veloren/voxygen/src/anim/character/mod.rs

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pub mod alpha;
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pub mod beta;
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pub mod block;
pub mod blockidle;
pub mod charge;
pub mod climb;
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pub mod dash;
pub mod equip;
pub mod gliding;
pub mod idle;
pub mod jump;
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pub mod roll;
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pub mod run;
pub mod shoot;
pub mod sit;
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pub mod spin;
pub mod stand;
pub mod swim;
pub mod wield;
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// Reexports
pub use self::{
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alpha::AlphaAnimation, beta::BetaAnimation, block::BlockAnimation,
blockidle::BlockIdleAnimation, charge::ChargeAnimation, climb::ClimbAnimation,
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dash::DashAnimation, equip::EquipAnimation, gliding::GlidingAnimation, idle::IdleAnimation,
jump::JumpAnimation, roll::RollAnimation, run::RunAnimation, shoot::ShootAnimation,
sit::SitAnimation, spin::SpinAnimation, stand::StandAnimation, swim::SwimAnimation,
wield::WieldAnimation,
};
use super::{Bone, Skeleton};
use crate::render::FigureBoneData;
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use common::comp;
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#[derive(Clone, Default)]
pub struct CharacterSkeleton {
head: Bone,
chest: Bone,
belt: Bone,
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back: Bone,
shorts: Bone,
l_hand: Bone,
r_hand: Bone,
l_foot: Bone,
r_foot: Bone,
l_shoulder: Bone,
r_shoulder: Bone,
glider: Bone,
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main: Bone,
second: Bone,
lantern: Bone,
torso: Bone,
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control: Bone,
l_control: Bone,
r_control: Bone,
}
impl CharacterSkeleton {
pub fn new() -> Self { Self::default() }
}
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impl Skeleton for CharacterSkeleton {
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type Attr = SkeletonAttr;
fn bone_count(&self) -> usize { 15 }
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fn compute_matrices(&self) -> [FigureBoneData; 16] {
let chest_mat = self.chest.compute_base_matrix();
let torso_mat = self.torso.compute_base_matrix();
let l_hand_mat = self.l_hand.compute_base_matrix();
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let r_hand_mat = self.r_hand.compute_base_matrix();
let control_mat = self.control.compute_base_matrix();
let l_control_mat = self.l_control.compute_base_matrix();
let r_control_mat = self.r_control.compute_base_matrix();
let main_mat = self.main.compute_base_matrix();
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let second_mat = self.second.compute_base_matrix();
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let shorts_mat = self.shorts.compute_base_matrix();
let head_mat = self.head.compute_base_matrix();
[
FigureBoneData::new(torso_mat * chest_mat * head_mat),
FigureBoneData::new(torso_mat * chest_mat),
FigureBoneData::new(torso_mat * chest_mat * self.belt.compute_base_matrix()),
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FigureBoneData::new(torso_mat * chest_mat * self.back.compute_base_matrix()),
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FigureBoneData::new(torso_mat * chest_mat * shorts_mat),
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FigureBoneData::new(torso_mat * chest_mat * control_mat * l_control_mat * l_hand_mat),
FigureBoneData::new(torso_mat * chest_mat * control_mat * r_control_mat * r_hand_mat),
FigureBoneData::new(torso_mat * self.l_foot.compute_base_matrix()),
FigureBoneData::new(torso_mat * self.r_foot.compute_base_matrix()),
FigureBoneData::new(torso_mat * chest_mat * self.l_shoulder.compute_base_matrix()),
FigureBoneData::new(torso_mat * chest_mat * self.r_shoulder.compute_base_matrix()),
FigureBoneData::new(torso_mat * self.glider.compute_base_matrix()),
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FigureBoneData::new(torso_mat * chest_mat * control_mat * l_control_mat * main_mat),
FigureBoneData::new(torso_mat * chest_mat * control_mat * r_control_mat * second_mat),
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FigureBoneData::new(
torso_mat * chest_mat * shorts_mat * self.lantern.compute_base_matrix(),
),
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FigureBoneData::default(),
]
}
fn interpolate(&mut self, target: &Self, dt: f32) {
self.head.interpolate(&target.head, dt);
self.chest.interpolate(&target.chest, dt);
self.belt.interpolate(&target.belt, dt);
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self.back.interpolate(&target.back, dt);
self.shorts.interpolate(&target.shorts, dt);
self.l_hand.interpolate(&target.l_hand, dt);
