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Rocksnapper AI and animation tweaks
This commit is contained in:
parent
7a23314e3b
commit
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@ -1,6 +1,6 @@
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[target.x86_64-unknown-linux-gnu]
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rustflags = [
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"-C", "link-arg=-fuse-ld=mold",
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"-C", "link-arg=-fuse-ld=gold",
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]
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[target.x86_64-pc-windows-gnu]
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@ -31,6 +31,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Recipe for orichalcum ingots changed to use new alchemical ingredients
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- Refresh of voxel models for orichalcum armour
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- Toned down the health of most wild entities.
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- Rocksnapper received new abilities and AI
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### Removed
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@ -536,10 +536,10 @@
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abilities: [],
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),
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Custom("Rocksnapper"): (
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primary: Simple(None, "common.abilities.custom.rocksnapper.triplestrike"),
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secondary: Simple(None, "common.abilities.custom.rocksnapper.singlestrike"),
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primary: Simple(None, "common.abilities.custom.rocksnapper.dash"),
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secondary: Simple(None, "common.abilities.custom.rocksnapper.leapshockwave"),
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abilities: [
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Simple(None, "common.abilities.custom.rocksnapper.dash"),
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Simple(None, "common.abilities.custom.rocksnapper.triplestrike"),
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],
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),
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Custom("Quad Low Beam"): (
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@ -24,5 +24,5 @@ DashMelee(
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swing_duration: 2.0,
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recover_duration: 0.5,
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ori_modifier: 0.3,
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charge_through: true,
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auto_charge: true,
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)
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21
assets/common/abilities/custom/rocksnapper/leapshockwave.ron
Normal file
21
assets/common/abilities/custom/rocksnapper/leapshockwave.ron
Normal file
@ -0,0 +1,21 @@
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LeapShockwave(
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energy_cost: 0,
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buildup_duration: 1.4,
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movement_duration: 0.8,
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swing_duration: 0.15,
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recover_duration: 2.0,
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damage: 15.0,
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poise_damage: 10,
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knockback: (strength: 15.0, direction: Up),
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shockwave_angle: 360.0,
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shockwave_vertical_angle: 15.0,
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shockwave_speed: 15.0,
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shockwave_duration: 1.5,
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dodgeable: Jump,
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move_efficiency: 0.2,
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damage_kind: Crushing,
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specifier: Ground,
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damage_effect: None,
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forward_leap_strength: 13.0,
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vertical_leap_strength: 7.0,
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)
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@ -1,25 +0,0 @@
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ComboMelee2(
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strikes: [
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(
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melee_constructor: (
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kind: Bash(
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damage: 36,
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poise: 28,
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knockback: 3,
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energy_regen: 0,
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),
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range: 3.0,
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angle: 90.0,
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),
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buildup_duration: 0.5,
