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chieftain anims
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BIN
assets/voxygen/voxel/weapon/biped_small/staff/chieftain.vox
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assets/voxygen/voxel/weapon/biped_small/staff/chieftain.vox
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@ -777,7 +777,9 @@ impl Body {
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Body::Arthropod(_) => true,
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_ => false,
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},
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BuffKind::Regeneration => matches!(self, Body::Object(object::Body::GnarlingTotemGreen)),
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BuffKind::Regeneration => {
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matches!(self, Body::Object(object::Body::GnarlingTotemGreen))
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},
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_ => false,
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}
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}
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@ -2265,7 +2265,8 @@ impl<'a> AgentData<'a> {
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if !agent.action_state.initialized {
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// If not initialized yet, start out by summoning green totem
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controller.push_basic_input(InputKind::Ability(2));
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if matches!(self.char_state, CharacterState::BasicSummon(s) if s.stage_section == StageSection::Recover) {
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if matches!(self.char_state, CharacterState::BasicSummon(s) if s.stage_section == StageSection::Recover)
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{
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agent.action_state.initialized = true;
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}
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} else if agent.action_state.timer > TOTEM_TIMER {
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@ -168,6 +168,31 @@ impl Animation for AlphaAnimation {
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* Quaternion::rotation_y(move1abs * -0.4 + move2abs * 1.0)
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* Quaternion::rotation_z(-0.3 + move2abs * -2.2);
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},
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Some(ToolKind::Staff) => {
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next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
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next.control_r.position = Vec3::new(7.0 + s_a.grip.0 * 2.0, -4.0, 3.0);
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next.control.position = Vec3::new(
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-5.0 + move1 * 5.0 + move2 * -5.0,
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-1.0 + s_a.grip.2,
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-2.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + move1abs * 6.0 + move2abs * -3.0,
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);
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next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
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* Quaternion::rotation_y(-0.3)
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* Quaternion::rotation_z(-0.3);
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next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
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* Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2)
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* Quaternion::rotation_z(-0.0);
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next.control.orientation =
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Quaternion::rotation_x(-0.3 + move1abs * 1.0 + move2abs * -2.0)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.5);
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next.chest.orientation = Quaternion::rotation_x(move1abs * 0.5 + move2abs * -1.0)
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* Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.8 + move2 * 0.8);
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},
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_ => {
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next.chest.orientation = Quaternion::rotation_x(move2abs * -1.0)
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* Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);
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@ -3,16 +3,19 @@ pub mod beam;
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pub mod dash;
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pub mod idle;
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pub mod run;
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pub mod shockwave;
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pub mod shoot;
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pub mod spinmelee;
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pub mod stunned;
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pub mod summon;
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pub mod wield;
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// Reexports
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pub use self::{
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alpha::AlphaAnimation, beam::BeamAnimation, dash::DashAnimation, idle::IdleAnimation,
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run::RunAnimation, shoot::ShootAnimation, spinmelee::SpinMeleeAnimation,
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stunned::StunnedAnimation, wield::WieldAnimation,
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run::RunAnimation, shockwave::ShockwaveAnimation, shoot::ShootAnimation,
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spinmelee::SpinMeleeAnimation, stunned::StunnedAnimation, summon::SummonAnimation,
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wield::WieldAnimation,
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};
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use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
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116
voxygen/anim/src/biped_small/shockwave.rs
Normal file
116
voxygen/anim/src/biped_small/shockwave.rs
Normal file
@ -0,0 +1,116 @@
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use super::{
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super::{vek::*, Animation},
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BipedSmallSkeleton, SkeletonAttr,
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};
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use common::{comp::item::ToolKind, states::utils::StageSection};
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use std::f32::consts::PI;
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pub struct ShockwaveAnimation;
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type ShockwaveAnimationDependency = (
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Option<ToolKind>,
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Vec3<f32>,
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Vec3<f32>,
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Vec3<f32>,
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f32,
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Vec3<f32>,
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f32,
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Option<StageSection>,
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f32,
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);
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impl Animation for ShockwaveAnimation {
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type Dependency<'a> = ShockwaveAnimationDependency;
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type Skeleton = BipedSmallSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"biped_small_shockwave\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_shockwave")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(
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active_tool_kind,
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_velocity,
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_orientation,
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_last_ori,
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global_time,
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_avg_vel,
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_acc_vel,
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stage_section,
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timer,
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): Self::Dependency<'a>,
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anim_time: f32,
