Merge branch 'zesterer/backpack-fixes' into 'master'

Added wielding for wallrunning

See merge request veloren/veloren!4133
This commit is contained in:
Justin Shipsey 2023-10-16 20:00:06 +00:00
commit 0d5017932d
19 changed files with 446 additions and 695 deletions

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@ -177,6 +177,7 @@ impl CharacterState {
was_wielded: true,
..
})
| CharacterState::Wallrun(wallrun::Data { was_wielded: true })
| CharacterState::Stunned(stunned::Data {
was_wielded: true,
..
@ -194,6 +195,7 @@ impl CharacterState {
CharacterState::Stunned(data) => data.was_wielded,
CharacterState::SpriteInteract(data) => data.static_data.was_wielded,
CharacterState::UseItem(data) => data.static_data.was_wielded,
CharacterState::Wallrun(data) => data.was_wielded,
_ => false,
}
}

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@ -895,7 +895,9 @@ pub fn handle_wallrun(data: &JoinData<'_>, update: &mut StateUpdate) -> bool {
&& data.physics.in_liquid().is_none()
&& data.body.can_climb()
{
update.character = CharacterState::Wallrun(wallrun::Data);
update.character = CharacterState::Wallrun(wallrun::Data {
was_wielded: data.character.is_wield() || data.character.was_wielded(),
});
true
} else {
false

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@ -3,7 +3,7 @@ use crate::{
comp::{character_state::OutputEvents, CharacterState, StateUpdate},
states::{
behavior::{CharacterBehavior, JoinData},
idle,
idle, wielding,
},
};
use serde::{Deserialize, Serialize};
@ -12,7 +12,10 @@ use vek::Vec2;
const WALLRUN_ANTIGRAV: f32 = crate::consts::GRAVITY * 0.5;
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct Data;
pub struct Data {
/// Had weapon
pub was_wielded: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
@ -36,7 +39,11 @@ impl CharacterBehavior for Data {
|| data.physics.on_ground.is_some()
|| data.physics.in_liquid().is_some()
{
update.character = CharacterState::Idle(idle::Data::default());
update.character = if self.was_wielded {
CharacterState::Wielding(wielding::Data { is_sneaking: false })
} else {
CharacterState::Idle(idle::Data::default())
};
}
update

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@ -26,6 +26,7 @@ impl CharacterBehavior for Data {
handle_climb(data, &mut update);
attempt_input(data, output_events, &mut update);
handle_jump(data, output_events, &mut update, 1.0);
handle_wallrun(data, &mut update);
if self.is_sneaking
&& (data.physics.on_ground.is_none() || data.physics.in_liquid().is_some())

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@ -29,7 +29,7 @@ impl Animation for GlidingAnimation {
next.glider_trails = true;
let speednorm = velocity.magnitude().min(50.0) / 50.0;
let slow = (acc_vel * 0.25).sin();
let slow = (acc_vel * 0.1).sin();
let head_look = Vec2::new(
((global_time + anim_time) / 4.0).floor().mul(7331.0).sin() * 0.5,
@ -53,10 +53,9 @@ impl Animation for GlidingAnimation {
//necessary for overwriting jump anim
next.belt.orientation = Quaternion::rotation_z(0.0);
next.shorts.orientation = Quaternion::rotation_z(0.0);
next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
next.shorts.orientation = Quaternion::rotation_z(-speedlog + slow * 0.15);
next.shorts.orientation = Quaternion::rotation_z(slow * 0.15);
next.shoulder_r.orientation = glider_ori * Quaternion::rotation_x(2.0);
next.shoulder_l.orientation = next.shoulder_r.orientation;

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@ -3,7 +3,6 @@ use super::{
CharacterSkeleton, SkeletonAttr,
};
use common::comp::item::{Hands, ToolKind};
use core::f32::consts::PI;
use std::ops::Mul;
pub struct IdleAnimation;
@ -41,7 +40,6 @@ impl Animation for IdleAnimation {
next.hand_r.scale = Vec3::one() * 1.04;
next.back.scale = Vec3::one() * 1.02;
next.hold.scale = Vec3::one() * 0.0;
next.lantern.scale = Vec3::one() * 0.65;
next.shoulder_l.scale = Vec3::one() * 1.1;
next.shoulder_r.scale = Vec3::one() * 1.1;
@ -86,75 +84,13 @@ impl Animation for IdleAnimation {
next.glider.position = Vec3::new(0.0, 0.0, 10.0);
next.glider.scale = Vec3::one() * 0.0;
next.hold.position = Vec3::new(0.4, -0.3, -5.8);
match hands {
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => match active_tool_kind {
Some(ToolKind::Bow) => {
next.main.position = Vec3::new(0.0, -5.0 - skeleton.back_carry_offset, 6.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
next.main.position = Vec3::new(2.0, -5.0 - skeleton.back_carry_offset, -1.0);
next.main.orientation =
Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(PI / 2.0);
},
_ => {
next.main.position = Vec3::new(-7.0, -5. - skeleton.back_carry_offset, 15.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
},
(_, _) => {},
};
match hands {
(Some(Hands::One), _) => match active_tool_kind {
Some(ToolKind::Dagger) => {
next.main.position = Vec3::new(5.0, 1.0 - skeleton.back_carry_offset, 2.0);
next.main.orientation =
Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(2.0 * PI);
},
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.main.position = Vec3::new(-4.0, -4.0 - skeleton.back_carry_offset, 10.0);
next.main.orientation =
Quaternion::rotation_y(2.35) * Quaternion::rotation_z(PI / 2.0);
},
next.do_tools_on_back(hands, active_tool_kind, second_tool_kind);
_ => {},
},
(_, _) => {},
};
match hands {
(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
Some(ToolKind::Dagger) => {
next.second.position = Vec3::new(-5.0, 1.0 - skeleton.back_carry_offset, 2.0);
next.second.orientation =
Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(-2.0 * PI);
},
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.second.position = Vec3::new(4.0, -5.0 - skeleton.back_carry_offset, 10.0);
next.second.orientation =
Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(-PI / 2.0);
},
_ => {},
},
(_, _) => {},
};
next.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2);
next.lantern.orientation = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1);
next.do_hold_lantern(s_a, anim_time, 0.0, 0.0, 0.0, 0.0);
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
next.second.scale = match hands {
(Some(Hands::One), Some(Hands::One)) => Vec3::one(),
(_, _) => Vec3::zero(),
};
if let (None, Some(Hands::Two)) = hands {
next.second = next.main;
}
next
}
}

