WIP: initial epic fight core extraction (Phase 0)
83 files forkés d'Epic Fight (~18k LOC). Base non-compilable en l'état.
Contenu extrait :
- math/ — OpenMatrix4f, Vec3f/4f/2f, QuaternionUtils, MathUtils, ...
- armature/ — Armature, Joint, JointTransform, HumanoidArmature
- anim/ — Animator, ServerAnimator, ClientAnimator, LivingMotion, ...
- anim/types/ — StaticAnimation, DynamicAnimation, MovementAnimation, LinkAnimation,
ConcurrentLinkAnimation, LayerOffAnimation, EntityState
- anim/client/ — Layer, ClientAnimator, JointMask
- mesh/ — SkinnedMesh, SingleGroupVertexBuilder, Mesh, HumanoidMesh, ...
- cloth/ — AbstractSimulator, ClothSimulator (dépendance transitive de StaticMesh)
- asset/ — JsonAssetLoader, AssetAccessor
- patch/ — EntityPatch, LivingEntityPatch, PlayerPatch, ClientPlayerPatch
- util/ — ParseUtil, TypeFlexibleHashMap
- exception/ — AssetLoadingException
- event/ — PatchedRenderersEvent, PrepareModelEvent, RegisterResourceLayersEvent
- render/ — TiedUpRenderTypes
Headers GPLv3 + attribution injectés sur tous les .java.
Package declarations fixées sur Armature.java et TiedUpRenderTypes.java.
115 imports résiduels à résoudre manuellement :
- yesman.epicfight.main (EpicFightMod, EpicFightSharedConstants) — 30
- yesman.epicfight.gameasset (Animations, Armatures, EpicFightSounds) — 12
- yesman.epicfight.api.physics + physics.ik (combat physics) — 16
- yesman.epicfight.network.* (combat packets) — 13
- yesman.epicfight.world.* (combat entity logic) — 10
- yesman.epicfight.config.ClientConfig — 3
- yesman.epicfight.skill, .client.gui, .particle, .collider — divers combat/UI
Stratégie fix (2-3 sem manuel) : strip usage combat, stubs pour refs
core (EpicFightMod → TiedUpMod, SharedConstants → TiedUpRigConstants,
ClientConfig → TiedUpAnimationConfig).
This commit is contained in:
@@ -0,0 +1,68 @@
|
||||
/*
|
||||
* Derived from Epic Fight (https://github.com/Epic-Fight/epicfight)
|
||||
* by the Epic Fight Team, licensed under GPLv3.
|
||||
* Modifications © 2026 TiedUp! Remake Contributors, distributed under GPLv3.
|
||||
*/
|
||||
|
||||
package com.tiedup.remake.rig.cloth;
|
||||
|
||||
import java.util.List;
|
||||
import java.util.function.Function;
|
||||
|
||||
import com.google.common.collect.ImmutableList;
|
||||
import com.mojang.datafixers.util.Pair;
|
||||
|
||||
import com.tiedup.remake.rig.math.OpenMatrix4f;
|
||||
|
||||
/**
|
||||
* 0: Root,
|
||||
* 1: Thigh_R,
|
||||
* 2: "Leg_R",
|
||||
* 3: "Knee_R",
|
||||
* 4: "Thigh_L",
|
||||
* 5: "Leg_L",
|
||||
* 6: "Knee_L",
|
||||
* 7: "Torso",
|
||||
* 8: "Chest",
|
||||
* 9: "Head",
|
||||
* 10: "Shoulder_R",
|
||||
* 11: "Arm_R",
|
||||
* 12: "Hand_R",
|
||||
* 13: "Tool_R",
|
||||
* 14: "Elbow_R",
|
||||
* 15: "Shoulder_L",
|
||||
* 16: "Arm_L",
|
||||
* 17: "Hand_L",
|
||||
* 18: "Tool_L",
|
||||
* 19: "Elbow_L"
|
||||
**/
|
||||
|
||||
public class ClothColliderPresets {
|
||||
public static final List<Pair<Function<ClothSimulatable, OpenMatrix4f>, ClothSimulator.ClothOBBCollider>> BIPED_SLIM = ImmutableList.<Pair<Function<ClothSimulatable, OpenMatrix4f>, ClothSimulator.ClothOBBCollider>>builder()
|
||||
.add(Pair.of((simObject) -> simObject.getArmature().getPoseMatrices()[1], new ClothSimulator.ClothOBBCollider(0.125D, 0.24D, 0.125D, 0.0D, 0.22D, 0.0D)))
|
||||
.add(Pair.of((simObject) -> simObject.getArmature().getPoseMatrices()[2], new ClothSimulator.ClothOBBCollider(0.125D, 0.1875D, 0.125D, 0.0D, 0.1875D, 0.0D)))
|
||||
