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synced 2026-11-09 10:39:46 -10:00
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4
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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0fd4e22139 | ||
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ec19b6320a | ||
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984b7d8635 | ||
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afa60454b2 |
No files matched your search
@@ -6773,8 +6773,8 @@ impl Game<'_> {
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.extend(out.drain(player_start..));
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}
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self.mark_motion(out.len(), 0);
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// Companions in first person, trails and auras (game/cosmetics/fx.rs).
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self.cosmetics_fx_geometry(camera, alpha, &mut out);
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// What crates draw around players: first person, see-through (game/player_hooks.rs).
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self.players_after_geometry(camera, alpha, &mut out);
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self.mark_entity(out.len(), "minecraft:evoker_fangs");
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self.fangs_geometry(camera, alpha, &mut out);
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self.block_item_display_geometry(camera, alpha, &mut out);
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@@ -21,7 +21,7 @@ use horizon_cosmetics::prefs::{self, Others};
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use horizon_cosmetics::trail::{Budget, Emitter};
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use horizon_cosmetics::{Item, Slot};
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use horizon_hooks::players::{
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Badge, Bone, CameraOverride, CameraView, Frame, Gear, Kind, Mark, Mesh, NameDecoration,
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Badge, Bone, CameraOverride, CameraView, Frame, Gear, Kind, Look, Mark, Mesh, NameDecoration,
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PlayerDraw, PlayerModel, PlayerModels, Quad, SpriteStore, Sprites,
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};
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use std::cell::{Cell, RefCell};
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@@ -66,8 +66,8 @@ pub(super) struct Cosmetics {
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/// Items drawn whose texture isn't in the atlas yet.
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uploads: RefCell<Vec<Arc<Item>>>,
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frame: Cell<u32>,
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/// Kept between players so a frame of avatars allocates none: the wearer's body, an item.
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poses: RefCell<(Poses, Poses)>,
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/// Kept between players so a frame of avatars allocates none: a companion or an aura.
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poses: RefCell<Poses>,
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/// Item files from a folder (`HORIZON_COSMETICS_LOCAL`): mannequins wear them too.
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local: bool,
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/// Companions, trails and auras.
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@@ -831,7 +831,7 @@ impl Seat {
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matrix
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}
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};
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draw.draw(&mesh, matrix, uv, &mut |p| {
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draw.draw(&mesh, matrix, Look::new(uv), &mut |p| {
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item.animate(ticks, |name, pose| *p.pose(name) = pose);
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if let (Some((t, w)), Some(e)) = (emoting, &item.emote) {
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e.pose_props(t, |n| item.rest(n), |n, pose| *p.pose(n) = pose);
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@@ -1043,111 +1043,47 @@ impl Game<'_> {
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}
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}
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/// The cosmetics `m` wears, on its bones. `gpu`: posed on the GPU (the mob pass's skin
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/// frame, begun); the bounds of what went there come back, for culling. Else the vertices
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/// go to `out`. `camera`: where the world view's camera is; None in a picture of the player
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/// (the inventory), which shows no companion, trail or aura.
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/// The companion, trail and aura `m` wears, in the world (`camera`: where the view's camera
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/// is); the items on its bones are the hook's (`Seat::player_layers`). `gpu`: a companion
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/// goes on the GPU's skin path (the mob pass's skin frame, begun) and the bounds of what went
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/// there come back, for culling; else its vertices go to `out`.
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#[allow(clippy::too_many_arguments)]
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pub(super) fn cosmetics_geometry(
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pub(super) fn cosmetics_fx_of(
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&self,
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m: &Mob,
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own: bool,
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base: glam::Mat4,
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camera: Option<glam::DVec3>,
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camera: glam::DVec3,
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alpha: f32,
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light: u32,
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gpu: bool,
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out: &mut Vec<horizon_client::mesher::Vertex>,
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) -> Option<(glam::Vec3, glam::Vec3)> {
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use horizon_client::mobs::{anim, render};
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let worn = self.worn(m, own);
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// An emote's props: its time and weight while it plays.
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let ticks = m.age as f32 + alpha;
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let emote = emotes::playing(m).and_then(|p| {
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let (t, w) = p.at(ticks)?;
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(p.item.vertices > 0).then_some((&p.item, t, w))
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});
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if worn.is_none() && emote.is_none() || horizon_client::mobs::trader::is_invisible(m) {
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// "Name tags only": other players' styles beside their names, nothing around them.
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let bodies = own || self.settings.extras.effective_others() == Others::Shown;
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// The player's own in first person: only its companion, drawn after the drain of the
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// first-person model (`cosmetics_fx_geometry`).
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if !bodies || own && !self.own_body_in_view() {
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return None;
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}
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// The avatar's body, posed as it is drawn.
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let (key, _) = render::body(m);
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let body = m.kind.layer(&key).unwrap_or(&m.kind.model);
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let mut scratch = self.cosmetics.poses.borrow_mut();
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let (body_poses, poses) = &mut *scratch;
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// Others' items on the body are the hook's (`Seat::player_layers`): their companions,
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// trails and auras alone are drawn here, on no bone.