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@ -3,7 +3,6 @@ use super::{
CharacterSkeleton, SkeletonAttr,
};
use common::comp::item::{Hands, ToolKind};
use core::f32::consts::PI;
pub struct JumpAnimation;
impl Animation for JumpAnimation {
@ -136,110 +135,13 @@ impl Animation for JumpAnimation {
next.glider.position = Vec3::new(0.0, 0.0, 10.0);
next.glider.scale = Vec3::one() * 0.0;
let main_tool = if let (None, Some(Hands::Two)) = hands {
second_tool_kind
} else {
active_tool_kind
};
next.do_tools_on_back(hands, active_tool_kind, second_tool_kind);
match main_tool {
Some(ToolKind::Dagger) => {
next.main.position = Vec3::new(5.0, 1.0 - skeleton.back_carry_offset, 2.0);
next.main.orientation =
Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(2.0 * PI);
},
Some(ToolKind::Shield) => {
next.main.position = Vec3::new(-0.0, -5.0 - skeleton.back_carry_offset, 3.0);
next.main.orientation =
Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
},
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
next.main.position = Vec3::new(2.0, -5.0 - skeleton.back_carry_offset, -1.0);
next.main.orientation =
Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(PI / 2.0);
},
Some(ToolKind::Bow) => {
next.main.position = Vec3::new(0.0, -5.0 - skeleton.back_carry_offset, 6.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
_ => {
next.main.position = Vec3::new(-7.0, -5.0 - skeleton.back_carry_offset, 15.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
}
match second_tool_kind {
Some(ToolKind::Dagger) => {
next.second.position = Vec3::new(-5.0, 1.0 - skeleton.back_carry_offset, 2.0);
next.second.orientation =
Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(-2.0 * PI);
},
Some(ToolKind::Shield) => {
next.second.position = Vec3::new(0.0, -4.5 - skeleton.back_carry_offset, 3.0);
next.second.orientation =
Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
},
_ => {
next.second.position = Vec3::new(-7.0, -5.0 - skeleton.back_carry_offset, 15.0);
next.second.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
}
next.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2);
next.lantern.orientation = Quaternion::rotation_x(1.0 * switch + slow * 0.3 * switch)
* Quaternion::rotation_y(0.6 * switch + slow * 0.3 * switch);
next.lantern.scale = Vec3::one() * 0.65;
next.hold.scale = Vec3::one() * 0.0;
if skeleton.holding_lantern {
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1 + 5.0, s_a.hand.2 + 9.0);
next.hand_r.orientation = Quaternion::rotation_x(2.25) * Quaternion::rotation_z(0.9);
next.lantern.position = Vec3::new(-0.5, -0.5, -2.5);
next.lantern.orientation = next.hand_r.orientation.inverse()
* Quaternion::rotation_x(slow * 0.5)
* Quaternion::rotation_y(tilt * 4.0 * slow + tilt * 3.0);
}
next.do_hold_lantern(s_a, anim_time, anim_time, speednorm, 0.0, tilt);
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
next.torso.orientation = Quaternion::rotation_x(0.0);
match hands {
(Some(Hands::One), _) => match active_tool_kind {
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.main.position = Vec3::new(-4.0, -5.0 - skeleton.back_carry_offset, 10.0);
next.main.orientation =
Quaternion::rotation_y(2.35) * Quaternion::rotation_z(PI / 2.0);
},
_ => {},
},
(_, _) => {},
};
match hands {
(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.second.position = Vec3::new(4.0, -6.0 - skeleton.back_carry_offset, 10.0);
next.second.orientation =
Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(-PI / 2.0);
},
_ => {},
},
(_, _) => {},
};
next.second.scale = match hands {
(Some(Hands::One) | None, Some(Hands::One)) => Vec3::one(),
(_, _) => Vec3::zero(),
};
if let (None, Some(Hands::Two)) = hands {
next.second = next.main;
}
next
}
}

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@ -58,7 +58,10 @@ pub use self::{
wallrun::WallrunAnimation, wield::WieldAnimation,
};
use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton, TrailSource};
use common::comp;
use common::comp::{
self,
tool::{Hands, ToolKind},
};
use core::{convert::TryFrom, f32::consts::PI};
pub type Body = comp::humanoid::Body;
@ -333,3 +336,124 @@ impl<'a> From<&'a Body> for SkeletonAttr {
}
}
}
impl CharacterSkeleton {
/// Animate tools (main and secondary) on the character's back, taking in
/// account backpack offsets.
pub fn do_tools_on_back(
&mut self,
hands: (Option<Hands>, Option<Hands>),
active_tool_kind: Option<ToolKind>,
second_tool_kind: Option<ToolKind>,
) {
match (hands, active_tool_kind, second_tool_kind) {
((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => match tool {
Some(ToolKind::Bow) => {
self.main.position = Vec3::new(0.0, -5.0 - self.back_carry_offset, 6.0);
self.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
self.main.position = Vec3::new(2.0, -5.0 - self.back_carry_offset, -1.0);
self.main.orientation =
Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(PI / 2.0);
},
_ => {
self.main.position = Vec3::new(-7.0, -5.0 - self.back_carry_offset, 15.0);
self.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
},
((_, _), _, _) => {},
}
match hands {
(Some(Hands::One), _) => match active_tool_kind {
Some(ToolKind::Dagger) => {
self.main.position = Vec3::new(5.0, 1.0 - self.back_carry_offset, 2.0);
self.main.orientation =
Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(2.0 * PI);
},
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
self.main.position = Vec3::new(-4.0, -4.5 - self.back_carry_offset, 10.0);
self.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
Some(ToolKind::Shield) => {
self.main.position = Vec3::new(-0.0, -4.0 - self.back_carry_offset, 3.0);
self.main.orientation =
Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
},
_ => {},
},
(_, _) => {},
}
match hands {
(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
Some(ToolKind::Dagger) => {
self.second.position = Vec3::new(-5.0, 1.0 - self.back_carry_offset, 2.0);
self.second.orientation =
Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(-2.0 * PI);
},
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
self.second.position = Vec3::new(4.0, -5.0 - self.back_carry_offset, 10.0);
self.second.orientation =
Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(-PI / 2.0);
},
Some(ToolKind::Shield) => {
self.second.position = Vec3::new(0.0, -4.0 - self.back_carry_offset, 3.0);
self.second.orientation =
Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
},
_ => {},
},
(_, _) => {},
}
}
/// If we're holding a lantern, animate hold the lantern in a reasonable
/// position.
pub fn do_hold_lantern(
&mut self,
s_a: &SkeletonAttr,
anim_time: f32,
acc_vel: f32,
speednorm: f32,
impact: f32,
tilt: f32,
) {
let lab = 2.0 / s_a.scaler;
let short = ((5.0 / (1.5 + 3.5 * ((acc_vel * lab * 1.6 + PI * 0.5).sin()).powi(2))).sqrt())
* ((acc_vel * lab * 1.6 + PI * 0.5).sin());
let shorte = ((1.0 / (0.8 + 0.2 * ((acc_vel * lab * 1.6).sin()).powi(2))).sqrt())
* ((acc_vel * lab * 1.6).sin());
self.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2);
self.lantern.orientation =
Quaternion::rotation_x(shorte * 0.7 + 0.4) * Quaternion::rotation_y(shorte * 0.4);
self.lantern.scale = Vec3::one() * 0.65;
self.hold.scale = Vec3::one() * 0.0;
if self.holding_lantern {
self.hand_r.position = Vec3::new(
s_a.hand.0 + 1.0,
s_a.hand.1 + 2.0 - impact * 0.2,
s_a.hand.2 + 12.0 + impact * -0.1,
);
self.hand_r.orientation = Quaternion::rotation_x(2.25) * Quaternion::rotation_z(0.9);
self.shoulder_r.orientation = Quaternion::rotation_x(short * -0.15 + 2.0);
let fast = (anim_time * 8.0).sin();
let fast2 = (anim_time * 6.0 + 8.0).sin();
self.lantern.position = Vec3::new(-0.5, -0.5, -2.5);
self.lantern.orientation = self.hand_r.orientation.inverse()
* Quaternion::rotation_x(
(fast + 0.5) * 1.0 * speednorm + (tilt.abs() * 2.0).min(PI * 0.5),
)
* Quaternion::rotation_y(tilt * 1.0 * fast + tilt * 1.0 + fast2 * speednorm * 0.25);
}
}
}