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swing_duration: 0.2,
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hit_timing: 0.5,
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recover_duration: 0.5,
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movement: (
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swing: Some(Forward(0.1)),
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),
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ori_modifier: 0.6,
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),
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],
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energy_cost_per_strike: 0,
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)
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@ -1097,6 +1097,7 @@ impl<'a> AgentData<'a> {
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"Quad Med Basic" => Tactic::QuadMedBasic,
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"Quad Med Hoof" => Tactic::QuadMedHoof,
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"ClaySteed" => Tactic::ClaySteed,
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"Rocksnapper" => Tactic::Rocksnapper,
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"Roshwalr" => Tactic::Roshwalr,
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"Asp" | "Maneater" => Tactic::QuadLowRanged,
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"Quad Low Breathe" | "Quad Low Beam" | "Basilisk" => {
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@ -1473,6 +1474,9 @@ impl<'a> AgentData<'a> {
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tgt_data,
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read_data,
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),
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Tactic::Rocksnapper => {
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self.handle_rocksnapper_attack(agent, controller, &attack_data, tgt_data, read_data)
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},
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Tactic::Roshwalr => {
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self.handle_roshwalr_attack(agent, controller, &attack_data, tgt_data, read_data)
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},
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@ -4579,6 +4579,77 @@ impl<'a> AgentData<'a> {
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);
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}
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pub fn handle_rocksnapper_attack(
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&self,
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agent: &mut Agent,
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controller: &mut Controller,
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attack_data: &AttackData,
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tgt_data: &TargetData,
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read_data: &ReadData,
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) {
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const LEAP_TIMER: f32 = 3.0;
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const DASH_TIMER: f32 = 5.0;
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const LEAP_RANGE: f32 = 20.0;
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const MELEE_RANGE: f32 = 5.0;
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enum ActionStateFCounters {
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FCounterRocksnapperDash = 0,
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FCounterRocksnapperLeap = 1,
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}
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agent.combat_state.counters[ActionStateFCounters::FCounterRocksnapperDash as usize] +=
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read_data.dt.0;
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agent.combat_state.counters[ActionStateFCounters::FCounterRocksnapperLeap as usize] +=
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read_data.dt.0;
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if matches!(self.char_state, CharacterState::DashMelee(c) if !matches!(c.stage_section, StageSection::Recover))
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{
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// If already charging, keep charging if not in recover
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controller.push_basic_input(InputKind::Primary);
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} else if agent.combat_state.counters
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[ActionStateFCounters::FCounterRocksnapperDash as usize]
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> DASH_TIMER
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{
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// Use dash if timer has gone for long enough
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controller.push_basic_input(InputKind::Primary);
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if matches!(self.char_state, CharacterState::DashMelee(_)) {
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// Resets action counter when using dash
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agent.combat_state.counters
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[ActionStateFCounters::FCounterRocksnapperDash as usize] = 0.0;
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}
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} else if attack_data.dist_sqrd < LEAP_RANGE.powi(2) && attack_data.angle < 90.0 {
