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bunny 3D model
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@@ -896,7 +896,7 @@ void geometry_information::make_3d_models() {
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&shEagle, &shFemaleBody, &shFlailMissile, &shGadflyWing, &shGargoyleWings, &shHawk, &shJiangShi, &shKnife,
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&shEagle, &shFemaleBody, &shFlailMissile, &shGadflyWing, &shGargoyleWings, &shHawk, &shJiangShi, &shKnife,
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&shPBody, &shPHead, &shRaiderBody, &shReptileBody, &shSkeletonBody, &shTongue, &shTrapArrow, &shTrylobite,
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&shPBody, &shPHead, &shRaiderBody, &shReptileBody, &shSkeletonBody, &shTongue, &shTrapArrow, &shTrylobite,
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&shWaterElemental, &shWolfBody, &shYeti, &shWormHead, &shWormHead, &shDragonHead, &shDragonSegment, &shDragonTail,
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&shWaterElemental, &shWolfBody, &shYeti, &shWormHead, &shWormHead, &shDragonHead, &shDragonSegment, &shDragonTail,
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&shTentHead, &shILeaf[0], &shILeaf[1], &shWormSegment, &shSmallWormSegment,
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&shTentHead, &shILeaf[0], &shILeaf[1], &shWormSegment, &shSmallWormSegment, &shBunnyBody,
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&shWormTail, &shSmallWormTail, &shFrogBody })
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&shWormTail, &shSmallWormTail, &shFrogBody })
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make_shadow(*sh);
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make_shadow(*sh);
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@@ -1005,6 +1005,10 @@ void geometry_information::make_3d_models() {
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make_revolution_cut(shCatBody, 30, +g);
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make_revolution_cut(shCatBody, 30, +g);
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make_revolution_cut(shCatHead, 180, AHEAD - ABODY +g, 0.055 * scalefactor);
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make_revolution_cut(shCatHead, 180, AHEAD - ABODY +g, 0.055 * scalefactor);
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make_revolution_cut(shBunnyBody, 30, +g);
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make_revolution_cut(shBunnyHead, 180, AHEAD - ABODY +g, 0.055 * scalefactor);
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make_revolution_cut(shBunnyTail, 30, +g);
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make_paw_3d(shReptileFrontFoot, shReptileFrontLeg);
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make_paw_3d(shReptileFrontFoot, shReptileFrontLeg);
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make_paw_3d(shReptileRearFoot, shReptileRearLeg);
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make_paw_3d(shReptileRearFoot, shReptileRearLeg);
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make_abody_3d(shReptileBody, -1);
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make_abody_3d(shReptileBody, -1);
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@@ -389,8 +389,9 @@ EX void drawPlayer_animal(eMonster m, cell *where, const shiftmatrix& V0, color_
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}
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}
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if(id == pshBunny) {
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if(id == pshBunny) {
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queuepoly(VAHEAD, cgi.shBunnyEar, fc(150, cs.haircolor, 2));
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auto EAR = GDIM == 2 ? VAHEAD : V * lzpush(cgi.AHEAD + cgi.human_height * -0.15);
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queuepoly(VAHEAD * MirrorY, cgi.shBunnyEar, fc(150, cs.haircolor, 2));
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queuepoly(EAR, cgi.shBunnyEar, fc(150, cs.haircolor, 2));
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queuepoly(EAR * MirrorY, cgi.shBunnyEar, fc(150, cs.haircolor, 2));
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}
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}
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if(id == pshDog) {
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if(id == pshDog) {
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