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@ -130,84 +130,13 @@ impl Animation for MountAnimation {
next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_r.orientation = Quaternion::rotation_x(0.0);
if skeleton.holding_lantern {
next.hand_r.position = Vec3::new(
s_a.hand.0 + 1.0 - head_look.x * 8.0,
s_a.hand.1 + 5.0 + head_look.x * 6.0,
s_a.hand.2 + 9.0 + head_look.y * 6.0,
);
next.hand_r.orientation = Quaternion::rotation_x(2.25)
* Quaternion::rotation_z(0.9)
* Quaternion::rotation_y(head_look.x * 3.0)
* Quaternion::rotation_x(head_look.y * 3.0);
let fast = (anim_time * 5.0).sin();
let fast2 = (anim_time * 4.5 + 8.0).sin();
next.lantern.position = Vec3::new(-0.5, -0.5, -2.5);
next.lantern.orientation = next.hand_r.orientation.inverse()
* Quaternion::rotation_x(fast * 0.1)
* Quaternion::rotation_y(fast2 * 0.1);
} else {
next.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2);
};
next.do_hold_lantern(s_a, anim_time, 0.0, speed * 0.1 + 0.1, 0.0, tilt);
next.glider.position = Vec3::new(0.0, 0.0, 10.0);
next.glider.scale = Vec3::one() * 0.0;
next.hold.position = Vec3::new(0.4, -0.3, -5.8);
match hands {
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => match active_tool_kind {
Some(ToolKind::Bow) => {
next.main.position = Vec3::new(0.0, -5.0, 6.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
},
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
next.main.position = Vec3::new(2.0, -5.0, -1.0);
next.main.orientation =
Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(1.57);
},
_ => {
next.main.position = Vec3::new(-7.0, -5.0, 15.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
},
},
(_, _) => {},
};
match hands {
(Some(Hands::One), _) => match active_tool_kind {
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.main.position = Vec3::new(-4.0, -5.0, 10.0);
next.main.orientation =
Quaternion::rotation_y(2.35) * Quaternion::rotation_z(1.57);
},
_ => {},
},
(_, _) => {},
};
match hands {
(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.second.position = Vec3::new(4.0, -6.0, 10.0);
next.second.orientation =
Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(-1.57);
},
_ => {},
},
(_, _) => {},
};
next.second.scale = match hands {
(Some(Hands::One), Some(Hands::One)) => Vec3::one(),
(_, _) => Vec3::zero(),
};
if let (None, Some(Hands::Two)) = hands {
next.second = next.main;
}
next.do_tools_on_back(hands, active_tool_kind, second_tool_kind);
next
}