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if agent.combat_state.counters[ActionStateFCounters::FCounterRocksnapperLeap as usize]
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> LEAP_TIMER
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{
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// Use shockwave if timer has gone for long enough
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controller.push_basic_input(InputKind::Secondary);
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if matches!(self.char_state, CharacterState::LeapShockwave(_)) {
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// Resets action counter when using leap shockwave
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agent.combat_state.counters
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[ActionStateFCounters::FCounterRocksnapperLeap as usize] = 0.0;
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}
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} else if attack_data.dist_sqrd < MELEE_RANGE.powi(2) {
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// Basic attack if in melee range
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controller.push_basic_input(InputKind::Ability(0));
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}
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} else if attack_data.dist_sqrd < MELEE_RANGE.powi(2) && attack_data.angle < 135.0 {
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// Basic attack if in melee range
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controller.push_basic_input(InputKind::Ability(0));
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}
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// Always attempt to path towards target
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self.path_toward_target(
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agent,
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controller,
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tgt_data.pos.0,
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read_data,
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Path::Partial,
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None,
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);
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}
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pub fn handle_roshwalr_attack(
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&self,
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agent: &mut Agent,
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@ -248,6 +248,7 @@ pub enum Tactic {
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Snaretongue,
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Cardinal,
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SeaBishop,
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Rocksnapper,
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Roshwalr,
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FrostGigas,
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BorealHammer,
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@ -66,6 +66,7 @@ pub mod quadruped_medium;
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pub mod quadruped_small;
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pub mod ship;
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pub mod theropod;
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pub mod util;
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pub mod vek;
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use self::vek::*;
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@ -113,7 +113,8 @@ impl Animation for ComboAnimation {
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"common.abilities.custom.basilisk.triplestrike"
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| "common.abilities.custom.quadlowbasic.triplestrike"
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| "common.abilities.custom.quadlowbreathe.triplestrike"
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| "common.abilities.custom.quadlowtail.triplestrike",
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| "common.abilities.custom.quadlowtail.triplestrike"
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| "common.abilities.custom.rocksnapper.triplestrike",
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) => match strike {
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0 | 2 => {
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quadruped_low_alpha(
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@ -1,5 +1,9 @@
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use super::{
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super::{vek::*, Animation},
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super::{
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util::{bounce, elastic},
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vek::*,
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Animation,
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},
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QuadrupedLowSkeleton, SkeletonAttr,
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};
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use common::states::utils::StageSection;
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@ -27,122 +31,88 @@ impl Animation for DashAnimation {
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match ability_id {
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Some("common.abilities.custom.rocksnapper.dash") => {
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let (movement1, charge, movement2, movement3) = match stage_section {
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let (buildup, charge, _action, recover) = match stage_section {