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if own {
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body_poses.reset(body);
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let data = self.res.mob_data();
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anim::setup(m, &anim::state(m, alpha), body_poses, &data.animations);
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let worn = self.worn(m, own)?;
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if horizon_client::mobs::trader::is_invisible(m) {
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return None;
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}
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let mut poses = self.cosmetics.poses.borrow_mut();
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let mut bounds = None;
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// Items on one bone (a back item, a shoulder pet and a shirt ride the body) share its
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// matrix: the head, the body and the two arms at most.
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let mut bones: [Option<(horizon_cosmetics::Bone, glam::Mat4)>; 4] = [None; 4];
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// "Name tags only": other players' styles beside their names, nothing on their bodies.
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let bodies = own || self.settings.extras.effective_others() == Others::Shown;
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let worn_items = worn.iter().flat_map(|w| w.iter()).map(|i| (i, None));
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let emote_items = emote.map(|(i, t, w)| (i, Some((t, w))));
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for (item, emoting) in worn_items.chain(emote_items) {
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if emoting.is_none() && !bodies {
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continue;
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}
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if let (Some(camera), Slot::Companion | Slot::Trail | Slot::Aura) = (camera, item.slot)
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{
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// The player's own in first person: only its companion, drawn after the drain
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// of the first-person model (`cosmetics_fx_geometry`).
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if !(own && !self.own_body_in_view()) {
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let at = fx::Wearer {
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m,
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own,
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key: if own { OWN } else { m.id },
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base,
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camera,
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alpha,
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light,
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};
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bounds = self.cosmetics_fx(&at, item, gpu, bounds, poses, out);
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}
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continue;
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}
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if !own {
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continue;
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}
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if emoting.is_none() && covered(super::player_hooks::gear(m), item.slot) {
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continue;
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}
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let Some((models, uv)) = self.cosmetics_baked(item) else {
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continue;
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};
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for (bone_of, model) in &models {
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let known = bones.iter().flatten().find(|(b, _)| b == bone_of);
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let bone = match known {
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Some(&(_, matrix)) => matrix,
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None => {
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let Some(matrix) =
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render::part_matrix(body, base, body_poses, bone_of.part(), 0.0)
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else {
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continue;
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};
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if let Some(free) = bones.iter_mut().find(|b| b.is_none()) {
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*free = Some((*bone_of, matrix));
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}
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matrix
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}
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for item in worn.iter() {
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if let Slot::Companion | Slot::Trail | Slot::Aura = item.slot {
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let at = fx::Wearer {
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m,
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own,
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key: if own { OWN } else { m.id },
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base,
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camera,
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alpha,
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light,
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};
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poses.reset(model);
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item.animate(ticks, |name, pose| *poses.get(name) = pose);
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if let (Some((t, w)), Some(e)) = (emoting, &item.emote) {
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e.pose_props(t, |n| item.rest(n), |n, pose| *poses.get(n) = pose);
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// Props grow in and shrink out with the emote's blend.
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let root = poses.get(&model.name);
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for s in &mut root[6..9] {
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*s *= w;
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}
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}
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bounds = self.cosmetics_model(model, bone, poses, uv, light, gpu, bounds, out);
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bounds = self.cosmetics_fx(&at, item, gpu, bounds, &mut poses, out);
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}
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}
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bounds
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@@ -1544,6 +1480,22 @@ mod tests {
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fn ticks(&self) -> f32 {
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102.0
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}
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fn base(&self) -> [[f32; 4]; 4] {
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LEFT_ARM
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}
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fn motion(&self) -> horizon_hooks::players::Motion {
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Default::default()
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}
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fn view(&self) -> horizon_hooks::players::View {
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Default::default()
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}
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fn particles(
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&mut self,
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_: [f32; 4],
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_: &[horizon_hooks::players::Particle],
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_: horizon_hooks::players::Light,
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) {
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}
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fn bone(&mut self, bone: Bone) -> Option<[[f32; 4]; 4]> {
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(bone == Bone::LeftArm).then_some(LEFT_ARM)
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}
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@@ -1557,7 +1509,7 @@ mod tests {
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&mut self,
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mesh: &Arc<Mesh>,
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matrix: [[f32; 4]; 4],
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uv: [f32; 4],
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look: Look,
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pose: &mut dyn FnMut(&mut dyn horizon_hooks::players::PartPoses),
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) {
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struct Rest(std::collections::HashMap<String, [f32; 9]>);
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@@ -1569,8 +1521,12 @@ mod tests {
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let mut rest = Rest([(mesh.name.clone(), mesh.pose)].into());
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pose(&mut rest);
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let root = rest.0[&mesh.name];
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self.drawn
|
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.push((mesh.name.clone(), matrix, uv, [root[6], root[7], root[8]]));
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self.drawn.push((
|
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mesh.name.clone(),
|
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matrix,
|
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look.uv,
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[root[6], root[7], root[8]],
|
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));
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}
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}
|
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|
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@@ -71,11 +71,6 @@ pub(in crate::game) fn pose_playing(pose: Option<&Arc<dyn BodyPose>>) -> Option<
|
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any.downcast_ref::<EmotePose>().map(|e| &e.0)
|
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}
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|
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/// The emote `m` plays, if any.
|
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pub(in crate::game) fn playing(m: &Mob) -> Option<&Playing> {
|
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pose_playing(m.emote.as_ref())
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}
|
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|
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/// The pose that plays `next` where `now` is laid, unless it plays that already (None: keep
|
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/// it; a new one allocates).