View File

@ -36,7 +36,7 @@ impl Animation for RollAnimation {
skeleton: &Self::Skeleton,
(
active_tool_kind,
_second_tool_kind,
second_tool_kind,
hands,
wield_status,
orientation,
@ -206,46 +206,20 @@ impl Animation for RollAnimation {
(_, _) => {},
}
} else {
next.hand_l.position = Vec3::new(
-s_a.hand.0,
s_a.hand.1 + 1.0 * movement1,
s_a.hand.2 + 2.0 * movement1,
);
next.hand_l.orientation = Quaternion::rotation_x(0.6 * movement1);
next.hand_r.position = if prev_aimed_dir.is_some() {
Vec3::new(
-1.0 * movement1 + s_a.hand.0,
s_a.hand.1 + 1.0 * movement1,
s_a.hand.2 + 2.0 * movement1,
)
} else {
Vec3::new(
-1.0 * movement1 + s_a.hand.0 + 3.0,
s_a.hand.1 + 1.0 * movement1,
s_a.hand.2 + 2.0 * movement1 + 8.0,
)
};
next.hand_r.orientation = if prev_aimed_dir.is_some() {
Quaternion::rotation_x(0.6 * movement1)
} else {
Quaternion::rotation_y(-1.0)
};
};
next.do_tools_on_back(hands, active_tool_kind, second_tool_kind);
}
next.head.position = Vec3::new(
0.0,
s_a.head.0 + 1.5 * movement1,
s_a.head.1 - 1.0 * movement1,
);
next.head.orientation = Quaternion::rotation_x(-0.3 * movement1)
* if prev_aimed_dir.is_some() {
Quaternion::identity()
} else {
Quaternion::rotation_y(-0.4)
};
next.head.orientation = if prev_aimed_dir.is_some() {
Quaternion::identity()
} else {
Quaternion::rotation_x(-0.3 * movement1) * Quaternion::rotation_y(-0.4)
};
next.chest.position = Vec3::new(0.0, s_a.chest.0, -9.5 * movement1 + s_a.chest.1);
next.chest.orientation = Quaternion::rotation_x(-0.2 * movement1);
next.belt.position = Vec3::new(
0.0,
@ -254,37 +228,76 @@ impl Animation for RollAnimation {
);
next.belt.orientation = Quaternion::rotation_x(0.55 * movement1);
next.shorts.position = Vec3::new(
0.0,
s_a.shorts.0 + 4.5 * movement1,
s_a.shorts.1 + 2.5 * movement1,
);
next.shorts.orientation = Quaternion::rotation_x(0.8 * movement1);
if let Some(prev_aimed_dir) = prev_aimed_dir {
let forward = prev_aimed_dir.dot(orientation.into()).abs();
let sideways = 1.0 - forward;
next.foot_l.position = Vec3::new(
if prev_aimed_dir.is_some() {
1.0 * movement1 - s_a.foot.0
} else {
1.0 * movement1 - s_a.foot.0 + 5.0
},
s_a.foot.1 + 5.5 * movement1,
s_a.foot.2 - 5.0 * movement1,
);
next.foot_l.orientation = Quaternion::rotation_x(0.9 * movement1);
if matches!(hands.0, None | Some(Hands::One)) {
next.hand_l.position += Vec3::new(-2.0, -8.0, 6.0);
next.hand_l.orientation =
next.hand_l.orientation * Quaternion::rotation_z(PI * -0.25);
next.foot_r.position = Vec3::new(
if prev_aimed_dir.is_some() {
1.0 * movement1 + s_a.foot.0
} else {
1.0 * movement1 + s_a.foot.0 + 3.0
},
s_a.foot.1 + 5.5 * movement1,
s_a.foot.2 - 5.0 * movement1,
);
next.foot_r.orientation = Quaternion::rotation_x(0.9 * movement1);
next.main.position += Vec3::new(-2.0, -6.0, 8.0);
next.main.orientation = next.main.orientation * Quaternion::rotation_x(PI * 0.6);
}
if matches!(hands.1, None | Some(Hands::One)) {
next.hand_r.position += Vec3::new(2.0, -6.0, 6.0);
next.hand_r.orientation =
next.hand_r.orientation * Quaternion::rotation_z(PI * 0.25);
next.second.position += Vec3::new(2.0, -8.0, 8.0);
next.second.orientation =
next.second.orientation * Quaternion::rotation_x(PI * 0.6);
}
next.shorts.position =
Vec3::new(0.0, s_a.shorts.0 + 0.5 * movement1, s_a.shorts.1 - 1.0);
next.shorts.orientation = Quaternion::rotation_x(0.0 * movement1);
next.foot_l.position = Vec3::new(
1.0 * movement1 - s_a.foot.0 - 4.0 * sideways,
s_a.foot.1 + 5.5 * movement1 * forward,
s_a.foot.2 - 5.0 * movement1 - 5.0,
);
next.foot_l.orientation =
Quaternion::rotation_x(0.5 * forward) * Quaternion::rotation_y(0.8 * sideways);
next.foot_r.position = Vec3::new(
1.0 * movement1 + s_a.foot.0 + 4.0 * sideways,
s_a.foot.1 - (5.5 * movement1 + 4.0) * forward,
s_a.foot.2 - 5.0 * movement1 - 3.0,
);
next.foot_r.orientation =
Quaternion::rotation_x(1.5 * forward) * Quaternion::rotation_y(-0.8 * sideways);
} else {
next.chest.orientation = Quaternion::rotation_x(-0.2 * movement1);
next.shorts.position = Vec3::new(
0.0,
s_a.shorts.0 + 4.5 * movement1,
s_a.shorts.1 + 2.5 * movement1,
);
next.shorts.orientation = Quaternion::rotation_x(0.8 * movement1);
next.foot_l.position = Vec3::new(
1.0 * movement1 - s_a.foot.0 + 5.0,
s_a.foot.1 + 5.5 * movement1,
s_a.foot.2 - 5.0 * movement1,
);
next.foot_l.orientation = Quaternion::rotation_x(0.9 * movement1);
next.foot_r.position = Vec3::new(
1.0 * movement1 + s_a.foot.0 + 3.0,
s_a.foot.1 + 5.5 * movement1,
s_a.foot.2 - 5.0 * movement1,
);
next.foot_r.orientation = Quaternion::rotation_x(0.9 * movement1);
}
next.torso.position = if prev_aimed_dir.is_some() {
Vec3::new(0.0, 0.0, 7.0 * movement1)
Vec3::new(0.0, 0.0, 4.0 + 7.0 * movement1)
} else {
Vec3::new(4.0, 0.0, 7.0 * movement1)
};