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Some(StageSection::Buildup) => (anim_time, 0.0, 0.0, 0.0),
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Some(StageSection::Charge) => (1.0, anim_time, 0.0, 0.0),
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Some(StageSection::Action) => (1.0, 1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0, 0.0),
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};
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let subtract = global_time - timer;
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let check = subtract - subtract.trunc();
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let mirror = (check - 0.5).signum();
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let twitch1 = (mirror * movement1.sqrt() * 9.5).sin();
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fn quintic(x: f32) -> f32 { x.powf(0.2) }
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let quick_movement1 = movement1.powf(0.2);
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//let quick_movement3 = movement3.powf(0.2);
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let quick_movement3 = elastic(movement3);
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let quick_buildup = buildup.powf(0.2);
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let elastic_recover = elastic(recover);
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next.head_upper.position = Vec3::new(
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0.0,
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s_a.head_upper.0 + (-1.0 * quick_movement1 + quick_movement3) * 10.0,
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s_a.head_upper.0 + (-1.0 * quick_buildup + elastic_recover) * 10.0,
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s_a.head_upper.1,
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);
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next.head_upper.scale = Vec3::one() * (1.0 - movement1 + quick_movement3);
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next.head_upper.scale = Vec3::one() * (1.0 - buildup + elastic_recover);
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next.head_lower.position = Vec3::new(
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0.0,
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s_a.head_lower.0 + (-1.0 * quick_movement1 + quick_movement3) * 10.0,
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s_a.head_lower.0 + (-1.0 * quick_buildup + elastic_recover) * 10.0,
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s_a.head_lower.1,
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);
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next.head_lower.scale = Vec3::one() * (1.0 - movement1 + quick_movement3);
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next.head_lower.scale = Vec3::one() * (1.0 - buildup + elastic_recover);
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next.foot_fl.position = Vec3::new(
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-s_a.feet_f.0 + (quick_movement1 - quick_movement3) * 8.0,
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s_a.feet_f.1 + (-1.0 * quick_movement1 + quick_movement3) * 8.0,
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s_a.feet_f.2 + (quick_movement1 - quick_movement3) * 8.0,
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-s_a.feet_f.0 + (quick_buildup - elastic_recover) * 8.0,
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s_a.feet_f.1 + (-1.0 * quick_buildup + elastic_recover) * 8.0,
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s_a.feet_f.2 + (quick_buildup - elastic_recover) * 8.0,
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);
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next.foot_fl.scale = Vec3::one() * (1.0 - movement1 + quick_movement3);
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next.foot_fl.scale = Vec3::one() * (1.0 - buildup + elastic_recover);
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next.foot_fr.position = Vec3::new(
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s_a.feet_f.0 - (quick_movement1 - quick_movement3) * 8.0,
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s_a.feet_f.1 + (-1.0 * quick_movement1 + quick_movement3) * 8.0,
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s_a.feet_f.2 + (quick_movement1 - quick_movement3) * 8.0,
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s_a.feet_f.0 - (quick_buildup - elastic_recover) * 8.0,
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s_a.feet_f.1 + (-1.0 * quick_buildup + elastic_recover) * 8.0,
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s_a.feet_f.2 + (quick_buildup - elastic_recover) * 8.0,
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);
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next.foot_fr.scale = Vec3::one() * (1.0 - movement1 + quick_movement3);
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next.foot_fr.scale = Vec3::one() * (1.0 - buildup + elastic_recover);
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next.foot_bl.position = Vec3::new(
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-s_a.feet_b.0 + (quick_movement1 - quick_movement3) * 8.0,
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s_a.feet_b.1 + (quick_movement1 - quick_movement3) * 8.0,
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s_a.feet_b.2 + (quick_movement1 - quick_movement3) * 8.0,
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-s_a.feet_b.0 + (quick_buildup - elastic_recover) * 8.0,
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s_a.feet_b.1 + (quick_buildup - elastic_recover) * 8.0,