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_rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let anim_time = anim_time.min(1.0);
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let (move1base, twitch, move2base, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.sqrt(), (anim_time * 13.0).sin(), 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 - move3;
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let twitch = twitch * pullback;
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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 move1 = move1base * pullback * mirror;
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let move2 = move2base * pullback * mirror;
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let move1abs = move1base * pullback;
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let move2abs = move2base * pullback;
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next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
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next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.hand_l.orientation = Quaternion::rotation_x(0.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.0);
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match active_tool_kind {
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Some(ToolKind::Staff) => {
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next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
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next.control_r.position = Vec3::new(
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7.0 + s_a.grip.0 * 2.0 + move1abs * -8.0,
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-4.0 + move1abs * 5.0,
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3.0,
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);
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next.control.position = Vec3::new(
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-5.0 + move1abs * 5.0,
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-1.0 + s_a.grip.2 + move1abs * 3.0 + move2abs * 5.0,
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-2.0 + -s_a.grip.2 / 2.5
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+ s_a.grip.0 * -2.0
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+ move1abs * 12.0
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+ move2abs * -13.0,
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);
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next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
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* Quaternion::rotation_y(-0.3)
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* Quaternion::rotation_z(-0.3);
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next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
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* Quaternion::rotation_y(-0.4 + s_a.grip.0 * 0.2)
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* Quaternion::rotation_z(-0.0);
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next.control.orientation = Quaternion::rotation_x(-0.3 + move1abs * 0.2)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.5);
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next.chest.orientation = Quaternion::rotation_x(move1abs * 0.5 + move2abs * -1.0);
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next.head.orientation =
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Quaternion::rotation_x(move1abs * 0.5) * Quaternion::rotation_y(twitch * 0.5);
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next.main.orientation = Quaternion::rotation_z(move1abs * 0.5 + move2abs * 0.9);
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},
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_ => {
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next.chest.orientation = Quaternion::rotation_x(move2abs * -1.0)
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* Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);
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next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
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next.hand_l.orientation = Quaternion::rotation_x(1.2);
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next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
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next.hand_r.orientation = Quaternion::rotation_x(1.2);
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},
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}
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next
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}
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}
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121
voxygen/anim/src/biped_small/summon.rs
Normal file
121
voxygen/anim/src/biped_small/summon.rs
Normal file
@ -0,0 +1,121 @@
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use super::{
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super::{vek::*, Animation},
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BipedSmallSkeleton, SkeletonAttr,
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};
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use common::{comp::item::ToolKind, states::utils::StageSection};
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use std::f32::consts::PI;
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pub struct SummonAnimation;
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type SummonAnimationDependency = (
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Option<ToolKind>,
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Vec3<f32>,
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Vec3<f32>,
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Vec3<f32>,
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f32,
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Vec3<f32>,
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f32,
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Option<StageSection>,
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f32,
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);
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impl Animation for SummonAnimation {
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type Dependency<'a> = SummonAnimationDependency;
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type Skeleton = BipedSmallSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"biped_small_summon\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_summon")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(
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active_tool_kind,
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_velocity,
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_orientation,
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_last_ori,
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global_time,
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_avg_vel,
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_acc_vel,
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stage_section,
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timer,
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): Self::Dependency<'a>,
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anim_time: f32,
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_rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let anim_time = anim_time.min(1.0);
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let (move1base, twitch, twitch2, move2base, move3) = match stage_section {
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Some(StageSection::Buildup) => {
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(anim_time.sqrt(), (anim_time * 5.0).sin(), 0.0, 0.0, 0.0)
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},
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Some(StageSection::Action) => {
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(1.0, 1.0, (anim_time * 10.0).sin(), anim_time.powi(4), 0.0)
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},
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Some(StageSection::Recover) => (1.0, 1.0, 1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let twitch = twitch * pullback;
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let twitch2 = twitch2 * pullback;
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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 move1 = move1base * pullback * mirror;
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let move2 = move2base * pullback * mirror;
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let move1abs = move1base * pullback;
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let move2abs = move2base * pullback;
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next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
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next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.hand_l.orientation = Quaternion::rotation_x(0.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.0);