|
||||
fn replaced(
|
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|
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@@ -314,8 +314,7 @@ impl Game<'_> {
|
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light = FULL_LIGHT;
|
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}
|
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let mut poses = self.cosmetics.poses.borrow_mut();
|
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let poses = &mut poses.1;
|
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self.pose_companion(item, m, alpha, poses, &model);
|
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self.cosmetics_model(&model, matrix, poses, uv, light, false, None, out);
|
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self.pose_companion(item, m, alpha, &mut poses, &model);
|
||||
self.cosmetics_model(&model, matrix, &poses, uv, light, false, None, out);
|
||||
}
|
||||
}
|
||||
@@ -800,19 +800,8 @@ impl Game<'_> {
|
||||
packed,
|
||||
out,
|
||||
);
|
||||
if super::cosmetics::enabled() {
|
||||
let base = horizon_client::mobs::render::base_transform(m, alpha as f32, camera);
|
||||
self.cosmetics_geometry(
|
||||
m,
|
||||
true,
|
||||
base,
|
||||
Some(camera),
|
||||
alpha as f32,
|
||||
packed,
|
||||
false,
|
||||
out,
|
||||
);
|
||||
}
|
||||
let world = horizon_hooks::players::Pass::World;
|
||||
self.own_layers_geometry(m, world, camera, alpha as f32, packed, out);
|
||||
self.player_elytra_geometry(m, chest, camera, alpha as f32, packed, out);
|
||||
self.spin_attack_geometry(m, camera, alpha as f32, packed, out);
|
||||
self.shoulder_parrots_geometry(m, camera, alpha as f32, packed, out);
|
||||
@@ -926,10 +915,8 @@ impl Game<'_> {
|
||||
240 | 240 << 8,
|
||||
&mut verts,
|
||||
);
|
||||
if super::cosmetics::enabled() {
|
||||
let base = horizon_client::mobs::render::base_transform(&m, 1.0, camera);
|
||||
self.cosmetics_geometry(&m, true, base, None, 1.0, 240 | 240 << 8, false, &mut verts);
|
||||
}
|
||||
let picture = horizon_hooks::players::Pass::Picture;
|
||||
self.own_layers_geometry(&m, picture, camera, 1.0, 240 | 240 << 8, &mut verts);
|
||||
// `WingsLayer` draws through `RenderTypes.armorCutoutNoCull`: the
|
||||
// wings' faces show from both sides (the elytra texture is empty on
|
||||
// the face that looks at the body).
|
||||
|
||||
@@ -11,8 +11,8 @@ use horizon_client::mobs::anim::{self, BodyPose, PooledPoses, Poses};
|
||||
use horizon_client::mobs::{Mob, Part, Polygon, render};
|
||||
use horizon_hooks::engine;
|
||||
use horizon_hooks::players::{
|
||||
Bone, CameraView, Frame, Gear, Kind, Mesh, PartPoses, Pass, PlayerDraw, PlayerModel,
|
||||
PlayerModels, SpriteStore, Sprites,
|
||||
Bone, CameraView, Frame, Gear, Kind, Light, Look, Mesh, Motion, PartPoses, Particle, Pass,
|
||||
PlayerDraw, PlayerModel, PlayerModels, SpriteStore, Sprites, View,
|
||||
};
|
||||
use std::sync::Arc;
|
||||
|
||||
@@ -182,6 +182,14 @@ fn part_of(mesh: &Arc<Mesh>) -> Arc<Part> {
|
||||
})
|
||||
}
|
||||
|
||||
/// Full light, packed as the vertices carry it.
|
||||
const FULL: u32 = 240 | 240 << 8;
|
||||
|
||||
thread_local! {
|
||||
/// What crates draw see-through this frame, added after every player.
|
||||
static SEE_THROUGH: std::cell::RefCell<Vec<Vertex>> = const { std::cell::RefCell::new(Vec::new()) };
|
||||
}
|
||||
|
||||
/// Forgets the meshes no crate holds any more (once a frame).
|
||||
fn forget_meshes() {
|
||||
let _ = MESHES.try_with(|m| {
|
||||
@@ -199,7 +207,7 @@ impl PartPoses for PosesOf<'_> {
|
||||
}
|
||||
}
|
||||
|
||||
/// A player model drawn in the world pass, as a crate draws on it: posed on the GPU's skin path
|
||||
/// A player model drawn, as a crate draws on it: posed on the GPU's skin path
|
||||
/// when `gpu` (the mob pass's skin frame, begun; the bounds of what went there grow, for
|
||||
/// culling), else its vertices go to `out`.
|
||||
struct DrawPlayer<'a, 'g> {
|
||||
@@ -208,6 +216,7 @@ struct DrawPlayer<'a, 'g> {
|
||||
pass: Pass,
|
||||
/// The model's matrix (`render::base_transform`).
|
||||
base: glam::Mat4,
|
||||
camera: glam::DVec3,
|
||||
alpha: f32,
|
||||
light: u32,
|
||||
gpu: bool,
|
||||
@@ -223,6 +232,19 @@ impl DrawPlayer<'_, '_> {
|
||||
let (key, _) = render::body(self.m);
|
||||
self.m.kind.layer(&key).unwrap_or(&self.m.kind.model)
|
||||
}
|
||||
|
||||
/// `light` packed; `at`: the place `Light::AtPlace` reads, relative to the camera.