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s_a.feet_b.2 + (quick_buildup - elastic_recover) * 8.0,
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);
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next.foot_bl.scale = Vec3::one() * (1.0 - movement1 + quick_movement3);
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next.foot_bl.scale = Vec3::one() * (1.0 - buildup + elastic_recover);
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next.foot_br.position = Vec3::new(
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s_a.feet_b.0 - (quick_movement1 - quick_movement3) * 8.0,
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s_a.feet_b.1 + (quick_movement1 - quick_movement3) * 8.0,
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s_a.feet_b.2 + (quick_movement1 - quick_movement3) * 8.0,
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s_a.feet_b.0 - (quick_buildup - elastic_recover) * 8.0,
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s_a.feet_b.1 + (quick_buildup - elastic_recover) * 8.0,
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s_a.feet_b.2 + (quick_buildup - elastic_recover) * 8.0,
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);
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next.foot_br.scale = Vec3::one() * (1.0 - movement1 + quick_movement3);
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next.foot_br.scale = Vec3::one() * (1.0 - buildup + elastic_recover);
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next.tail_front.position = Vec3::new(
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0.0,
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s_a.tail_front.0 + (quick_movement1 - quick_movement3) * 20.0,
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s_a.tail_front.0 + (quick_buildup - elastic_recover) * 20.0,
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s_a.tail_front.1,
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);
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next.tail_front.scale = Vec3::one() * (1.0 - movement1 + quick_movement3);
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next.tail_front.scale = Vec3::one() * (1.0 - buildup + elastic_recover);
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next.tail_rear.position = Vec3::new(
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0.0,
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s_a.tail_rear.0 + (quick_movement1 - quick_movement3) * 20.0,
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s_a.tail_rear.0 + (quick_buildup - elastic_recover) * 20.0,
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s_a.tail_rear.1,
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);
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next.tail_rear.scale = Vec3::one() * (1.0 - movement1 + movement3);
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fn bounce(x: f32) -> f32 {
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if x < (1.0 / 2.75) {
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7.5625 * x.powi(2)
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} else if x < (2.0 / 2.75) {
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7.5625 * (x - (1.5 / 2.75)).powi(2) + 0.75
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} else if x < (2.5 / 2.75) {
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7.5625 * (x - (2.25 / 2.75)).powi(2) + 0.9375
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} else {
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7.5625 * (x - (2.625 / 2.75)).powi(2) + 0.984375
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}
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}
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fn elastic(x: f32) -> f32 {
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fn f(x: f32, a: f32, b: f32) -> f32 {
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let p = 0.8;
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b + a * 2.0_f32.powf(a * 10.0 * x) * ((4.0 * PI * x) / p).cos()
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}
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f(x, -1.0, 1.0) / f(1.0, -1.0, 1.0)
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}
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next.tail_rear.scale = Vec3::one() * (1.0 - buildup + recover);
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next.chest.position = Vec3::new(
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0.0,
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0.0,
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s_a.chest.1 - bounce(movement1) * 5.0 + elastic(movement3) * 5.0,
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s_a.chest.1 - bounce(buildup) * 5.0 + elastic(recover) * 5.0,
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);
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let smooth_end_charge = if charge < 0.5 {
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charge
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} else {
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3.0 * charge.powi(2) - 2.0 * charge.powi(3)
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};
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next.chest.orientation =
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Quaternion::rotation_z(2.0 * PI * movement1 + 4.0 * PI * charge);
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Quaternion::rotation_z(2.0 * PI * buildup + 4.0 * PI * charge);
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},
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_ => {
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let (movement1, chargemovementbase, movement2, movement3) = match stage_section {
