From b4627dfe1961ed29ab24bb379f5602336148d5fa Mon Sep 17 00:00:00 2001 From: jshipsey Date: Sat, 27 Feb 2021 16:19:33 -0500 Subject: [PATCH] look-based anims --- voxygen/anim/src/character/shoot.rs | 58 +++++++++++++++-------------- voxygen/anim/src/character/talk.rs | 8 ++-- voxygen/anim/src/character/wield.rs | 27 +++++++++----- voxygen/src/scene/figure/mod.rs | 9 ++++- 4 files changed, 60 insertions(+), 42 deletions(-) diff --git a/voxygen/anim/src/character/shoot.rs b/voxygen/anim/src/character/shoot.rs index d16ac15bcd..a145878291 100644 --- a/voxygen/anim/src/character/shoot.rs +++ b/voxygen/anim/src/character/shoot.rs @@ -34,7 +34,7 @@ impl Animation for ShootAnimation { velocity, orientation, last_ori, - _look_dir, + look_dir, _global_time, stage_section, ): Self::Dependency, @@ -65,7 +65,7 @@ impl Animation for ShootAnimation { Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => { let (move1, move2, move3) = match stage_section { Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0), - Some(StageSection::Swing) => (1.0, (anim_time as f32).powf(0.25), 0.0), + Some(StageSection::Shoot) => (1.0, (anim_time as f32).powf(0.25), 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time as f32), _ => (0.0, 0.0, 0.0), }; @@ -84,10 +84,10 @@ impl Animation for ShootAnimation { next.control.position = Vec3::new( s_a.stc.0 + (xmove * 3.0 + move1 * -4.0) * (1.0 - move3), s_a.stc.1 + (2.0 + ymove * 3.0 + move2 * 3.0) * (1.0 - move3), - s_a.stc.2, + s_a.stc.2 + look_dir.z * 4.0, ); next.control.orientation = - Quaternion::rotation_x(s_a.stc.3 + (move2 * 0.6) * (1.0 - move3)) + Quaternion::rotation_x(look_dir.z + s_a.stc.3 + (move2 * 0.6) * (1.0 - move3)) * Quaternion::rotation_y(s_a.stc.4 + (move1 * 0.5 + move2 * -0.5)) * Quaternion::rotation_z( s_a.stc.5 - (0.2 + move1 * -0.5 + move2 * 0.8) * (1.0 - move3), @@ -95,9 +95,10 @@ impl Animation for ShootAnimation { next.chest.orientation = Quaternion::rotation_z((move1 * 0.3 + move2 * 0.2) * (1.0 - move3)); next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); - next.head.orientation = Quaternion::rotation_z( - tilt * -2.5 + (move1 * -0.2 + move2 * -0.4) * (1.0 - move3), - ); + next.head.orientation = Quaternion::rotation_x(look_dir.z * 0.7) + * Quaternion::rotation_z( + tilt * -2.5 + (move1 * -0.2 + move2 * -0.4) * (1.0 - move3), + ); if speed < 0.5 { next.belt.orientation = @@ -118,18 +119,19 @@ impl Animation for ShootAnimation { Some(ToolKind::Bow) => { let (_move1, move2, _move3) = match stage_section { Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0), - Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0), + Some(StageSection::Shoot) => (1.0, anim_time as f32, 0.0), Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powi(4)), _ => (0.0, 0.0, 0.0), }; next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_x(0.0); next.hand_l.position = Vec3::new( - s_a.bhl.0 + move2 * -2.0, - s_a.bhl.1 + move2 * -6.0, - s_a.bhl.2 + move2 * -3.0, + s_a.bhl.0 + move2 * -8.0, + s_a.bhl.1 + move2 * -10.0, + s_a.bhl.2, ); - next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3); + next.hand_l.orientation = + Quaternion::rotation_x(s_a.bhl.3) * Quaternion::rotation_y(move2 * 0.7); next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3); @@ -137,25 +139,25 @@ impl Animation for ShootAnimation { next.hold.orientation = Quaternion::rotation_x(-1.57); next.hold.scale = Vec3::one() * 1.0 * (1.0 - move2); - next.control.position = Vec3::new(s_a.bc.0 + 11.0, s_a.bc.1 + 2.0, s_a.bc.2 + 