|
||||
fn packed(&self, light: Light, at: glam::Vec3) -> u32 {
|
||||
match light {
|
||||
Light::Full => FULL,
|
||||
Light::AtPlace => {
|
||||
let p = (self.camera + at.as_dvec3()).floor();
|
||||
let l = self.game.world.light(p.x as i32, p.y as i32, p.z as i32);
|
||||
(u32::from(l >> 4) * 16) | ((u32::from(l & 15) * 16) << 8)
|
||||
}
|
||||
_ => self.light,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl PlayerDraw for DrawPlayer<'_, '_> {
|
||||
@@ -234,7 +256,52 @@ impl PlayerDraw for DrawPlayer<'_, '_> {
|
||||
self.m.age as f32 + self.alpha
|
||||
}
|
||||
|
||||
fn base(&self) -> [[f32; 4]; 4] {
|
||||
self.base.to_cols_array_2d()
|
||||
}
|
||||
|
||||
fn motion(&self) -> Motion {
|
||||
let (m, a) = (self.m, self.alpha);
|
||||
let t = f64::from(a);
|
||||
let (p, n) = (m.previous, m.position);
|
||||
let feet = [
|
||||
p.x + (n.x - p.x) * t,
|
||||
p.y + (n.y - p.y) * t,
|
||||
p.z + (n.z - p.z) * t,
|
||||
];
|
||||
let turn = horizon_client::mobs::living::wrap(m.head_yaw - m.previous_head_yaw);
|
||||
let yaw = m.previous_head_yaw + turn * a;
|
||||
let pitch = m.previous_head_pitch + (m.head_pitch - m.previous_head_pitch) * a;
|
||||
let asleep = m.extra.avatar_pose == horizon_client::pose::Pose::Sleeping;
|
||||
let swimming = m.extra.swim.amount(a) > 0.0;
|
||||
Motion::new(feet, yaw, pitch).poses(
|
||||
m.extra.crouching,
|
||||
asleep,
|
||||
m.extra.fall_flying,
|
||||
swimming,
|
||||
)
|
||||
}
|
||||
|
||||
fn view(&self) -> View {
|
||||
let q = self.game.camera_orientation();
|
||||
let (right, up) = (
|
||||
(q * glam::Vec3::X).to_array(),
|
||||
(q * glam::Vec3::Y).to_array(),
|
||||
);
|
||||
let (yaw, pitch) = (self.game.yaw.to_radians(), self.game.pitch.to_radians());
|
||||
let forward = [
|
||||
-yaw.sin() * pitch.cos(),
|
||||
-pitch.sin(),
|
||||
yaw.cos() * pitch.cos(),
|
||||
];
|
||||
let left = [yaw.cos(), 0.0, yaw.sin()];
|
||||
View::new(self.camera.to_array(), right, up).looking(forward, left)
|
||||
}
|
||||
|
||||
fn bone(&mut self, bone: Bone) -> Option<[[f32; 4]; 4]> {
|
||||
if self.pass == Pass::FirstPerson {
|
||||
return None;
|
||||
}
|
||||
if self.body.is_none() {
|
||||
let mut poses = Poses::pooled();
|
||||
poses.reset(self.body());
|
||||
@@ -260,13 +327,30 @@ impl PlayerDraw for DrawPlayer<'_, '_> {
|
||||
&mut self,
|
||||
mesh: &Arc<Mesh>,
|
||||
matrix: [[f32; 4]; 4],
|
||||
uv: [f32; 4],
|
||||
look: Look,
|
||||
pose: &mut dyn FnMut(&mut dyn PartPoses),
|
||||
) {
|
||||
let model = part_of(mesh);
|
||||
let matrix = glam::Mat4::from_cols_array_2d(&matrix);
|
||||
let (uv, light) = (look.uv, self.packed(look.light, matrix.w_axis.truncate()));
|
||||
self.poses.reset(&model);
|
||||
pose(&mut PosesOf(&mut self.poses));
|
||||
let poses = &self.poses;
|
||||
if let Some(alpha) = look.see_through {
|
||||
let color = ((alpha.clamp(0.0, 1.0) * 255.0) as u32) << 24 | 0x00FF_FFFF;
|
||||
let pose_of = |p: &Part| poses.pose(p);
|
||||
SEE_THROUGH.with_borrow_mut(|out| {
|
||||
let start = out.len();
|
||||
horizon_client::mobs::render_model(&model, matrix, &pose_of, uv, light, 0, out);
|
||||
for v in &mut out[start..] {
|
||||
v.color = color;
|
||||
// Seen through, a face turned away would add to the near one: `entity.wgsl`
|
||||
// drops back faces, so it is `alpha` at most.