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let (buildup, chargemovementbase, action, recover) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.sqrt(), 0.0, 0.0, 0.0),
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Some(StageSection::Charge) => (1.0, 1.0, 0.0, 0.0),
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Some(StageSection::Action) => (1.0, 1.0, anim_time.powi(4), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - movement3;
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let pullback = 1.0 - recover;
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let subtract = global_time - timer;
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let check = subtract - subtract.trunc();
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let mirror = (check - 0.5).signum();
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let twitch1 = (mirror * movement1 * 9.5).sin();
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let twitch1fast = (mirror * movement1 * 25.0).sin();
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//let twitch3 = (mirror * movement3 * 4.0).sin();
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//let movement1 = mirror * movement1 * pullback;
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//let movement2 = mirror * movement2 * pullback;
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let movement1abs = movement1 * pullback;
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let movement2abs = movement2 * pullback;
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let twitch1 = (mirror * buildup * 9.5).sin();
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let twitch1fast = (mirror * buildup * 25.0).sin();
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let buildup_abs = buildup * pullback;
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let action_abs = action * pullback;
|
||||
let short = ((1.0
|
||||
/ (0.72 + 0.28 * ((anim_time * 16.0_f32 + PI * 0.25).sin()).powi(2)))
|
||||
.sqrt())
|
||||
@ -153,29 +123,29 @@ impl Animation for DashAnimation {
|
||||
(anim_time * 16.0_f32 + PI * 0.25).sin() * chargemovementbase * pullback;
|
||||
|
||||
next.head_upper.orientation =
|
||||
Quaternion::rotation_x(movement1abs * 0.4 + movement2abs * 0.3)
|
||||
Quaternion::rotation_x(buildup_abs * 0.4 + action_abs * 0.3)
|
||||
* Quaternion::rotation_z(short * -0.06 + twitch1 * -0.3);
|
||||
|
||||
next.head_lower.orientation =
|
||||
Quaternion::rotation_x(movement1abs * -0.4 + movement2abs * -0.5)
|
||||
Quaternion::rotation_x(buildup_abs * -0.4 + action_abs * -0.5)
|
||||
* Quaternion::rotation_z(short * 0.15 + twitch1 * 0.3);
|
||||
|
||||
next.jaw.orientation = Quaternion::rotation_x(
|
||||
twitch1fast * 0.2
|
||||
+ movement1abs * -0.3
|
||||
+ movement2abs * 1.2
|
||||
+ buildup_abs * -0.3
|
||||
+ action_abs * 1.2
|
||||
+ chargemovementbase * -0.5,
|
||||
);
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_z(twitch1 * 0.06) * Quaternion::rotation_y(short * 0.06);
|
||||
|
||||
next.tail_front.orientation = Quaternion::rotation_x(
|
||||
0.15 + movement1abs * -0.4 + movement2abs * 0.2 + chargemovementbase * 0.2,
|
||||
0.15 + buildup_abs * -0.4 + action_abs * 0.2 + chargemovementbase * 0.2,
|
||||
) * Quaternion::rotation_z(shortalt * 0.15);
|
||||
|
||||
next.tail_rear.orientation =
|
||||
Quaternion::rotation_x(
|
||||
-0.12 + movement1abs * -0.4 + movement2abs * 0.2 + chargemovementbase * 0.2,
|
||||
-0.12 + buildup_abs * -0.4 + action_abs * 0.2 + chargemovementbase * 0.2,
|
||||
) * Quaternion::rotation_z(shortalt * 0.15 + twitch1fast * 0.3);
|
||||
},
|
||||
}
|
||||
|
117
voxygen/anim/src/quadruped_low/leapshockwave.rs
Normal file
117
voxygen/anim/src/quadruped_low/leapshockwave.rs
Normal file
@ -0,0 +1,117 @@
|
||||
use super::{
|
||||
super::{
|
||||
util::{elastic, out_and_in},
|
||||
vek::*,
|
||||
Animation,
|
||||
},
|
||||
QuadrupedLowSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::states::utils::StageSection;
|
||||
use core::f32::consts::PI;
|
||||
|
||||
pub struct LeapShockAnimation;
|
||||
|
||||
impl Animation for LeapShockAnimation {
|
||||
type Dependency<'a> = (Option<&'a str>, Vec3<f32>, f32, Option<StageSection>);
|
||||
type Skeleton = QuadrupedLowSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
const UPDATE_FN: &'static [u8] = b"quadruped_low_leapshockwave\0";
|
||||
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_low_leapshockwave")]
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(ability_id, _velocity, _global_time, stage_section): Self::Dependency<'_>,
|
||||
anim_time: f32,
|
||||
_rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
let mut next = (*skeleton).clone();
|
||||
let (buildup, movement, action, recover) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0, 0.0),
|
||||
Some(StageSection::Movement) => (1.0, anim_time, 0.0, 0.0),
|
||||
Some(StageSection::Action) => (1.0, 1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
|
||||
_ => (0.0, 0.0, 0.0, 0.0),
|
||||
};
|
||||
match ability_id {
|
||||
Some("common.abilities.custom.rocksnapper.leapshockwave") => {
|
||||
let elastic_recover = elastic(recover);
|
||||
next.head_upper.scale = Vec3::one() * (1.0 - movement + elastic_recover);
|
||||
next.head_upper.position = Vec3::new(
|
||||
0.0,
|
||||
s_a.head_upper.0 + (-1.0 * movement + elastic_recover) * 10.0,
|
||||
s_a.head_upper.1,
|
||||
);
|
||||
next.head_lower.scale = Vec3::one() * (1.0 - movement + elastic_recover);
|
||||
next.head_lower.position = Vec3::new(
|
||||
0.0,
|
||||
s_a.head_lower.0 + (-1.0 * movement + elastic_recover) * 15.0,
|
||||
s_a.head_lower.1,
|
||||
);
|
||||
next.tail_front.scale = Vec3::one() * (1.0 - movement + elastic_recover);
|
||||
next.tail_rear.position = Vec3::new(
|
||||
0.0,
|