View File

@ -67,9 +67,6 @@ impl Animation for RunAnimation {
let noisea = (acc_vel * 11.0 + PI / 6.0).sin();
let noiseb = (acc_vel * 19.0 + PI / 4.0).sin();
let shorte = ((1.0 / (0.8 + 0.2 * ((acc_vel * lab * 1.6).sin()).powi(2))).sqrt())
* ((acc_vel * lab * 1.6).sin());
let back_speed = 2.6;
let dirside = orientation.xy().dot(velocity.xy()).signum();
@ -131,9 +128,9 @@ impl Animation for RunAnimation {
(global_time + anim_time / 18.0).floor().mul(1337.0).sin() * 0.1,
);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + short * 0.1);
next.head.position = Vec3::new(0.0, s_a.head.0 * 1.5, s_a.head.1 + short * 0.1);
next.head.orientation =
Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 + short * -0.3)
Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 + short * -0.3 * speednorm)
* Quaternion::rotation_x(head_look.y + 0.45 * speednorm + shortalt2 * -0.05);
next.head.scale = Vec3::one() * s_a.head_scale;
@ -143,8 +140,8 @@ impl Animation for RunAnimation {
s_a.chest.1 + 1.0 * speednorm + shortalt * 1.1,
);
next.chest.orientation = Quaternion::rotation_x(impact * 0.07)
* Quaternion::rotation_z(short * 0.4 + tilt * -0.6)
* Quaternion::rotation_y(tilt * 2.0 + short * 0.2)
* Quaternion::rotation_z(short * 0.4 * speednorm + tilt * -0.6)
* Quaternion::rotation_y(tilt * 2.0 + short * 0.2 * speednorm)
* Quaternion::rotation_x(shortalt2 * 0.03 + speednorm * -0.5 + tilt.abs());
next.belt.position = Vec3::new(0.0, 0.25 + s_a.belt.0, 0.25 + s_a.belt.1);
@ -159,14 +156,14 @@ impl Animation for RunAnimation {
next.shorts.position = Vec3::new(0.0, 0.65 + s_a.shorts.0, 0.65 * speednorm + s_a.shorts.1);
next.shorts.orientation = Quaternion::rotation_x(0.2 * speednorm)
* Quaternion::rotation_z(short * -0.9 + tilt * -1.5)
* Quaternion::rotation_z(short * -0.9 * speednorm + tilt * -1.5)
* Quaternion::rotation_y(tilt * 0.7 + short * 0.08);
next.hand_l.position = Vec3::new(
-s_a.hand.0 * 1.2 - foothorir * 1.3 * speednorm
+ (foothoril.abs().powf(2.0) - 0.5) * speednorm * 4.0,
s_a.hand.1 * 1.3 + foothorir * -7.0 * speednorm * (1.0 - sideabs),
s_a.hand.2 - foothorir * 2.75 * speednorm + foothoril.abs().powf(3.0) * speednorm * 8.0,
+ (foothoril.abs().powi(2) - 0.5) * speednorm * 4.0,
s_a.hand.1 * 1.3 + foothorir * -7.0 * speednorm.powi(2) * (1.0 - sideabs),
s_a.hand.2 - foothorir * 2.75 * speednorm + foothoril.abs().powi(3) * speednorm * 8.0,
);
next.hand_l.orientation =
Quaternion::rotation_x(
@ -175,9 +172,9 @@ impl Animation for RunAnimation {
next.hand_r.position = Vec3::new(
s_a.hand.0 * 1.2 + foothoril * 1.3 * speednorm
- (foothorir.abs().powf(2.0) - 0.5) * speednorm * 4.0,
s_a.hand.1 * 1.3 + foothoril * -7.0 * speednorm * (1.0 - sideabs),
s_a.hand.2 - foothoril * 2.75 * speednorm + foothorir.abs().powf(3.0) * speednorm * 8.0,
- (foothorir.abs().powi(2) - 0.5) * speednorm * 4.0,
s_a.hand.1 * 1.3 + foothoril * -7.0 * speednorm.powi(2) * (1.0 - sideabs),
s_a.hand.2 - foothoril * 2.75 * speednorm + foothorir.abs().powi(3) * speednorm * 8.0,
);
next.hand_r.orientation =
Quaternion::rotation_x(
@ -186,160 +183,55 @@ impl Animation for RunAnimation {
next.foot_l.position = Vec3::new(
-s_a.foot.0 + footstrafel * sideabs * 7.0 + tilt * -10.0,
s_a.foot.1 + (1.0 - sideabs) * (-0.5 * speednorm + foothoril * -10.5 * speednorm),
s_a.foot.1 + (1.0 - sideabs) * (-1.5 * speednorm + foothoril * -10.0 * speednorm),
s_a.foot.2
+ (1.0 - sideabs) * (1.25 * speednorm + ((footvertl * -5.0 * speednorm).max(-1.0)))
+ (1.0 - sideabs) * (1.25 + (footvertl * -5.0).max(-1.0)) * speednorm
+ side * ((footvertsl * 1.5).max(-1.0)),
);
next.foot_l.orientation = Quaternion::rotation_x(
(1.0 - sideabs) * (foothoril + 0.4 * (1.0 - sideabs)) * -1.5 * speednorm
(1.0 - sideabs) * (foothoril + 0.3 * (1.0 - sideabs)) * -1.5 * speednorm
+ sideabs * -0.5,
) * Quaternion::rotation_y(
tilt * -0.5 + side * 0.3 + side * (foothoril * 0.3),
tilt * -0.5 + side * (foothoril * 0.3) + footstrafer * side * 0.5,
) * Quaternion::rotation_z(
side * 0.9 * orientation.xy().dot(velocity.xy() / (speed + 0.01)),
side * 1.3 * orientation.xy().dot(velocity.xy() / (speed + 0.01)),
);
next.foot_r.position = Vec3::new(
s_a.foot.0 + footstrafer * sideabs * 7.0 + tilt * -10.0,
s_a.foot.1 + (1.0 - sideabs) * (-0.5 * speednorm + foothorir * -10.5 * speednorm),
s_a.foot.1 + (1.0 - sideabs) * (-1.5 * speednorm + foothorir * -10.0 * speednorm),
s_a.foot.2
+ (1.0 - sideabs) * (1.25 * speednorm + ((footvertr * -5.0 * speednorm).max(-1.0)))
+ (1.0 - sideabs) * (1.25 + (footvertr * -5.0).max(-1.0)) * speednorm
+ side * ((footvertsr * -1.5).max(-1.0)),
);
next.foot_r.orientation = Quaternion::rotation_x(
(1.0 - sideabs) * (foothorir + 0.4 * (1.0 - sideabs)) * -1.5 * speednorm
(1.0 - sideabs) * (foothorir + 0.3 * (1.0 - sideabs)) * -1.5 * speednorm
+ sideabs * -0.5,
) * Quaternion::rotation_y(
tilt * -0.5 + side * 0.3 + side * (foothorir * 0.3),
tilt * -0.5 + side * (foothorir * 0.3) - footstrafer * side * 0.5,
) * Quaternion::rotation_z(
side * 0.9 * orientation.xy().dot(velocity.xy() / (speed + 0.01)),
side * 1.3 * orientation.xy().dot(velocity.xy() / (speed + 0.01)),
);
//
next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_l.orientation =
Quaternion::rotation_x(short * 0.15 + (footrotl * 1.2 + 0.5) * speednorm);
Quaternion::rotation_x(short * 0.15 * speednorm + (footrotl * 0.5 + 0.5) * speednorm);
next.shoulder_l.scale = Vec3::one() * 1.1;
next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_r.orientation =
Quaternion::rotation_x(short * -0.15 + (footrotr * 1.2 + 0.5) * speednorm);
Quaternion::rotation_x(short * -0.15 * speednorm + (footrotr * 0.5 + 0.5) * speednorm);
next.shoulder_r.scale = Vec3::one() * 1.1;
next.glider.position = Vec3::new(0.0, 0.0, 10.0);
next.glider.scale = Vec3::one() * 0.0;
let main_tool = if let (None, Some(Hands::Two)) = hands {
second_tool_kind
} else {
active_tool_kind
};
next.do_tools_on_back(hands, active_tool_kind, second_tool_kind);
match main_tool {
Some(ToolKind::Dagger) => {
next.main.position = Vec3::new(5.0, 1.0 - skeleton.back_carry_offset, 2.0);
next.main.orientation =
Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(2.0 * PI);
},
Some(ToolKind::Shield) => {
next.main.position = Vec3::new(-0.0, -5.0 - skeleton.back_carry_offset, 3.0);
next.main.orientation =
Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
},
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
next.main.position = Vec3::new(2.0, -5.0 - skeleton.back_carry_offset, -1.0);
next.main.orientation =
Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(PI / 2.0);
},
Some(ToolKind::Bow) => {
next.main.position = Vec3::new(0.0, -5.0 - skeleton.back_carry_offset, 6.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
_ => {
next.main.position = Vec3::new(-7.0, -5.0 - skeleton.back_carry_offset, 15.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0 + shorte * -0.2);
},
}
match second_tool_kind {
Some(ToolKind::Dagger) => {
next.second.position = Vec3::new(-5.0, 1.0 - skeleton.back_carry_offset, 2.0);
next.second.orientation =
Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(-2.0 * PI);
},
Some(ToolKind::Shield) => {
next.second.position = Vec3::new(0.0, -4.5 - skeleton.back_carry_offset, 3.0);
next.second.orientation =
Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
},
_ => {
next.second.position = Vec3::new(-7.0, -5.0 - skeleton.back_carry_offset, 15.0);
next.second.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
}
next.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2);
next.lantern.orientation =
Quaternion::rotation_x(shorte * 0.7 + 0.4) * Quaternion::rotation_y(shorte * 0.4);
next.lantern.scale = Vec3::one() * 0.65;
next.hold.scale = Vec3::one() * 0.0;
if skeleton.holding_lantern {
next.hand_r.position = Vec3::new(
s_a.hand.0 + 1.0,
s_a.hand.1 + 2.0 - impact * 0.2,
s_a.hand.2 + 12.0 + impact * -0.1,
);
next.hand_r.orientation = Quaternion::rotation_x(2.25) * Quaternion::rotation_z(0.9);
next.shoulder_r.orientation = Quaternion::rotation_x(short * -0.15 + 2.0);
let fast = (anim_time * 8.0).sin();
let fast2 = (anim_time * 6.0 + 8.0).sin();
next.lantern.position = Vec3::new(-0.5, -0.5, -2.5);
next.lantern.orientation = next.hand_r.orientation.inverse()
* Quaternion::rotation_x((fast + 0.5) * 1.0 * speednorm)
* Quaternion::rotation_y(tilt * 4.0 * fast + tilt * 3.0 + fast2 * speednorm * 0.25);
}
next.do_hold_lantern(s_a, anim_time, acc_vel, speednorm, impact, tilt);
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
match hands {
(Some(Hands::One), _) => match active_tool_kind {
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.main.position = Vec3::new(-4.0, -4.5 - skeleton.back_carry_offset, 10.0);
next.main.orientation =
Quaternion::rotation_y(2.35) * Quaternion::rotation_z(PI / 2.0);
},
_ => {},
},
(_, _) => {},
};
match hands {
(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.second.position = Vec3::new(4.0, -5.0 - skeleton.back_carry_offset, 10.0);
next.second.orientation =
Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(-PI / 2.0);
},
_ => {},
},
(_, _) => {},
};
next.second.scale = match hands {
(Some(Hands::One) | None, Some(Hands::One)) => Vec3::one(),
(_, _) => Vec3::zero(),
};
if let (None, Some(Hands::Two)) = hands {
next.second = next.main;
}
if wall.map_or(false, |e| e.y > 0.5) {
let push = (1.0 - orientation.x.abs()).powi(2);
let right_sub = -(orientation.x).min(0.0);

