chieftain anims

This commit is contained in:
jshipsey 2022-02-11 02:07:15 -05:00
parent 4991f7ecea
commit 2eee43865f
9 changed files with 369 additions and 11 deletions

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@ -777,7 +777,9 @@ impl Body {
Body::Arthropod(_) => true,
_ => false,
},
BuffKind::Regeneration => matches!(self, Body::Object(object::Body::GnarlingTotemGreen)),
BuffKind::Regeneration => {
matches!(self, Body::Object(object::Body::GnarlingTotemGreen))
},
_ => false,
}
}

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@ -2265,7 +2265,8 @@ impl<'a> AgentData<'a> {
if !agent.action_state.initialized {
// If not initialized yet, start out by summoning green totem
controller.push_basic_input(InputKind::Ability(2));
if matches!(self.char_state, CharacterState::BasicSummon(s) if s.stage_section == StageSection::Recover) {
if matches!(self.char_state, CharacterState::BasicSummon(s) if s.stage_section == StageSection::Recover)
{
agent.action_state.initialized = true;
}
} else if agent.action_state.timer > TOTEM_TIMER {

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@ -168,6 +168,31 @@ impl Animation for AlphaAnimation {
* Quaternion::rotation_y(move1abs * -0.4 + move2abs * 1.0)
* Quaternion::rotation_z(-0.3 + move2abs * -2.2);
},
Some(ToolKind::Staff) => {
next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
next.control_r.position = Vec3::new(7.0 + s_a.grip.0 * 2.0, -4.0, 3.0);
next.control.position = Vec3::new(
-5.0 + move1 * 5.0 + move2 * -5.0,
-1.0 + s_a.grip.2,
-2.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + move1abs * 6.0 + move2abs * -3.0,
);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_y(-0.3)
* Quaternion::rotation_z(-0.3);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
* Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2)
* Quaternion::rotation_z(-0.0);
next.control.orientation =
Quaternion::rotation_x(-0.3 + move1abs * 1.0 + move2abs * -2.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.5);
next.chest.orientation = Quaternion::rotation_x(move1abs * 0.5 + move2abs * -1.0)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);
next.head.orientation = Quaternion::rotation_z(move1 * -0.8 + move2 * 0.8);
},
_ => {
next.chest.orientation = Quaternion::rotation_x(move2abs * -1.0)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);

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@ -3,16 +3,19 @@ pub mod beam;
pub mod dash;
pub mod idle;
pub mod run;
pub mod shockwave;
pub mod shoot;
pub mod spinmelee;
pub mod stunned;
pub mod summon;
pub mod wield;
// Reexports
pub use self::{
alpha::AlphaAnimation, beam::BeamAnimation, dash::DashAnimation, idle::IdleAnimation,
run::RunAnimation, shoot::ShootAnimation, spinmelee::SpinMeleeAnimation,
stunned::StunnedAnimation, wield::WieldAnimation,
run::RunAnimation, shockwave::ShockwaveAnimation, shoot::ShootAnimation,
spinmelee::SpinMeleeAnimation, stunned::StunnedAnimation, summon::SummonAnimation,
wield::WieldAnimation,
};
use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};