|
||||
v.normal[3] = horizon_client::mesher::SHADED_CULL_W;
|
||||
}
|
||||
});
|
||||
return;
|
||||
}
|
||||
if self.gpu {
|
||||
let mut models = self.game.skin_models.borrow_mut();
|
||||
let mut frame = self.game.skin_frame.borrow_mut();
|
||||
@@ -276,24 +360,37 @@ impl PlayerDraw for DrawPlayer<'_, '_> {
|
||||
uv,
|
||||
scroll: 0.0,
|
||||
color: 0xFFFF_FFFF,
|
||||
light: self.light,
|
||||
light,
|
||||
overlay: 0,
|
||||
};
|
||||
if skin.draw(&model, matrix, &self.poses, paint) {
|
||||
if skin.draw(&model, matrix, poses, paint) {
|
||||
self.bounds = skin.bounds;
|
||||
return;
|
||||
}
|
||||
}
|
||||
let poses = &self.poses;
|
||||
horizon_client::mobs::render_model(
|
||||
&model,
|
||||
matrix,
|
||||
&|p: &Part| poses.pose(p),
|
||||
uv,
|
||||
self.light,
|
||||
0,
|
||||
self.out,
|
||||
);
|
||||
let pose_of = |p: &Part| poses.pose(p);
|
||||
horizon_client::mobs::render_model(&model, matrix, &pose_of, uv, light, 0, self.out);
|
||||
}
|
||||
|
||||
fn particles(&mut self, uv: [f32; 4], particles: &[Particle], light: Light) {
|
||||
let light = self.packed(light, glam::Vec3::ZERO);
|
||||
SEE_THROUGH.with_borrow_mut(|out| {
|
||||
for q in particles {
|
||||
let color = ((q.alpha.clamp(0.0, 1.0) * 255.0) as u32) << 24 | 0x00FF_FFFF;
|
||||
for (corner, [u, v]) in q.corners.iter().zip(q.uv) {
|
||||
out.push(Vertex {
|
||||
pos: *corner,
|
||||
uv: [uv[0] + (uv[2] - uv[0]) * u, uv[1] + (uv[3] - uv[1]) * v],
|
||||
layer: 0,
|
||||
color,
|
||||
light,
|
||||
// Unlit: a particle keeps its colour whichever way it faces.
|
||||
normal: [0, 0, 0, 0],
|
||||
glint_uv: [0.0, 0.0],
|
||||
});
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
@@ -324,6 +421,7 @@ impl Game<'_> {
|
||||
m,
|
||||
pass: Pass::World,
|
||||
base,
|
||||
camera,
|
||||
alpha,
|
||||
light,
|
||||
gpu,
|
||||
@@ -336,7 +434,7 @@ impl Game<'_> {
|
||||
bounds = draw.bounds;
|
||||
}
|
||||
let worn = super::cosmetics::enabled()
|
||||
.then(|| self.cosmetics_geometry(m, false, base, Some(camera), alpha, light, gpu, out))
|
||||
.then(|| self.cosmetics_fx_of(m, false, base, camera, alpha, light, gpu, out))
|
||||
.flatten();
|
||||
match (bounds, worn) {
|
||||
(Some((l, h)), Some((lo, hi))) => Some((l.min(lo), h.max(hi))),
|
||||
@@ -344,6 +442,93 @@ impl Game<'_> {
|
||||
}
|
||||
}
|
||||
|
||||
/// What crates draw on the window's own model `m` (its vertices to `out`): in the world in
|
||||
/// third person (`Pass::World`, then the cosmetics' companion, trail and aura still drawn
|
||||
/// here), or in the inventory's picture of it (`Pass::Picture`). `camera`: the world view's
|
||||
/// camera, or the picture's.
|
||||
pub(super) fn own_layers_geometry(
|
||||
&self,
|
||||
m: &Mob,
|
||||
pass: Pass,
|
||||
camera: glam::DVec3,
|
||||
alpha: f32,
|
||||
light: u32,
|
||||
out: &mut Vec<Vertex>,
|
||||
) {
|
||||
debug_assert!(
|
||||
self.serving.is_none(),
|
||||
"a server thread calls no client hook"
|
||||
);
|
||||
let fx = pass == Pass::World && super::cosmetics::enabled();
|
||||
if !engine::any() && !fx {
|
||||
return;
|
||||
}
|
||||
let base = render::base_transform(m, alpha, camera);
|
||||
if engine::any() {
|
||||
let model = model(m, Kind::Own, self.remote.as_ref().map(|r| r.profile()));
|
||||
let mut draw = DrawPlayer {
|
||||
game: self,
|
||||
m,
|
||||
pass,
|
||||
base,
|
||||
camera,
|
||||
alpha,
|
||||
light,
|
||||
gpu: false,
|
||||
out: &mut *out,
|
||||
bounds: None,
|
||||
body: None,
|
||||
poses: Poses::pooled(),
|
||||
};
|
||||
engine::player_layers(&model, &mut draw);
|
||||
}
|
||||
if fx {
|
||||
self.cosmetics_fx_of(m, true, base, camera, alpha, light, false, out);
|
||||
}
|
||||
}
|
||||
|
||||
/// After every player (`game.rs`): what crates draw around the window's own model in first
|
||||
/// person, the cosmetics' fx still drawn here, then what was drawn see-through, in one span.