View File

@ -89,25 +89,7 @@ impl Animation for SitAnimation {
next.torso.position = Vec3::new(0.0, -2.2, stop * -1.76);
if skeleton.holding_lantern {
next.hand_r.position = Vec3::new(
s_a.hand.0 + 1.0 - head_look.x * 8.0,
s_a.hand.1 + 5.0 + head_look.x * 6.0,
s_a.hand.2 + 9.0 + head_look.y * 6.0,
);
next.hand_r.orientation = Quaternion::rotation_x(2.25)
* Quaternion::rotation_z(0.9)
* Quaternion::rotation_y(head_look.x * 3.0)
* Quaternion::rotation_x(head_look.y * 3.0);
let fast = (anim_time * 5.0).sin();
let fast2 = (anim_time * 4.5 + 8.0).sin();
next.lantern.position = Vec3::new(-0.5, -0.5, -2.5);
next.lantern.orientation = next.hand_r.orientation.inverse()
* Quaternion::rotation_x(fast * 0.1)
* Quaternion::rotation_y(fast2 * 0.1);
}
next.do_hold_lantern(s_a, anim_time, 0.0, 0.0, 0.0, 0.0);
next
}

View File

@ -159,13 +159,7 @@ impl Animation for SneakAnimation {
next.foot_r.position = Vec3::new(s_a.foot.0, 4.0 + s_a.foot.1, s_a.foot.2);
}
if skeleton.holding_lantern {
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1 + 5.0, s_a.hand.2 + 9.0);
next.hand_r.orientation = Quaternion::rotation_x(2.5);
next.lantern.position = Vec3::new(0.0, 1.5, -5.5);
next.lantern.orientation = next.hand_r.orientation.inverse();
}
next.do_hold_lantern(s_a, anim_time, anim_time, speed / 10.0, 0.0, tilt);
next
}

View File

@ -66,9 +66,6 @@ impl Animation for SneakWieldAnimation {
let noisea = (anim_time * 11.0 + PI / 6.0).sin();
let noiseb = (anim_time * 19.0 + PI / 4.0).sin();
let shorte = ((5.0 / (4.0 + 1.0 * ((anim_time * lab * 7.0).sin()).powi(2))).sqrt())
* ((anim_time * lab * 7.0).sin());
let shortalt = (anim_time * lab * 7.0 + PI / 2.0).sin();
let head_look = Vec2::new(
@ -145,9 +142,6 @@ impl Animation for SneakWieldAnimation {
next.shoulder_l.orientation = Quaternion::rotation_x(short * 0.15 * walkintensity);
next.shoulder_r.orientation = Quaternion::rotation_x(short * -0.15 * walkintensity);
next.lantern.orientation =
Quaternion::rotation_x(shorte * 0.2 + 0.4) * Quaternion::rotation_y(shorte * 0.1);
} else {
next.head.position = Vec3::new(
0.0,
@ -178,14 +172,6 @@ impl Animation for SneakWieldAnimation {
next.foot_r.position = Vec3::new(s_a.foot.0, 4.0 + s_a.foot.1, s_a.foot.2);
}
if skeleton.holding_lantern {
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1 + 5.0, s_a.hand.2 + 9.0);
next.hand_r.orientation = Quaternion::rotation_x(2.5);
next.lantern.position = Vec3::new(0.0, 1.5, -5.5);
next.lantern.orientation = next.hand_r.orientation.inverse();
}
match (hands, active_tool_kind, second_tool_kind) {
((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => match tool {
Some(ToolKind::Sword) => {
@ -374,27 +360,8 @@ impl Animation for SneakWieldAnimation {
next.second = next.main;
}
if skeleton.holding_lantern {
next.hand_r.position = Vec3::new(
s_a.hand.0 - head_look.x * 6.0,
s_a.hand.1 + 5.0 - head_look.y * 10.0 + slow * 0.15,
s_a.hand.2 + 12.0 + head_look.y * 6.0 + slow * 0.5,
);
next.hand_r.orientation = Quaternion::rotation_x(2.25 + slow * -0.06)
* Quaternion::rotation_z(0.9)
* Quaternion::rotation_y(head_look.x * 1.5)
* Quaternion::rotation_x(head_look.y * 1.5);
next.do_hold_lantern(s_a, anim_time, anim_time, speednorm, 0.0, tilt);
let fast = (anim_time * 8.0).sin();
let fast2 = (anim_time * 6.0 + 8.0).sin();
next.lantern.position = Vec3::new(-0.5, -0.5, -2.5);
next.lantern.orientation = next.hand_r.orientation.inverse()
* Quaternion::rotation_x((fast + 0.5) * 1.0 * speednorm + fast * 0.1)
* Quaternion::rotation_y(
tilt * 1.0 * fast + tilt * 1.0 + fast2 * speednorm * 0.25 + fast2 * 0.1,
);
}
next
}
}