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@ -0,0 +1,116 @@
use super::{
super::{vek::*, Animation},
BipedSmallSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
use std::f32::consts::PI;
pub struct ShockwaveAnimation;
type ShockwaveAnimationDependency = (
Option<ToolKind>,
Vec3<f32>,
Vec3<f32>,
Vec3<f32>,
f32,
Vec3<f32>,
f32,
Option<StageSection>,
f32,
);
impl Animation for ShockwaveAnimation {
type Dependency<'a> = ShockwaveAnimationDependency;
type Skeleton = BipedSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_small_shockwave\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_shockwave")]
fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton,
(
active_tool_kind,
_velocity,
_orientation,
_last_ori,
global_time,
_avg_vel,
_acc_vel,
stage_section,
timer,
): Self::Dependency<'a>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let anim_time = anim_time.min(1.0);
let (move1base, twitch, move2base, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.sqrt(), (anim_time * 13.0).sin(), 0.0, 0.0),
Some(StageSection::Action) => (1.0, 1.0, anim_time.powi(4), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let twitch = twitch * pullback;
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
let move1 = move1base * pullback * mirror;
let move2 = move2base * pullback * mirror;
let move1abs = move1base * pullback;
let move2abs = move2base * pullback;
next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.hand_l.orientation = Quaternion::rotation_x(0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0);
match active_tool_kind {
Some(ToolKind::Staff) => {
next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
next.control_r.position = Vec3::new(
7.0 + s_a.grip.0 * 2.0 + move1abs * -8.0,
-4.0 + move1abs * 5.0,
3.0,
);
next.control.position = Vec3::new(
-5.0 + move1abs * 5.0,
-1.0 + s_a.grip.2 + move1abs * 3.0 + move2abs * 5.0,
-2.0 + -s_a.grip.2 / 2.5
+ s_a.grip.0 * -2.0
+ move1abs * 12.0
+ move2abs * -13.0,
);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_y(-0.3)
* Quaternion::rotation_z(-0.3);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
* Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2)
* Quaternion::rotation_z(-0.0);
next.control.orientation = Quaternion::rotation_x(-0.3 + move1abs * 0.2)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.5);
next.chest.orientation = Quaternion::rotation_x(move1abs * 0.5 + move2abs * -1.0);
next.head.orientation =
Quaternion::rotation_x(move1abs * 0.5) * Quaternion::rotation_y(twitch * 0.5);
next.main.orientation = Quaternion::rotation_z(move1abs * 0.5 + move2abs * 0.9);
},
_ => {
next.chest.orientation = Quaternion::rotation_x(move2abs * -1.0)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_l.orientation = Quaternion::rotation_x(1.2);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_r.orientation = Quaternion::rotation_x(1.2);
},
}
next
}
}

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@ -0,0 +1,121 @@
use super::{
super::{vek::*, Animation},
BipedSmallSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
use std::f32::consts::PI;
pub struct SummonAnimation;
type SummonAnimationDependency = (
Option<ToolKind>,
Vec3<f32>,
Vec3<f32>,
Vec3<f32>,
f32,
Vec3<f32>,
f32,
Option<StageSection>,
f32,
);
impl Animation for SummonAnimation {
type Dependency<'a> = SummonAnimationDependency;
type Skeleton = BipedSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_small_summon\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_summon")]
fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton,
(
active_tool_kind,
_velocity,
_orientation,
_last_ori,
global_time,
_avg_vel,
_acc_vel,
stage_section,
timer,
): Self::Dependency<'a>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let anim_time = anim_time.min(1.0);
let (move1base, twitch, twitch2, move2base, move3) = match stage_section {
Some(StageSection::Buildup) => {
(anim_time.sqrt(), (anim_time * 5.0).sin(), 0.0, 0.0, 0.0)
},
Some(StageSection::Action) => {
(1.0, 1.0, (anim_time * 10.0).sin(), anim_time.powi(4), 0.0)
},
Some(StageSection::Recover) => (1.0, 1.0, 1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let twitch = twitch * pullback;
let twitch2 = twitch2 * pullback;
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
let move1 = move1base * pullback * mirror;
let move2 = move2base * pullback * mirror;
let move1abs = move1base * pullback;
let move2abs = move2base * pullback;
next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.hand_l.orientation = Quaternion::rotation_x(0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0);
match active_tool_kind {
Some(ToolKind::Staff) => {
next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
next.control_r.position = Vec3::new(
7.0 + s_a.grip.0 * 2.0,
-4.0 + move1abs * -14.0,
3.0 + twitch * 2.0 + twitch2 * 2.0,
);
next.control.position = Vec3::new(
-5.0 + move1abs * -5.0,
-1.0 + s_a.grip.2 + move1abs * -8.0,
-2.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + twitch2 * -2.0,
);
next.chest.position =
Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + twitch2 + move2abs * 3.0);
next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_y(-0.3)
* Quaternion::rotation_z(-0.3);
next.control_r.orientation = Quaternion::rotation_x(
PI / 2.0 + s_a.grip.0 * 0.2 + twitch * 0.2 + twitch2 * 0.2,
) * Quaternion::rotation_y(
-0.4 + s_a.grip.0 * 0.2 + move1abs * -2.0,
) * Quaternion::rotation_z(move1abs * 0.5);
next.control.orientation = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.5 + move1abs * 1.0);
next.chest.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0);
next.head.orientation =
Quaternion::rotation_z(twitch * 0.2 + twitch2 * 0.4 + move2abs * -0.5)
* Quaternion::rotation_x(move2abs * 0.7);
},
_ => {
next.chest.orientation = Quaternion::rotation_x(move2abs * -1.0)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_l.orientation = Quaternion::rotation_x(1.2);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_r.orientation = Quaternion::rotation_x(1.2);
},
}
next
}
}