.add(Pair.of((simObject) -> simObject.getArmature().getPoseMatrices()[4], new ClothSimulator.ClothOBBCollider(0.125D, 0.24D, 0.125D, 0.0D, 0.22D, 0.0D)))
|
||||
.add(Pair.of((simObject) -> simObject.getArmature().getPoseMatrices()[5], new ClothSimulator.ClothOBBCollider(0.125D, 0.1875D, 0.125D, 0.0D, 0.1875D, 0.0D)))
|
||||
.add(Pair.of((simObject) -> simObject.getArmature().getPoseMatrices()[7], new ClothSimulator.ClothOBBCollider(0.25D, 0.25D, 0.13D, 0.0D, 0.125D, 0.0D)))
|
||||
.add(Pair.of((simObject) -> simObject.getArmature().getPoseMatrices()[8], new ClothSimulator.ClothOBBCollider(0.25D, 0.25D, 0.13D, 0.0D, 0.3D, 0.0D)))
|
||||
.add(Pair.of((simObject) -> simObject.getArmature().getPoseMatrices()[9], new ClothSimulator.ClothOBBCollider(0.25D, 0.25D, 0.25D, 0.0D, 0.2D, 0.0D)))
|
||||
.add(Pair.of((simObject) -> simObject.getArmature().getPoseMatrices()[11], new ClothSimulator.ClothOBBCollider(0.12D, 0.24D, 0.125D, -0.05D, 0.14D, 0.0D)))
|
||||
.add(Pair.of((simObject) -> simObject.getArmature().getPoseMatrices()[12], new ClothSimulator.ClothOBBCollider(0.12D, 0.1875D, 0.125D, -0.05D, 0.14D, 0.0D)))
|
||||
.add(Pair.of((simObject) -> simObject.getArmature().getPoseMatrices()[16], new ClothSimulator.ClothOBBCollider(0.12D, 0.24D, 0.125D, 0.05D, 0.14D, 0.0D)))
|
||||
.add(Pair.of((simObject) -> simObject.getArmature().getPoseMatrices()[17], new ClothSimulator.ClothOBBCollider(0.12D, 0.1875D, 0.125D, 0.05D, 0.14D, 0.0D)))
|
||||
.build();
|
||||
|
||||
public static final List<Pair<Function<ClothSimulatable, OpenMatrix4f>, ClothSimulator.ClothOBBCollider>> BIPED = ImmutableList.<Pair<Function<ClothSimulatable, OpenMatrix4f>, ClothSimulator.ClothOBBCollider>>builder()
|
||||
.add(Pair.of((simObject) -> simObject.getArmature().getPoseMatrices()[1], new ClothSimulator.ClothOBBCollider(0.125D, 0.24D, 0.125D, 0.0D, 0.22D, 0.0D)))
|
||||
.add(Pair.of((simObject) -> simObject.getArmature().getPoseMatrices()[2], new ClothSimulator.ClothOBBCollider(0.125D, 0.1875D, 0.125D, 0.0D, 0.1875D, 0.0D)))
|
||||
.add(Pair.of((simObject) -> simObject.getArmature().getPoseMatrices()[4], new ClothSimulator.ClothOBBCollider(0.125D, 0.24D, 0.125D, 0.0D, 0.22D, 0.0D)))
|
||||
.add(Pair.of((simObject) -> simObject.getArmature().getPoseMatrices()[5], new ClothSimulator.ClothOBBCollider(0.125D, 0.1875D, 0.125D, 0.0D, 0.1875D, 0.0D)))
|
||||
.add(Pair.of((simObject) -> simObject.getArmature().getPoseMatrices()[7], new ClothSimulator.ClothOBBCollider(0.25D, 0.25D, 0.13D, 0.0D, 0.125D, 0.0D)))
|
||||
.add(Pair.of((simObject) -> simObject.getArmature().getPoseMatrices()[8], new ClothSimulator.ClothOBBCollider(0.25D, 0.25D, 0.13D, 0.0D, 0.3D, 0.0D)))
|
||||
.add(Pair.of((simObject) -> simObject.getArmature().getPoseMatrices()[9], new ClothSimulator.ClothOBBCollider(0.25D, 0.25D, 0.25D, 0.0D, 0.2D, 0.0D)))
|
||||
.add(Pair.of((simObject) -> simObject.getArmature().getPoseMatrices()[11], new ClothSimulator.ClothOBBCollider(0.13D, 0.24D, 0.13D, -0.0D, 0.14D, 0.0D)))
|
||||
.add(Pair.of((simObject) -> simObject.getArmature().getPoseMatrices()[12], new ClothSimulator.ClothOBBCollider(0.13D, 0.1875D, 0.13D, -0.0D, 0.14D, 0.0D)))
|
||||
.add(Pair.of((simObject) -> simObject.getArmature().getPoseMatrices()[16], new ClothSimulator.ClothOBBCollider(0.13D, 0.24D, 0.13D, 0.0D, 0.14D, 0.0D)))
|
||||
.add(Pair.of((simObject) -> simObject.getArmature().getPoseMatrices()[17], new ClothSimulator.ClothOBBCollider(0.13D, 0.1875D, 0.13D, 0.0D, 0.14D, 0.0D)))
|
||||
.build();
|
||||
}
|
||||
Reference in New Issue
Block a user