|
||||
pub(super) fn players_after_geometry(
|
||||
&self,
|
||||
camera: glam::DVec3,
|
||||
alpha: f64,
|
||||
out: &mut Vec<Vertex>,
|
||||
) {
|
||||
if engine::any()
|
||||
&& !self.own_body_in_view()
|
||||
&& let Some(m) = self.player_model.as_ref()
|
||||
{
|
||||
let own = model(m, Kind::Own, self.remote.as_ref().map(|r| r.profile()));
|
||||
let own = own.looks(own.gear, own.invisible || self.own_invisible());
|
||||
self.mark_entity(out.len(), "minecraft:player");
|
||||
let mut draw = DrawPlayer {
|
||||
game: self,
|
||||
m,
|
||||
pass: Pass::FirstPerson,
|
||||
base: render::base_transform(m, alpha as f32, camera),
|
||||
camera,
|
||||
alpha: alpha as f32,
|
||||
light: FULL,
|
||||
gpu: false,
|
||||
out: &mut *out,
|
||||
bounds: None,
|
||||
body: None,
|
||||
poses: Poses::pooled(),
|
||||
};
|
||||
engine::first_person(&own, &mut draw);
|
||||
}
|
||||
self.cosmetics_fx_geometry(camera, alpha, out);
|
||||
let _ = SEE_THROUGH.try_with(|v| {
|
||||
let mut v = v.borrow_mut();
|
||||
if !v.is_empty() {
|
||||
self.mark_translucent_entity(out.len(), "minecraft:player");
|
||||
out.extend_from_slice(&v);
|
||||
v.clear();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/// Once a frame, before drawing.
|
||||
pub(super) fn client_hooks_frame(&mut self) {
|
||||
debug_assert!(
|
||||
@@ -358,6 +543,7 @@ impl Game<'_> {
|
||||
let frame = Frame::new(connection, self.integrated.is_some());
|
||||
engine::frame(&frame, &mut HookStore(self));
|
||||
forget_meshes();
|
||||
let _ = SEE_THROUGH.try_with(|v| v.borrow_mut().clear());
|
||||
self.cosmetics_frame();
|
||||
}
|
||||
|
||||
|
||||
@@ -77,6 +77,10 @@ pub trait Hooks: Sync {
|
||||
/// Draws on a player model, after its vanilla layers, each time it is drawn.
|
||||
fn player_layers(&self, _model: &players::PlayerModel, _draw: &mut dyn players::PlayerDraw) {}
|
||||
|
||||
/// Draws around the window's own model while its body is out of view (first person), once a
|
||||
/// frame after the first-person model: [`players::Pass::FirstPerson`].
|
||||
fn first_person(&self, _own: &players::PlayerModel, _draw: &mut dyn players::PlayerDraw) {}
|
||||
|
||||
/// The resolver of `friend:` addresses this crate offers ([`tunnel`]); the first hook that
|
||||
/// offers one is used. Asked on the network thread when joining and on the game thread when
|
||||
/// an address is shown, never per frame.
|
||||
@@ -214,6 +218,13 @@ pub mod engine {
|
||||
}
|
||||
}
|
||||
|
||||
/// [`Hooks::first_person`].
|
||||
pub fn first_person(own: &players::PlayerModel, draw: &mut dyn players::PlayerDraw) {
|
||||
for hooks in all() {
|
||||
hooks.first_person(own, draw);
|
||||
}
|
||||
}
|
||||
|
||||
/// [`Hooks::camera`].
|
||||
pub fn camera(own: &players::CameraView) -> Option<players::CameraOverride> {
|
||||
all().iter().find_map(|h| h.camera(own))
|
||||
@@ -282,7 +293,14 @@ mod tests {
|
||||
return;
|
||||
};
|
||||
let turn = draw.ticks() / 100.0;
|
||||
draw.draw(&HAT, head, uv, &mut |p| p.pose("brim")[4] = turn);
|
||||
let look = players::Look::new(uv);
|
||||
draw.draw(&HAT, head, look, &mut |p| p.pose("brim")[4] = turn);
|
||||
}
|
||||
/// A spark at the eyes, as bright as the head turns.
|
||||
fn first_person(&self, _: &players::PlayerModel, draw: &mut dyn players::PlayerDraw) {
|
||||
let alpha = draw.motion().head_yaw / 90.0;
|
||||
let spark = players::Particle::new([[0.0; 3]; 4], [[0.0; 2]; 4], alpha);
|
||||
draw.particles([0.0; 4], &[spark], players::Light::Full);
|
||||
}
|
||||
fn tick(&self, models: &mut dyn players::PlayerModels) {
|
||||
let mut ids = Vec::new();
|
||||
@@ -359,9 +377,10 @@ mod tests {
|
||||
))
|
||||
});
|
||||
|
||||
/// A player drawn at age 50, its head where the camera is; logs each draw.
|
||||
/// A player drawn at age 50, its head where the camera is, turned 45 degrees; logs each draw
|
||||
/// and its particles' alphas.