self.r_hand.interpolate(&target.r_hand, dt);
self.l_foot.interpolate(&target.l_foot, dt);
self.r_foot.interpolate(&target.r_foot, dt);
self.l_shoulder.interpolate(&target.l_shoulder, dt);
self.r_shoulder.interpolate(&target.r_shoulder, dt);
self.glider.interpolate(&target.glider, dt);
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self.main.interpolate(&target.main, dt);
self.second.interpolate(&target.second, dt);
self.lantern.interpolate(&target.lantern, dt);
self.torso.interpolate(&target.torso, dt);
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self.control.interpolate(&target.control, dt);
self.l_control.interpolate(&target.l_control, dt);
self.r_control.interpolate(&target.r_control, dt);
}
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}
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pub struct SkeletonAttr {
scaler: f32,
head_scale: f32,
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head: (f32, f32),
chest: (f32, f32),
belt: (f32, f32),
back: (f32, f32),
shorts: (f32, f32),
hand: (f32, f32, f32),
foot: (f32, f32, f32),
shoulder: (f32, f32, f32),
lantern: (f32, f32, f32),
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}
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impl Default for SkeletonAttr {
fn default() -> Self {
Self {
scaler: 0.0,
head_scale: 0.0,
head: (0.0, 0.0),
chest: (0.0, 0.0),
belt: (0.0, 0.0),
back: (0.0, 0.0),
shorts: (0.0, 0.0),
hand: (0.0, 0.0, 0.0),
foot: (0.0, 0.0, 0.0),
shoulder: (0.0, 0.0, 0.0),
lantern: (0.0, 0.0, 0.0),
}
}
}
impl<'a> std::convert::TryFrom<&'a comp::Body> for SkeletonAttr {
type Error = ();
fn try_from(body: &'a comp::Body) -> Result<Self, Self::Error> {
match body {
comp::Body::Humanoid(body) => Ok(SkeletonAttr::from(body)),
_ => Err(()),
}
}
}
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impl SkeletonAttr {
pub fn calculate_scale(body: &comp::humanoid::Body) -> f32 {
use comp::humanoid::{BodyType::*, Race::*};
match (body.race, body.body_type) {
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(Orc, Male) => 1.14,
(Orc, Female) => 1.02,
(Human, Male) => 1.02,
(Human, Female) => 0.96,
(Elf, Male) => 1.02,
(Elf, Female) => 0.96,
(Dwarf, Male) => 0.84,
(Dwarf, Female) => 0.78,
(Undead, Male) => 0.96,
(Undead, Female) => 0.9,
(Danari, Male) => 0.696,
(Danari, Female) => 0.696,
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}
}
}
impl<'a> From<&'a comp::humanoid::Body> for SkeletonAttr {
fn from(body: &'a comp::humanoid::Body) -> Self {
use comp::humanoid::{BodyType::*, Race::*};
Self {
scaler: SkeletonAttr::calculate_scale(body),
head_scale: match (body.race, body.body_type) {
(Orc, Male) => 0.9,
(Orc, Female) => 1.0,
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(Human, Male) => 0.9,
(Human, Female) => 0.9,
(Elf, Male) => 0.9,
(Elf, Female) => 0.9,
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(Dwarf, Male) => 1.0,
(Dwarf, Female) => 1.0,
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(Undead, Male) => 0.9,
(Undead, Female) => 0.9,
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(Danari, Male) => 1.15,
(Danari, Female) => 1.15,
},
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head: match (body.race, body.body_type) {
(Orc, Male) => (0.0, 14.0),
(Orc, Female) => (0.0, 14.0),
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(Human, Male) => (0.3, 13.5),
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(Human, Female) => (0.0, 13.8),
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(Elf, Male) => (0.0, 13.5),
(Elf, Female) => (0.0, 13.5),
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(Dwarf, Male) => (0.0, 14.5),
(Dwarf, Female) => (0.0, 14.0),
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(Undead, Male) => (0.5, 13.6),
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(Undead, Female) => (0.5, 14.5),
(Danari, Male) => (0.5, 14.0),
(Danari, Female) => (0.5, 14.0),
},
chest: match (body.race, body.body_type) {
(_, _) => (0.0, 7.0),
},
belt: match (body.race, body.body_type) {
(_, _) => (0.0, -2.0),
},
back: match (body.race, body.body_type) {
(_, _) => (-3.1, 7.25),
},
shorts: match (body.race, body.body_type) {
(_, _) => (0.0, -5.0),
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},
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hand: match (body.race, body.body_type) {
(_, _) => (7.0, -0.25, 5.0),
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},
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foot: match (body.race, body.body_type) {
(_, _) => (3.4, -0.1, 8.0),
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},
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shoulder: match (body.race, body.body_type) {
(_, _) => (5.0, 0.0, 5.0),
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},
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lantern: match (body.race, body.body_type) {
(_, _) => (5.0, 2.5, 5.5),
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},
}
}
}