View File

@ -3,7 +3,6 @@ use super::{
CharacterSkeleton, SkeletonAttr,
};
use common::comp::item::{Hands, ToolKind};
use core::f32::consts::PI;
use std::ops::Mul;
pub struct StandAnimation;
@ -108,93 +107,10 @@ impl Animation for StandAnimation {
next.glider.position = Vec3::new(0.0, 0.0, 10.0);
next.glider.scale = Vec3::one() * 0.0;
next.hold.position = Vec3::new(0.4, -0.3, -5.8);
match (hands, active_tool_kind, second_tool_kind) {
((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => match tool {
Some(ToolKind::Bow) => {
next.main.position = Vec3::new(0.0, -5.0 - skeleton.back_carry_offset, 6.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
next.main.position = Vec3::new(2.0, -5.0 - skeleton.back_carry_offset, -1.0);
next.main.orientation =
Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(PI / 2.0);
},
_ => {
next.main.position = Vec3::new(-7.0, -5.0 - skeleton.back_carry_offset, 15.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
},
((_, _), _, _) => {},
};
match hands {
(Some(Hands::One), _) => match active_tool_kind {
Some(ToolKind::Dagger) => {
next.main.position = Vec3::new(5.0, 1.0 - skeleton.back_carry_offset, 2.0);
next.main.orientation =
Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(2.0 * PI);
},
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.main.position = Vec3::new(-4.0, -4.5 - skeleton.back_carry_offset, 10.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
Some(ToolKind::Shield) => {
next.main.position = Vec3::new(-0.0, -4.0 - skeleton.back_carry_offset, 3.0);
next.main.orientation =
Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
},
_ => {},
},
(_, _) => {},
};
match hands {
(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
Some(ToolKind::Dagger) => {
next.second.position = Vec3::new(-5.0, 1.0 - skeleton.back_carry_offset, 2.0);
next.second.orientation =
Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(-2.0 * PI);
},
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.second.position = Vec3::new(4.0, -5.0 - skeleton.back_carry_offset, 10.0);
next.second.orientation =
Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(-PI / 2.0);
},
Some(ToolKind::Shield) => {
next.second.position = Vec3::new(0.0, -4.0 - skeleton.back_carry_offset, 3.0);
next.second.orientation =
Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
},
_ => {},
},
(_, _) => {},
};
next.do_tools_on_back(hands, active_tool_kind, second_tool_kind);
next.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2);
next.lantern.orientation = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1);
if skeleton.holding_lantern {
next.hand_r.position = Vec3::new(
s_a.hand.0 - head_look.x * 10.0,
s_a.hand.1 + 5.0 - head_look.y * 8.0 + slow * 0.15 - impact * 0.2,
s_a.hand.2 + 12.0 + slow * 0.5 + impact * -0.1,
);
next.hand_r.orientation = Quaternion::rotation_x(2.5 + slow * -0.06 + impact * -0.1)
* Quaternion::rotation_z(0.9)
* Quaternion::rotation_y(head_look.x * 1.5)
* Quaternion::rotation_x(head_look.y * 1.5);
next.shoulder_r.orientation = Quaternion::rotation_x(slow * 0.15 + 2.0);
let fast = (anim_time * 5.0).sin();
let fast2 = (anim_time * 4.5 + 8.0).sin();
next.lantern.position = Vec3::new(-0.5, -0.5, -2.5);
next.lantern.orientation = next.hand_r.orientation.inverse()
* Quaternion::rotation_x(fast * 0.1)
* Quaternion::rotation_y(fast2 * 0.1 + tilt * 3.0);
}
next.do_hold_lantern(s_a, anim_time, 0.0, 0.0, impact, tilt);
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
next.second.scale = Vec3::one();

View File

@ -171,57 +171,7 @@ impl Animation for SwimAnimation {
next.glider.position = Vec3::new(0.0, 0.0, 10.0);
next.glider.scale = Vec3::one() * 0.0;
let main_tool = if let (None, Some(Hands::Two)) = hands {
second_tool_kind
} else {
active_tool_kind
};
match main_tool {
Some(ToolKind::Dagger) => {
next.main.position = Vec3::new(5.0, 1.0, 2.0);
next.main.orientation =
Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(2.0 * PI);
},
Some(ToolKind::Shield) => {
next.main.position = Vec3::new(-0.0, -5.0, 3.0);
next.main.orientation =
Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
},
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
next.main.position = Vec3::new(2.0, -5.0, -1.0);
next.main.orientation =
Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(PI / 2.0);
},
Some(ToolKind::Bow) => {
next.main.position = Vec3::new(0.0, -5.0, 6.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
_ => {
next.main.position = Vec3::new(-7.0, -5.0, 15.0);
next.main.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
}
match second_tool_kind {
Some(ToolKind::Dagger) => {
next.second.position = Vec3::new(-5.0, 1.0, 2.0);
next.second.orientation =
Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(-2.0 * PI);
},
Some(ToolKind::Shield) => {
next.second.position = Vec3::new(0.0, -4.0, 3.0);
next.second.orientation =
Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
},
_ => {
next.second.position = Vec3::new(-7.0, -5.0, 15.0);
next.second.orientation =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
},
}
next.do_tools_on_back(hands, active_tool_kind, second_tool_kind);
next.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2);
next.lantern.scale = Vec3::one() * 0.65;
@ -238,37 +188,6 @@ impl Animation for SwimAnimation {
+ avgspeed * avg_vel.z * -0.003,
) * Quaternion::rotation_y(tilt * 2.0)
* Quaternion::rotation_z(tilt * 3.0);
match hands {
(Some(Hands::One), _) => match active_tool_kind {
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.main.position = Vec3::new(-4.0, -5.0, 10.0);
next.main.orientation =
Quaternion::rotation_y(2.35) * Quaternion::rotation_z(PI / 2.0);
},
_ => {},
},
(_, _) => {},
};
match hands {
(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
next.second.position = Vec3::new(4.0, -6.0, 10.0);
next.second.orientation =
Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(-PI / 2.0);
},
_ => {},
},
(_, _) => {},
};
next.second.scale = match hands {
(Some(Hands::One), Some(Hands::One)) => Vec3::one(),
(_, _) => Vec3::zero(),
};
if let (None, Some(Hands::Two)) = hands {
next.second = next.main;
}
next
}