|
||||
#[derive(Default)]
|
||||
struct Canvas(Vec<(String, [[f32; 4]; 4], [f32; 4], f32)>);
|
||||
struct Canvas(Vec<(String, [[f32; 4]; 4], [f32; 4], f32)>, Vec<f32>);
|
||||
impl players::PlayerDraw for Canvas {
|
||||
fn pass(&self) -> players::Pass {
|
||||
players::Pass::World
|
||||
@@ -369,6 +388,15 @@ mod tests {
|
||||
fn ticks(&self) -> f32 {
|
||||
50.0
|
||||
}
|
||||
fn base(&self) -> [[f32; 4]; 4] {
|
||||
[[1.0, 0.0, 0.0, 0.0]; 4]
|
||||
}
|
||||
fn motion(&self) -> players::Motion {
|
||||
players::Motion::new([0.0; 3], 45.0, 0.0)
|
||||
}
|
||||
fn view(&self) -> players::View {
|
||||
players::View::default()
|
||||
}
|
||||
fn bone(&mut self, bone: players::Bone) -> Option<[[f32; 4]; 4]> {
|
||||
(bone == players::Bone::Head).then_some([[1.0, 0.0, 0.0, 0.0]; 4])
|
||||
}
|
||||
@@ -382,7 +410,7 @@ mod tests {
|
||||
&mut self,
|
||||
mesh: &std::sync::Arc<players::Mesh>,
|
||||
matrix: [[f32; 4]; 4],
|
||||
uv: [f32; 4],
|
||||
look: players::Look,
|
||||
pose: &mut dyn FnMut(&mut dyn players::PartPoses),
|
||||
) {
|
||||
struct Rest([f32; 9]);
|
||||
@@ -393,7 +421,10 @@ mod tests {
|
||||
}
|
||||
let mut brim = Rest(mesh.children[0].pose);
|
||||
pose(&mut brim);
|
||||
self.0.push((mesh.name.clone(), matrix, uv, brim.0[4]));
|
||||
self.0.push((mesh.name.clone(), matrix, look.uv, brim.0[4]));
|
||||
}
|
||||
fn particles(&mut self, _: [f32; 4], particles: &[players::Particle], _: players::Light) {
|
||||
self.1.extend(particles.iter().map(|p| p.alpha));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -442,6 +473,8 @@ mod tests {
|
||||
0.5
|
||||
)]
|
||||
);
|
||||
engine::first_person(&model(players::Kind::Own), &mut canvas);
|
||||
assert_eq!(canvas.1, [0.5]);
|
||||
let mut models = Two(Default::default());
|
||||
engine::tick(&mut models);
|
||||
assert!(models.body_pose(3).is_some() && models.body_pose(7).is_some());
|
||||
|
||||
@@ -274,8 +274,149 @@ impl Bone {
|
||||
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
|
||||
#[non_exhaustive]
|
||||
pub enum Pass {
|
||||
/// In the world, seen by the camera.
|
||||
/// In the world, seen by the camera (the window's own model too, in third person).
|
||||
World,
|
||||
/// The inventory's picture of the window's own model.
|
||||
Picture,
|
||||
/// The window's own model while its body is out of view (first person): no bone, only what
|
||||
/// floats around it ([`crate::Hooks::first_person`]).
|
||||
FirstPerson,
|
||||
}
|
||||
|
||||
/// How a player model moves this frame ([`PlayerDraw::motion`]), with the frame's part of a tick.
|
||||
#[derive(Clone, Copy, Debug, Default)]
|
||||
#[non_exhaustive]
|
||||
pub struct Motion {
|
||||
/// Where its feet are, in the world.
|
||||
pub feet: [f64; 3],
|
||||
/// Where its head turns (degrees, the game's yaw and pitch).
|
||||
pub head_yaw: f32,
|
||||
pub head_pitch: f32,
|
||||
pub crouching: bool,
|
||||
/// Lies in a bed.
|
||||
pub asleep: bool,
|
||||
/// Flies with an elytra.
|
||||
pub flying: bool,
|
||||
/// Swims (any part of the swimming pose).
|
||||
pub swimming: bool,
|
||||
}
|
||||
|
||||
impl Motion {
|
||||
pub fn new(feet: [f64; 3], head_yaw: f32, head_pitch: f32) -> Self {
|
||||
Self {
|
||||
feet,
|
||||
head_yaw,
|
||||
head_pitch,
|
||||
..Self::default()
|
||||
}
|
||||
}
|
||||
|
||||
/// With its poses: crouching, asleep, flying, swimming.
|
||||
pub fn poses(self, crouching: bool, asleep: bool, flying: bool, swimming: bool) -> Self {
|
||||
Self {
|
||||
crouching,
|
||||
asleep,
|
||||
flying,
|
||||
swimming,
|
||||
..self
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// The camera a player model is drawn for ([`PlayerDraw::view`]).
|
||||
#[derive(Clone, Copy, Debug, Default)]
|
||||
#[non_exhaustive]
|
||||
pub struct View {
|
||||
/// Where it is, in the world: matrices and [`Particle`] corners are relative to it.
|
||||
pub camera: [f64; 3],
|
||||
/// Its right and up, for what faces it.
|
||||
pub right: [f32; 3],
|
||||
pub up: [f32; 3],
|
||||
/// Where the window's player looks, and their level left (first person).
|
||||
pub forward: [f32; 3],
|
||||
pub left: [f32; 3],
|
||||
}
|
||||
|
||||
impl View {
|
||||
pub fn new(camera: [f64; 3], right: [f32; 3], up: [f32; 3]) -> Self {
|
||||
Self {
|
||||
camera,
|
||||
right,
|
||||
up,
|
||||
..Self::default()
|
||||
}
|
||||
}
|
||||
|
||||
/// With where the window's player looks and their level left.
|
||||
pub fn looking(self, forward: [f32; 3], left: [f32; 3]) -> Self {
|
||||
Self {
|
||||
forward,
|
||||
left,
|
||||
..self
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// How a mesh or particles are lit.
|
||||
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
|
||||
#[non_exhaustive]
|
||||
pub enum Light {
|
||||
/// As the player model is.
|
||||
Model,
|
||||
/// Fully lit: it glows.
