diff --git a/common/src/comp/character_state.rs b/common/src/comp/character_state.rs index 134810a01b..77285bbf2a 100644 --- a/common/src/comp/character_state.rs +++ b/common/src/comp/character_state.rs @@ -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, } } diff --git a/common/src/states/utils.rs b/common/src/states/utils.rs index 603eda4a27..dd765d9c93 100644 --- a/common/src/states/utils.rs +++ b/common/src/states/utils.rs @@ -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 diff --git a/common/src/states/wallrun.rs b/common/src/states/wallrun.rs index 07fed0ffe1..44ac00bf8f 100644 --- a/common/src/states/wallrun.rs +++ b/common/src/states/wallrun.rs @@ -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 diff --git a/common/src/states/wielding.rs b/common/src/states/wielding.rs index 7ba7f82fb2..0aac0aa902 100644 --- a/common/src/states/wielding.rs +++ b/common/src/states/wielding.rs @@ -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()) diff --git a/voxygen/anim/src/character/gliding.rs b/voxygen/anim/src/character/gliding.rs index e1e35a7596..4b5dc22f9b 100644 --- a/voxygen/anim/src/character/gliding.rs +++ b/voxygen/anim/src/character/gliding.rs @@ -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; diff --git a/voxygen/anim/src/character/idle.rs b/voxygen/anim/src/character/idle.rs index d010bce292..3fa19ba5b0 100644 --- a/voxygen/anim/src/character/idle.rs +++ b/voxygen/anim/src/character/idle.rs @@ -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 } } diff --git a/voxygen/anim/src/character/jump.rs b/voxygen/anim/src/character/jump.rs index b57c1bdd8d..b3903e27d1 100644 --- a/voxygen/anim/src/character/jump.rs +++ b/voxygen/anim/src/character/jump.rs @@ -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 } } diff --git a/voxygen/anim/src/character/mod.rs b/voxygen/anim/src/character/mod.rs index c5cf136a64..0c14bfc1a2 100644 --- a/voxygen/anim/src/character/mod.rs +++ b/voxygen/anim/src/character/mod.rs @@ -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, Option), + active_tool_kind: Option, + second_tool_kind: Option, + ) { + 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); + } + } +} diff --git a/voxygen/anim/src/character/mount.rs b/voxygen/anim/src/character/mount.rs index 4769c02b4d..ef40a11ca8 100644 --- a/voxygen/anim/src/character/mount.rs +++ b/voxygen/anim/src/character/mount.rs @@ -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 } diff --git a/voxygen/anim/src/character/roll.rs b/voxygen/anim/src/character/roll.rs index f250c915cd..a9e09b7b16 100644 --- a/voxygen/anim/src/character/roll.rs +++ b/voxygen/anim/src/character/roll.rs @@ -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) }; diff --git a/voxygen/anim/src/character/run.rs b/voxygen/anim/src/character/run.rs index 7973b508c8..acd671cd97 100644 --- a/voxygen/anim/src/character/run.rs +++ b/voxygen/anim/src/character/run.rs @@ -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); diff --git a/voxygen/anim/src/character/sit.rs b/voxygen/anim/src/character/sit.rs index 5abf90f60d..fb11cdaaaa 100644 --- a/voxygen/anim/src/character/sit.rs +++ b/voxygen/anim/src/character/sit.rs @@ -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 } diff --git a/voxygen/anim/src/character/sneak.rs b/voxygen/anim/src/character/sneak.rs index 94ed7067eb..99aaf3b27d 100644 --- a/voxygen/anim/src/character/sneak.rs +++ b/voxygen/anim/src/character/sneak.rs @@ -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 } diff --git a/voxygen/anim/src/character/sneakwield.rs b/voxygen/anim/src/character/sneakwield.rs index 46af0b9dde..d336788d52 100644 --- a/voxygen/anim/src/character/sneakwield.rs +++ b/voxygen/anim/src/character/sneakwield.rs @@ -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 } } diff --git a/voxygen/anim/src/character/stand.rs b/voxygen/anim/src/character/stand.rs index 24f70e64d3..4ec93e6c39 100644 --- a/voxygen/anim/src/character/stand.rs +++ b/voxygen/anim/src/character/stand.rs @@ -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(); diff --git a/voxygen/anim/src/character/swim.rs b/voxygen/anim/src/character/swim.rs index dd5df42c72..1923f0e8fe 100644 --- a/voxygen/anim/src/character/swim.rs +++ b/voxygen/anim/src/character/swim.rs @@ -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 } diff --git a/voxygen/anim/src/character/wallrun.rs b/voxygen/anim/src/character/wallrun.rs index ec5ac3956f..ed421a9b17 100644 --- a/voxygen/anim/src/character/wallrun.rs +++ b/voxygen/anim/src/character/wallrun.rs @@ -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, Option>); - impl Animation for WallrunAnimation { - type Dependency<'a> = WallrunAnimationDependency; + type Dependency<'a> = ( + (Option, Option<&'a AbilitySpec>), + Option, + (Option, Option), + Vec3, + f32, + Option>, + 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 } } diff --git a/voxygen/anim/src/character/wield.rs b/voxygen/anim/src/character/wield.rs index 6d9dfb7551..695ea11d53 100644 --- a/voxygen/anim/src/character/wield.rs +++ b/voxygen/anim/src/character/wield.rs @@ -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 } diff --git a/voxygen/src/scene/figure/mod.rs b/voxygen/src/scene/figure/mod.rs index 41617fdd25..35ac0bfe67 100644 --- a/voxygen/src/scene/figure/mod.rs +++ b/voxygen/src/scene/figure/mod.rs @@ -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::::unit_y(), state.acc_vel, wall_dir, + data.was_wielded, ), state.state_time, &mut state_animation_rate,