View File

@ -2,14 +2,21 @@ use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::comp::item::{AbilitySpec, Hands, ToolKind};
use core::f32::consts::PI;
pub struct WallrunAnimation;
type WallrunAnimationDependency = (Vec3<f32>, f32, Option<Vec3<f32>>);
impl Animation for WallrunAnimation {
type Dependency<'a> = WallrunAnimationDependency;
type Dependency<'a> = (
(Option<ToolKind>, Option<&'a AbilitySpec>),
Option<ToolKind>,
(Option<Hands>, Option<Hands>),
Vec3<f32>,
f32,
Option<Vec3<f32>>,
bool,
);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
@ -19,7 +26,15 @@ impl Animation for WallrunAnimation {
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(orientation, acc_vel, wall): Self::Dependency<'_>,
(
(active_tool_kind, active_tool_spec),
second_tool_kind,
hands,
orientation,
acc_vel,
wall,
was_wielded,
): Self::Dependency<'_>,
_anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
@ -185,6 +200,173 @@ impl Animation for WallrunAnimation {
* Quaternion::rotation_x(-0.1);
};
if was_wielded {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_x(0.0);
next.hold.scale = Vec3::one() * 0.0;
match (hands, active_tool_kind, second_tool_kind) {
((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => {
match tool {
Some(ToolKind::Sword) => {
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
* Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.shr.3)
* Quaternion::rotation_y(s_a.shr.4);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1 - 3.0, s_a.sc.2);
next.control.orientation =
Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(0.0);
},
Some(ToolKind::Axe) => {
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.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3)
* Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3)
* Quaternion::rotation_z(s_a.ahr.5);
next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
* Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5);
},
Some(ToolKind::Hammer | ToolKind::Pick | ToolKind::Shovel) => {
next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
* Quaternion::rotation_y(s_a.hhl.4)
* Quaternion::rotation_z(s_a.hhl.5);
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
* Quaternion::rotation_y(s_a.hhr.4)
* Quaternion::rotation_z(s_a.hhr.5);
next.control.position = Vec3::new(s_a.hc.0, s_a.hc.1, s_a.hc.2 + 6.0);
next.control.orientation = Quaternion::rotation_x(s_a.hc.3)
* Quaternion::rotation_y(s_a.hc.4)
* Quaternion::rotation_z(s_a.hc.5);
},
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.sthr.3)
* Quaternion::rotation_y(s_a.sthr.4);
next.control.position =
Vec3::new(s_a.stc.0, s_a.stc.1 - 2.0, s_a.stc.2 + 4.0);
next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
next.control.orientation = Quaternion::rotation_x(s_a.stc.3)
* Quaternion::rotation_y(s_a.stc.4)
* Quaternion::rotation_z(s_a.stc.5);
},
Some(ToolKind::Bow) => {
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, s_a.bhl.1, s_a.bhl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
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);
next.hold.position = Vec3::new(0.0, -1.0, -5.2);
next.hold.orientation = Quaternion::rotation_x(-PI / 2.0);
next.hold.scale = Vec3::one() * 1.0;
next.control.position =
Vec3::new(s_a.bc.0 + 2.0, s_a.bc.1, s_a.bc.2 + 5.0);
next.control.orientation = Quaternion::rotation_x(0.8)
* Quaternion::rotation_y(s_a.bc.4)
* Quaternion::rotation_z(s_a.bc.5);
},
Some(ToolKind::Instrument) => {
if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
match spec.as_str() {
"Washboard" => {
next.hand_l.position = Vec3::new(-7.0, 0.0, 3.0);
next.hand_l.orientation = Quaternion::rotation_x(1.27);
next.main.position = Vec3::new(-5.0, -4.5, -5.0);
next.main.orientation = Quaternion::rotation_x(5.5);
},
_ => {
next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
next.hand_l.orientation = Quaternion::rotation_x(1.27);
next.main.position = Vec3::new(-5.0, 5.0, 23.0);
next.main.orientation = Quaternion::rotation_x(PI);
},
}
}
},
Some(ToolKind::Debug) => {
next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
next.hand_l.orientation = Quaternion::rotation_x(1.27);
next.main.position = Vec3::new(-5.0, 5.0, 23.0);
next.main.orientation = Quaternion::rotation_x(PI);
},
Some(ToolKind::Farming) => {
next.head.orientation = Quaternion::rotation_x(-0.2);
next.hand_l.position = Vec3::new(9.0, 1.0, 1.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
next.hand_r.position = Vec3::new(9.0, 1.0, 11.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
next.main.position = Vec3::new(7.5, 7.5, 13.2);
next.main.orientation = Quaternion::rotation_y(PI);
next.control.position = Vec3::new(-11.0, 1.8, 4.0);
next.control.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.6)
* Quaternion::rotation_z(0.0);
},
_ => {},
}
},
((_, _), _, _) => {},
};
match hands {
(Some(Hands::One), _) => {
next.control_l.position = Vec3::new(-7.0, 6.0, 5.0);
next.control_l.orientation =
Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.2);
next.hand_l.position = Vec3::new(-1.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
},
(_, _) => {},
};
match hands {
(None | Some(Hands::One), Some(Hands::One)) => {
next.control_r.position = Vec3::new(7.0, 6.0, 5.0);
next.control_r.orientation =
Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(-0.2);
next.hand_r.position = Vec3::new(1.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
},
(_, _) => {},
};
match hands {
(None, None) | (None, Some(Hands::One)) => {
next.hand_l.position = Vec3::new(-8.0, 2.0, 1.0);
next.hand_l.orientation =
Quaternion::rotation_x(0.5) * Quaternion::rotation_y(0.25);
},
(_, _) => {},
};
match hands {
(None, None) | (Some(Hands::One), None) => {
next.hand_r.position = Vec3::new(8.0, 2.0, 1.0);
next.hand_r.orientation =
Quaternion::rotation_x(0.5) * Quaternion::rotation_y(-0.25);
},
(_, _) => {},
};
}
next
}
}

View File

@ -551,27 +551,7 @@ impl Animation for WieldAnimation {
next.second = next.main;
}
if skeleton.holding_lantern {
next.hand_r.position = Vec3::new(
s_a.hand.0 - head_look.x * 6.0,
s_a.hand.1 + 5.0 - head_look.y * 10.0 + slow * 0.15,
s_a.hand.2 + 12.0 + head_look.y * 6.0 + slow * 0.5,
);
next.hand_r.orientation = Quaternion::rotation_x(2.25 + slow * -0.06)
* Quaternion::rotation_z(0.9)
* Quaternion::rotation_y(head_look.x * 1.5)
* Quaternion::rotation_x(head_look.y * 1.5);
let fast = (anim_time * 8.0).sin();
let fast2 = (anim_time * 6.0 + 8.0).sin();
next.lantern.position = Vec3::new(-0.5, -0.5, -2.5);
next.lantern.orientation = next.hand_r.orientation.inverse()
* Quaternion::rotation_x((fast + 0.5) * 1.0 * speednorm + fast * 0.1)
* Quaternion::rotation_y(
tilt * 1.0 * fast + tilt * 1.0 + fast2 * speednorm * 0.25 + fast2 * 0.1,
);
}
next.do_hold_lantern(s_a, anim_time, anim_time, speednorm, 0.0, tilt);
next
}

View File

@ -2060,13 +2060,17 @@ impl FigureMgr {
skeleton_attr,
)
},
CharacterState::Wallrun { .. } => {
CharacterState::Wallrun(data) => {
anim::character::WallrunAnimation::update_skeleton(
&target_base,
(
(active_tool_kind, active_tool_spec),
second_tool_kind,
hands,
ori * anim::vek::Vec3::<f32>::unit_y(),
state.acc_vel,
wall_dir,
data.was_wielded,
),
state.state_time,
&mut state_animation_rate,