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match active_tool_kind {
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Some(ToolKind::Staff) => {
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next.control_l.position = Vec3::new(2.0 - s_a.grip.0 * 2.0, 1.0, 3.0);
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next.control_r.position = Vec3::new(
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7.0 + s_a.grip.0 * 2.0,
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-4.0 + move1abs * -14.0,
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3.0 + twitch * 2.0 + twitch2 * 2.0,
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);
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next.control.position = Vec3::new(
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-5.0 + move1abs * -5.0,
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-1.0 + s_a.grip.2 + move1abs * -8.0,
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-2.0 + -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + twitch2 * -2.0,
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);
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next.chest.position =
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Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + twitch2 + move2abs * 3.0);
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next.control_l.orientation = Quaternion::rotation_x(PI / 2.0)
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* Quaternion::rotation_y(-0.3)
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* Quaternion::rotation_z(-0.3);
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next.control_r.orientation = Quaternion::rotation_x(
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PI / 2.0 + s_a.grip.0 * 0.2 + twitch * 0.2 + twitch2 * 0.2,
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) * Quaternion::rotation_y(
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-0.4 + s_a.grip.0 * 0.2 + move1abs * -2.0,
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) * Quaternion::rotation_z(move1abs * 0.5);
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next.control.orientation = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.5 + move1abs * 1.0);
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next.chest.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0);
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next.head.orientation =
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Quaternion::rotation_z(twitch * 0.2 + twitch2 * 0.4 + move2abs * -0.5)
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* Quaternion::rotation_x(move2abs * 0.7);
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},
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_ => {
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next.chest.orientation = Quaternion::rotation_x(move2abs * -1.0)
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* Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);
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next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
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next.hand_l.orientation = Quaternion::rotation_x(1.2);
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next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
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next.hand_r.orientation = Quaternion::rotation_x(1.2);
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},
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}
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next
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}
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}
|
@ -3246,6 +3246,70 @@ impl FigureMgr {
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skeleton_attr,
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)
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},
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CharacterState::Shockwave(s) => {
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let stage_time = s.timer.as_secs_f32();
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let stage_progress = match s.stage_section {
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StageSection::Buildup => {
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stage_time / s.static_data.buildup_duration.as_secs_f32()
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},
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StageSection::Action => {
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stage_time / s.static_data.swing_duration.as_secs_f32()
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},
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StageSection::Recover => {
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stage_time / s.static_data.recover_duration.as_secs_f32()
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},
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_ => 0.0,
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};
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anim::biped_small::ShockwaveAnimation::update_skeleton(
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&target_base,
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(
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active_tool_kind,
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rel_vel,
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ori * anim::vek::Vec3::<f32>::unit_y(),
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state.last_ori * anim::vek::Vec3::<f32>::unit_y(),
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time,
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rel_avg_vel,
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state.acc_vel,
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Some(s.stage_section),
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state.state_time,
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),
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stage_progress,
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&mut state_animation_rate,
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skeleton_attr,
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)
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},
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CharacterState::BasicSummon(s) => {
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let stage_time = s.timer.as_secs_f32();
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let stage_progress = match s.stage_section {
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StageSection::Buildup => {
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stage_time / s.static_data.buildup_duration.as_secs_f32()
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},
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StageSection::Action => {
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stage_time / s.static_data.cast_duration.as_secs_f32()
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},
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StageSection::Recover => {
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stage_time / s.static_data.recover_duration.as_secs_f32()
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},
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_ => 0.0,
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};
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anim::biped_small::SummonAnimation::update_skeleton(
|
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&target_base,
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(
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active_tool_kind,
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rel_vel,
|
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ori * anim::vek::Vec3::<f32>::unit_y(),
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state.last_ori * anim::vek::Vec3::<f32>::unit_y(),
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time,
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rel_avg_vel,
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state.acc_vel,
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Some(s.stage_section),
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||||
state.state_time,
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),
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||||
stage_progress,
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||||
&mut state_animation_rate,
|
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skeleton_attr,
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||||
)
|
||||
},
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||||
// TODO!
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_ => target_base,
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};
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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));
|
||||
|
Loading…
Reference in New Issue
Block a user