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@ -3246,6 +3246,70 @@ impl FigureMgr {
skeleton_attr,
)
},
CharacterState::Shockwave(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::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::biped_small::ShockwaveAnimation::update_skeleton(
&target_base,
(
active_tool_kind,
rel_vel,
ori * anim::vek::Vec3::<f32>::unit_y(),
state.last_ori * anim::vek::Vec3::<f32>::unit_y(),
time,
rel_avg_vel,
state.acc_vel,
Some(s.stage_section),
state.state_time,
),
stage_progress,
&mut state_animation_rate,
skeleton_attr,
)
},
CharacterState::BasicSummon(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::Action => {
stage_time / s.static_data.cast_duration.as_secs_f32()
},
StageSection::Recover => {
stage_time / s.static_data.recover_duration.as_secs_f32()
},
_ => 0.0,
};
anim::biped_small::SummonAnimation::update_skeleton(
&target_base,
(
active_tool_kind,
rel_vel,
ori * anim::vek::Vec3::<f32>::unit_y(),
state.last_ori * anim::vek::Vec3::<f32>::unit_y(),
time,
rel_avg_vel,
state.acc_vel,
Some(s.stage_section),
state.state_time,
),
stage_progress,
&mut state_animation_rate,
skeleton_attr,
)
},
// TODO!
_ => target_base,
};

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@ -503,7 +503,7 @@ impl Structure for GnarlingFortification {
let mosstop1 = root1.translate(Vec3::new(0, 0, 1));
root1.fill(darkwood);
root1.fill(darkwood.clone());
let start = (start_wpos + 3)
.as_()
@ -525,9 +525,39 @@ impl Structure for GnarlingFortification {
painter.cubic_bezier(start, mid + startshift, mid + endshift, end, 2.0);
let mosstop2 = root2.translate(Vec3::new(0, 0, 1));
let start = start_wpos.as_().with_z(land.get_alt_approx(start_wpos));
let end = end_wpos.as_().with_z(land.get_alt_approx(end_wpos));
let wall_base_height = 3.0;
let wall_mid_thickness = 1.0;
let wall_mid_height = 7.0 + wall_base_height;
painter
.segment_prism(start, end, wall_mid_thickness, wall_mid_height)
.fill(darkwood.clone());
let start = start_wpos
.as_()
.with_z(land.get_alt_approx(start_wpos) + wall_mid_height);
let end = end_wpos
.as_()
.with_z(land.get_alt_approx(end_wpos) + wall_mid_height);
let wall_top_thickness = 2.0;
let wall_top_height = 1.0;
let topwall =
painter.segment_prism(start, end, wall_top_thickness, wall_top_height);
let mosstopwall = topwall.translate(Vec3::new(0, 0, 1));
topwall.fill(lightwood.clone());
root2.fill(lightwood);
mosstopwall
.intersect(mossroot.translate(Vec3::new(0, 0, 8)))
.fill(moss.clone());
mosstop1.intersect(mossroot).fill(moss.clone());
mosstop2.intersect(mossroot).fill(moss);
})
@ -857,10 +887,6 @@ impl Structure for GnarlingFortification {
// Floor
let raise = 5;
let base = wpos.with_z(alt);
painter
.cylinder_with_radius(base, hut_radius + 1.0, 2.0)
.fill(lightwood.clone());
let platform = painter.aabb(Aabb {
min: (wpos - 20).with_z(alt + raise),
@ -875,7 +901,7 @@ impl Structure for GnarlingFortification {
2.0,
);
let support_inner_1 = painter.aabb(Aabb {
min: (wpos - 19).with_z(alt - 3),
min: (wpos - 19).with_z(alt - 10),
max: (wpos - 15).with_z(alt + raise),
});
let support_2 = support_1.translate(Vec3::new(0, 37, 0));