||||
s_a.tail_rear.0 + (movement - elastic_recover) * 20.0,
|
||||
s_a.tail_rear.1,
|
||||
);
|
||||
next.tail_rear.scale = Vec3::one() * (1.0 - movement + recover);
|
||||
next.foot_fl.scale = Vec3::one() * (1.0 - movement + elastic_recover);
|
||||
next.foot_fl.position = Vec3::new(
|
||||
-s_a.feet_f.0 + (movement - elastic_recover) * 8.0,
|
||||
s_a.feet_f.1 + (-1.0 * movement + elastic_recover) * 8.0,
|
||||
s_a.feet_f.2 - out_and_in(buildup) * 15.0 + (movement - elastic_recover) * 8.0,
|
||||
);
|
||||
next.foot_fr.scale = Vec3::one() * (1.0 - movement + elastic_recover);
|
||||
next.foot_fr.position = Vec3::new(
|
||||
s_a.feet_f.0 - (movement - elastic_recover) * 8.0,
|
||||
s_a.feet_f.1 - (movement - elastic_recover) * 8.0,
|
||||
s_a.feet_f.2 - out_and_in(buildup) * 15.0 + (movement - elastic_recover) * 8.0,
|
||||
);
|
||||
next.foot_bl.scale = Vec3::one() * (1.0 - movement + elastic_recover);
|
||||
next.foot_bl.position = Vec3::new(
|
||||
-s_a.feet_b.0 + (movement - elastic_recover) * 8.0,
|
||||
s_a.feet_b.1 + (movement - elastic_recover) * 8.0,
|
||||
s_a.feet_b.2 - out_and_in(buildup) * 15.0 + (movement - elastic_recover) * 8.0,
|
||||
);
|
||||
next.foot_br.scale = Vec3::one() * (1.0 - movement + elastic_recover);
|
||||
next.foot_br.position = Vec3::new(
|
||||
s_a.feet_b.0 - (movement - elastic_recover) * 8.0,
|
||||
s_a.feet_b.1 + (movement - elastic_recover) * 8.0,
|
||||
s_a.feet_b.2 - out_and_in(buildup) * 15.0 + (movement - elastic_recover) * 8.0,
|
||||
);
|
||||
next.chest.position = Vec3::new(
|
||||
0.0,
|
||||
0.0,
|
||||
s_a.chest.1
|
||||
+ out_and_in(buildup) * 15.0
|
||||
+ ((action - 1.0).powi(2) - 1.0) * 15.0
|
||||
+ elastic_recover * 15.0,
|
||||
);
|
||||
next.chest.orientation = Quaternion::rotation_z(4.0 * PI * movement);
|
||||
},
|
||||
_ => {
|
||||
let (movement1base, movement2base, _movement3base, movement4) = match stage_section
|
||||
{
|
||||
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0, 0.0),
|
||||
Some(StageSection::Movement) => (1.0, anim_time.powf(0.1), 0.0, 0.0),
|
||||
Some(StageSection::Action) => (1.0, 1.0, anim_time.powf(0.1), 0.0),
|
||||
Some(StageSection::Recover) => (0.0, 1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - movement4;
|
||||
let movement1abs = movement1base * pullback;
|
||||
let movement2abs = movement2base * pullback;
|
||||
|
||||
next.chest.scale = Vec3::one() * s_a.scaler;
|
||||
|
||||
next.chest.position =
|
||||
Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + movement1abs * -0.25);
|
||||
next.chest.orientation = Quaternion::rotation_x(movement2abs * 0.15)
|
||||
* Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.08);
|
||||
},
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
@ -4,6 +4,7 @@ pub mod combomelee;
|
||||
pub mod dash;
|
||||
pub mod idle;
|
||||
pub mod jump;
|
||||
pub mod leapshockwave;
|
||||
pub mod run;
|
||||
pub mod shockwave;
|
||||
pub mod shoot;
|
||||
@ -14,9 +15,10 @@ pub mod tailwhip;
|
||||
// Reexports
|
||||
pub use self::{
|
||||
beta::BetaAnimation, breathe::BreatheAnimation, combomelee::ComboAnimation,
|
||||
dash::DashAnimation, idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation,
|
||||
shockwave::ShockwaveAnimation, shoot::ShootAnimation, spritesummon::SpriteSummonAnimation,
|
||||
stunned::StunnedAnimation, tailwhip::TailwhipAnimation,
|
||||
dash::DashAnimation, idle::IdleAnimation, jump::JumpAnimation,
|
||||
leapshockwave::LeapShockAnimation, run::RunAnimation, shockwave::ShockwaveAnimation,
|
||||
shoot::ShootAnimation, spritesummon::SpriteSummonAnimation, stunned::StunnedAnimation,
|
||||
tailwhip::TailwhipAnimation,
|
||||
};
|
||||
|
||||
use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
|
||||
|
33
voxygen/anim/src/util.rs
Normal file
33
voxygen/anim/src/util.rs
Normal file
@ -0,0 +1,33 @@
|
||||
use std::f32::consts::PI;
|
||||
|
||||
// Useful easing functions
|
||||
// Source: https://easings.net/
|
||||
pub fn bounce(x: f32) -> f32 {
|
||||
if x < (1.0 / 2.75) {
|
||||
7.5625 * x.powi(2)
|
||||
} else if x < (2.0 / 2.75) {
|
||||
7.5625 * (x - (1.5 / 2.75)).powi(2) + 0.75
|
||||
} else if x < (2.5 / 2.75) {
|
||||
7.5625 * (x - (2.25 / 2.75)).powi(2) + 0.9375
|
||||
} else {
|
||||
7.5625 * (x - (2.625 / 2.75)).powi(2) + 0.984375
|
||||
}
|
||||
}
|
||||
|
||||
// Source: https://easings.net/
|
||||
pub fn elastic(x: f32) -> f32 {
|
||||
fn f(x: f32, a: f32, b: f32) -> f32 {
|
||||
let p = 0.8;
|
||||
b + a * 2.0_f32.powf(a * 10.0 * x) * ((4.0 * PI * x) / p).cos()
|
||||
}
|
||||
f(x, -1.0, 1.0) / f(1.0, -1.0, 1.0)
|
||||
}
|
||||
|
||||
// Source: https://easings.net/
|
||||
pub fn ease_in_back(x: f32) -> f32 {
|
||||
let a = 1.70158;
|
||||
let b = a + 1.0;
|
||||
b * x.powi(3) - a * x.powi(2)
|
||||
}
|
||||
|
||||
pub fn out_and_in(x: f32) -> f32 { (x - 0.5).powi(2) - 0.25 }
|
@ -3109,6 +3109,31 @@ impl FigureMgr {
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::LeapShockwave(s) => {
|
||||
let stage_time = s.timer.as_secs_f32();
|
||||
let stage_progress = match s.stage_section {
|
||||
StageSection::Buildup => {
|
||||
stage_time / s.static_data.buildup_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Movement => {
|
||||
stage_time / s.static_data.buildup_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Action => {
|
||||
stage_time / s.static_data.swing_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time / s.static_data.recover_duration.as_secs_f32()
|
||||
},
|
||||
_ => 0.0,
|
||||
};
|
||||
anim::quadruped_low::LeapShockAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(ability_id, rel_vel, time, Some(s.stage_section)),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
// TODO!
|
||||
_ => target_base,
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user