8.0); - next.control.orientation = Quaternion::rotation_x(0.0 + (move2 as f32 * 0.1).sin()) - * Quaternion::rotation_y(s_a.bc.4 - 1.25) - * Quaternion::rotation_z(s_a.bc.5 - 0.2 + (move2 as f32 * -0.2).sin()); - next.chest.orientation = Quaternion::rotation_z(0.8); + next.control.position = Vec3::new( + s_a.bc.0 + 11.0 + move2 * 2.0, + s_a.bc.1 + 2.0 + (look_dir.z * -5.0).min(-2.0) + move2 * -1.0, + s_a.bc.2 + 8.0 + (look_dir.z * 15.0).max(-8.0), + ); + next.control.orientation = Quaternion::rotation_x(look_dir.z + move2 * -0.0) + * Quaternion::rotation_y(-look_dir.z + s_a.bc.4 - 1.25 + move2 * -0.0) + * Quaternion::rotation_z(s_a.bc.5 - 0.2 + move2 * -0.1); + next.chest.orientation = Quaternion::rotation_z(0.8 + move2 * 0.5); next.head.position = Vec3::new(0.0 - 2.0, s_a.head.0, s_a.head.1); - next.head.orientation = - Quaternion::rotation_z(tilt * -2.5 - 0.5 + (move2 as f32 * 0.2).sin()); + next.head.orientation = Quaternion::rotation_x(look_dir.z * 0.7) + * Quaternion::rotation_z(tilt * -2.5 - 0.5 + (move2 as f32 * -0.2).sin()); + next.chest.orientation = Quaternion::rotation_z(0.8 + move2 * 0.2); + next.belt.orientation = Quaternion::rotation_z(move2 * 0.3); + next.shorts.orientation = Quaternion::rotation_z(move2 * 0.5); + next.shoulder_l.orientation = Quaternion::rotation_x(move2 * 0.5); + if speed < 0.5 { - next.chest.orientation = - Quaternion::rotation_z(0.8 + (move2 as f32 * 0.1).sin()); - - next.belt.orientation = Quaternion::rotation_x(0.07) - * Quaternion::rotation_z((move2 as f32 * -0.1).sin()); - - next.shorts.orientation = Quaternion::rotation_x(0.08) - * Quaternion::rotation_z((move2 as f32 * -0.15).sin()); - next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 - 5.0, s_a.foot.2); next.foot_l.orientation = Quaternion::rotation_x(-0.5); diff --git a/voxygen/anim/src/character/talk.rs b/voxygen/anim/src/character/talk.rs index f8e47ec373..b49bc1214b 100644 --- a/voxygen/anim/src/character/talk.rs +++ b/voxygen/anim/src/character/talk.rs @@ -2,13 +2,13 @@ use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; -use common::comp::item::ToolKind; +use common::{comp::item::ToolKind, util::Dir}; use std::f32::consts::PI; pub struct TalkAnimation; impl Animation for TalkAnimation { - type Dependency = (Option, Option, f32, f64); + type Dependency = (Option, Option, f32, f64, Dir); type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] @@ -18,7 +18,7 @@ impl Animation for TalkAnimation { #[allow(clippy::approx_constant)] // TODO: Pending review in #587 fn update_skeleton_inner( skeleton: &Self::Skeleton, - (_active_tool_kind, _second_tool_kind, _velocity, _global_time): Self::Dependency, + (_active_tool_kind, _second_tool_kind, _velocity, _global_time, look_dir): Self::Dependency, anim_time: f64, rate: &mut f32, s_a: &SkeletonAttr, @@ -30,7 +30,7 @@ impl Animation for TalkAnimation { let slowb = (anim_time as f32 * 4.0 + PI / 2.0).sin(); let slowc = (anim_time as f32 * 12.0 + PI / 2.0).sin(); - next.head.orientation = Quaternion::rotation_x(slowc * 0.035); + next.head.orientation = Quaternion::rotation_x(slowc * 0.035 + look_dir.z * 0.7); next.hand_l.position = Vec3::new( -s_a.hand.0 + 0.5 + slowb * 0.5, s_a.hand.1 + 5.0 + slowc * 1.0, diff --git a/voxygen/anim/src/character/wield.rs b/voxygen/anim/src/character/wield.rs index 5082ab4866..63f08a1656 100644 --- a/voxygen/anim/src/character/wield.rs +++ b/voxygen/anim/src/character/wield.rs @@ -2,7 +2,7 @@ use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; -use