|
||||
Full,
|
||||
/// By the world where the mesh's origin is (as particles: like [`Light::Model`]).
|
||||
AtPlace,
|
||||
}
|
||||
|
||||
/// How [`PlayerDraw::draw`] draws a mesh.
|
||||
#[derive(Clone, Copy, Debug)]
|
||||
#[non_exhaustive]
|
||||
pub struct Look {
|
||||
/// The sprite part it is textured by (u0, v0, u1, v1).
|
||||
pub uv: [f32; 4],
|
||||
pub light: Light,
|
||||
/// Drawn see-through at this alpha, after every player, its back faces dropped.
|
||||
pub see_through: Option<f32>,
|
||||
}
|
||||
|
||||
impl Look {
|
||||
/// Opaque, lit as the model.
|
||||
pub fn new(uv: [f32; 4]) -> Self {
|
||||
Self {
|
||||
uv,
|
||||
light: Light::Model,
|
||||
see_through: None,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn lit(self, light: Light) -> Self {
|
||||
Self { light, ..self }
|
||||
}
|
||||
|
||||
pub fn see_through(self, alpha: f32) -> Self {
|
||||
Self {
|
||||
see_through: Some(alpha),
|
||||
..self
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// A quad that faces the camera ([`PlayerDraw::particles`]).
|
||||
#[derive(Clone, Copy, Debug)]
|
||||
#[non_exhaustive]
|
||||
pub struct Particle {
|
||||
/// Its corners, relative to the camera.
|
||||
pub corners: [[f32; 3]; 4],
|
||||
/// Each corner's place across the sprite part (0 to 1).
|
||||
pub uv: [[f32; 2]; 4],
|
||||
pub alpha: f32,
|
||||
}
|
||||
|
||||
impl Particle {
|
||||
pub fn new(corners: [[f32; 3]; 4], uv: [[f32; 2]; 4], alpha: f32) -> Self {
|
||||
Self { corners, uv, alpha }
|
||||
}
|
||||
}
|
||||
|
||||
/// The poses of a [`Mesh`]'s parts for one [`PlayerDraw::draw`], each at rest to begin with.
|
||||
@@ -291,19 +432,25 @@ pub trait PlayerDraw {
|
||||
fn pass(&self) -> Pass;
|
||||
/// The model's age in ticks, with the frame's part of a tick.
|
||||
fn ticks(&self) -> f32;
|
||||
/// Where `bone` is as the body is drawn this frame; None if the model has no such part.
|
||||
/// The model's own matrix, its origin at the neck (y down, 16 units a block).
|
||||
fn base(&self) -> [[f32; 4]; 4];
|
||||
fn motion(&self) -> Motion;
|
||||
fn view(&self) -> View;
|
||||
/// Where `bone` is as the body is drawn this frame; None if the model has no such part (or
|
||||
/// no body is drawn: [`Pass::FirstPerson`]).
|
||||
fn bone(&mut self, bone: Bone) -> Option<[[f32; 4]; 4]>;
|
||||
/// The pose laid over the model's body ([`PlayerModels::set_body_pose`]), if any.
|
||||
fn body_pose(&self) -> Option<&Arc<dyn BodyPose>>;
|
||||
/// As [`Sprites::get`].
|
||||
fn sprite(&self, id: u64) -> Option<[f32; 4]>;
|
||||
/// Draws `mesh` at `matrix`, textured by the sprite part `uv` (u0, v0, u1, v1) and lit as the
|
||||
/// model is; `pose` poses its parts first.
|
||||
/// Draws `mesh` at `matrix` as `look` says; `pose` poses its parts first.
|
||||
fn draw(
|
||||
&mut self,
|
||||
mesh: &Arc<Mesh>,
|
||||
matrix: [[f32; 4]; 4],
|
||||
uv: [f32; 4],
|
||||
look: Look,
|
||||
pose: &mut dyn FnMut(&mut dyn PartPoses),
|
||||
);
|
||||
/// Draws `particles`, textured by the sprite part `uv`, see-through after every player.
|
||||
fn particles(&mut self, uv: [f32; 4], particles: &[Particle], light: Light);
|
||||
}
|
||||
@@ -50,9 +50,9 @@ pub mod hooks {
|
||||
/// [`Hooks::tick`] get, the pose a crate lays over a player's body, what goes by their names,
|
||||
/// the crate's sprites, the camera, and what a crate draws on them.
|
||||
pub use horizon_hooks::players::{
|
||||
BODY_PARTS, Badge, BodyPose, Bone, CameraOverride, CameraView, Frame, Gear, Kind, Mark,
|
||||
Mesh, NameDecoration, PartPoses, Pass, PlayerDraw, PlayerModel, PlayerModels, Quad,
|
||||
SpriteStore, Sprites,
|
||||
BODY_PARTS, Badge, BodyPose, Bone, CameraOverride, CameraView, Frame, Gear, Kind, Light,
|
||||
Look, Mark, Mesh, Motion, NameDecoration, PartPoses, Particle, Pass, PlayerDraw,
|
||||
PlayerModel, PlayerModels, Quad, SpriteStore, Sprites, View,
|
||||
};
|
||||
pub use horizon_hooks::{Hooks, Started, TooLate, register, seat, tunnel};
|
||||
}
|
||||
|
||||
Reference in new issue
Block a user