204 0.000145 0.238204
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v 0.238204 0.476553 0.238204
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v 0.238204 0.000145 -0.238204
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v 0.238204 0.476553 -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 0.735873 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 -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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vn 0.0000 -1.0000 0.0000
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vn 0.0000 1.0000 0.0000
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usemtl entities/player
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s off
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f 4/1/1 3/2/1 1/3/1 2/4/1
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f 2/5/2 1/6/2 8/7/2 7/8/2
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f 7/9/3 8/10/3 6/11/3 5/12/3
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f 5/13/4 6/14/4 3/15/4 4/16/4
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f 2/17/5 7/18/5 5/19/5 4/16/5
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f 8/20/6 1/21/6 3/15/6 6/22/6
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@ -1,3 +1,6 @@
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# Blender v2.79 (sub 0) OBJ File: 'player.blend'
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# www.blender.org
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mtllib player.mtl
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o Cube
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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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@ -7,14 +10,6 @@ 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 -0.125000 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 0.783122 0.009685
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vt 0.982503 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 0.209065
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@ -35,28 +30,6 @@ vt 0.982503 0.209065
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vt 0.982503 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 0.209065
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vt 0.783122 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 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 1.0000 0.0000 0.0000
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@ -71,9 +44,3 @@ 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 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 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 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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@ -8,6 +8,7 @@
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"block",
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"block",
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"drop-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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"player",
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"player-head"
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]
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]
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}
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}
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@ -2,7 +2,14 @@
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"root": {
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"root": {
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"nodes": [
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"nodes": [
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{
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{
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"model": "player"
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"name": "body",
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"model": "player",
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"nodes": [
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{
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"name": "head",
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"model": "player-head"
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}
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]
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}
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}
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]
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]
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}
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}
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@ -44,6 +44,8 @@ local Skeleton = {__index={
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get_texture=function(self, s) return __skeleton.get_texture(self.eid, s) 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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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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index=function(self, s) return __skeleton.index(self.eid, s) end,
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is_visible=function(self, i) return __skeleton.is_visible(self.eid, i) end,
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set_visible=function(self, i, b) return __skeleton.set_visible(self.eid, i, b) end,
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}}
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}}
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local function new_Skeleton(eid)
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local function new_Skeleton(eid)
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@ -69,6 +69,31 @@ static int l_index(lua::State* L) {
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return 0;
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return 0;
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}
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}
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static int l_is_visible(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 (!lua::isnoneornil(L, 2)) {
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auto index = index_range_check(skeleton, lua::tointeger(L, 2));
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return lua::pushboolean(L, skeleton.flags.at(index).visible);
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}
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return lua::pushboolean(L, skeleton.visible);
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}
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return 0;
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}
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static int l_set_visible(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 (!lua::isnoneornil(L, 3)) {
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auto index = index_range_check(skeleton, lua::tointeger(L, 2));
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skeleton.flags.at(index).visible = lua::toboolean(L, 3);
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} else {
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skeleton.visible = lua::toboolean(L, 2);
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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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const luaL_Reg skeletonlib [] = {
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{"get_model", lua::wrap<l_get_model>},
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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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{"get_matrix", lua::wrap<l_get_matrix>},
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@ -76,5 +101,7 @@ const luaL_Reg skeletonlib [] = {
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{"get_texture", lua::wrap<l_get_texture>},
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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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{"set_texture", lua::wrap<l_set_texture>},
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{"index", lua::wrap<l_index>},
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{"index", lua::wrap<l_index>},
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{"is_visible", lua::wrap<l_is_visible>},
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{"set_visible", lua::wrap<l_set_visible>},
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{NULL, NULL}
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{NULL, NULL}
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};
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};
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@ -9,6 +9,7 @@
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#include "../window/Camera.hpp"
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#include "../window/Camera.hpp"
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#include "../items/Inventory.hpp"
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#include "../items/Inventory.hpp"
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#include "../objects/Entities.hpp"
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#include "../objects/Entities.hpp"
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#include "../objects/rigging.hpp"
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <utility>
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#include <utility>
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@ -66,9 +67,18 @@ void Player::updateInput(PlayerInput& input, float delta) {
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return;
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return;
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}
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}
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auto& hitbox = entity->getRigidbody().hitbox;
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auto& hitbox = entity->getRigidbody().hitbox;
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auto& transform = entity->getTransform();
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auto& skeleton = entity->getSkeleton();
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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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skeleton.visible = currentCamera != camera;
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size_t bodyIndex = skeleton.config->find("body")->getIndex();
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size_t headIndex = skeleton.config->find("head")->getIndex();
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skeleton.pose.matrices[bodyIndex] =
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glm::rotate(glm::mat4(1.0f), glm::radians(cam.x-90), glm::vec3(0, 1, 0));
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skeleton.pose.matrices[headIndex] = glm::rotate(glm::rotate(
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glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.6f, 0.0f)),
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glm::radians(-cam.y), glm::vec3(0, 0, 1)), glm::radians(90.0f), glm::vec3(0, 1, 0));
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bool crouch = input.shift && hitbox.grounded && !input.sprint;
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bool crouch = input.shift && hitbox.grounded && !input.sprint;
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float speed = this->speed;
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float speed = this->speed;
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@ -70,9 +70,16 @@ void SkeletonConfig::render(
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const glm::mat4& matrix) const
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const glm::mat4& matrix) const
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{
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{
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update(skeleton, matrix);
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update(skeleton, matrix);
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if (!skeleton.visible) {
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return;
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}
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for (size_t i = 0; i < nodes.size(); i++) {
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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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auto* node = nodes[i];
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node->refreshModel(assets);
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node->refreshModel(assets);
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if (!skeleton.flags[i].visible) {
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continue;
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}
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if (auto model = node->getModel()) {
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if (auto model = node->getModel()) {
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batch.pushMatrix(skeleton.calculated.matrices[i]);
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batch.pushMatrix(skeleton.calculated.matrices[i]);
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batch.draw(model, &skeleton.textures);
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batch.draw(model, &skeleton.textures);
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@ -67,11 +67,17 @@ namespace rigging {
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}
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}
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};
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};
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struct BoneFlags {
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bool visible: 1;
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};
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struct Skeleton {
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struct Skeleton {
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const SkeletonConfig* config;
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const SkeletonConfig* config;
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Pose pose;
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Pose pose;
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Pose calculated;
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Pose calculated;
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std::vector<BoneFlags> flags;
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std::unordered_map<std::string, std::string> textures;
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std::unordered_map<std::string, std::string> textures;
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bool visible;
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};
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};
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class SkeletonConfig {
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class SkeletonConfig {
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@ -104,9 +110,13 @@ namespace rigging {
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const glm::mat4& matrix) const;
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const glm::mat4& matrix) const;
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Skeleton instance() const {
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Skeleton instance() const {
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return Skeleton {
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auto rig = Skeleton {
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this, Pose(nodes.size()), Pose(nodes.size()), {}
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this, Pose(nodes.size()), Pose(nodes.size()), {}, {}, true
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};
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};
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for (size_t i = 0; i < nodes.size(); i++) {
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rig.flags.push_back({true});
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}
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return rig;
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}
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}
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Bone* find(std::string_view str) const;
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Bone* find(std::string_view str) const;
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