common::comp::item::ToolKind; +use common::{comp::item::ToolKind, util::Dir}; use std::{f32::consts::PI, ops::Mul}; pub struct WieldAnimation; @@ -12,6 +12,7 @@ type WieldAnimationDependency = ( Option, Vec3, Vec3, + Dir, Vec3, f64, ); @@ -26,7 +27,15 @@ impl Animation for WieldAnimation { #[allow(clippy::approx_constant)] // TODO: Pending review in #587 fn update_skeleton_inner( skeleton: &Self::Skeleton, - (active_tool_kind, _second_tool_kind, orientation, last_ori, velocity, global_time): Self::Dependency, + ( + active_tool_kind, + _second_tool_kind, + orientation, + last_ori, + look_dir, + velocity, + global_time, + ): Self::Dependency, anim_time: f64, rate: &mut f32, s_a: &SkeletonAttr, @@ -94,7 +103,9 @@ impl Animation for WieldAnimation { * Quaternion::rotation_x(((direction * 0.8).min(0.3)) * (1.0 - tilt.abs())); next.head.orientation = Quaternion::rotation_z(tilt * -0.5 + strafe * 0.4 * direction + strafe * -0.7) - * Quaternion::rotation_x((0.3 - direction * 0.4) * (1.0 - tilt.abs())); + * Quaternion::rotation_x( + (0.3 - direction * 0.4) * (1.0 - tilt.abs()) + look_dir.z * 0.7, + ); next.chest.position = Vec3::new( 0.0 + short * strafe, @@ -103,15 +114,13 @@ impl Animation for WieldAnimation { ); } else { next.head.position = Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1 + u_slow * 0.1); - next.head.orientation = - Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs()); + next.head.orientation = Quaternion::rotation_z(head_look.x + tilt * -0.75) + * Quaternion::rotation_x(head_look.y.abs() + look_dir.z * 0.7); next.chest.position = Vec3::new(0.0 + slowalt * 0.5, s_a.chest.0, s_a.chest.1 + u_slow * 0.5); next.belt.orientation = Quaternion::rotation_z(0.15 + beltstatic * tilt * 0.1); - next.head.orientation = Quaternion::rotation_z(tilt * -0.75); - next.shorts.orientation = Quaternion::rotation_z(0.3 + beltstatic * tilt * 0.2); next.torso.orientation = Quaternion::rotation_z(tilt * 0.4); @@ -193,7 +202,7 @@ impl Animation for WieldAnimation { next.head.position = Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1 + u_slow * 0.1); next.head.orientation = Quaternion::rotation_z(head_look.x) - * Quaternion::rotation_x(0.35 + head_look.y.abs()); + * Quaternion::rotation_x(0.35 + head_look.y.abs() + look_dir.z * 0.7); next.chest.orientation = Quaternion::rotation_x(-0.35) * Quaternion::rotation_y(u_slowalt * 0.04) * Quaternion::rotation_z(0.15); @@ -309,7 +318,7 @@ impl Animation for WieldAnimation { Some(ToolKind::Farming) => { if speed < 0.5 { next.head.orientation = Quaternion::rotation_z(head_look.x) - * Quaternion::rotation_x(-0.2 + head_look.y.abs()); + * Quaternion::rotation_x(-0.2 + head_look.y.abs() + look_dir.z * 0.7); } next.hand_l.position = Vec3::new(9.0, 1.0, 1.0); next.hand_l.orientation = Quaternion::rotation_x(1.57); diff --git a/voxygen/src/scene/figure/mod.rs b/voxygen/src/scene/figure/mod.rs index 68cde78921..96c1dabbf8 100644 --- a/voxygen/src/scene/figure/mod.rs +++ b/voxygen/src/scene/figure/mod.rs @@ -1338,7 +1338,13 @@ impl FigureMgr { }, CharacterState::Talk => anim::character::TalkAnimation::update_skeleton( &target_base, - (active_tool_kind, second_tool_kind, vel.0.magnitude(), time), + ( + active_tool_kind, + second_tool_kind, + vel.0.magnitude(), + time, + look_dir, + ), state.state_time, &mut state_animation_rate, skeleton_attr, @@ -1361,6 +1367,7 @@ impl FigureMgr { // TODO: Update to use the quaternion. ori * anim::vek::Vec3::::unit_y(), state.last_ori * anim::vek::Vec3::::unit_y(), + look_dir, vel.0, time, ),