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groundwork for role, crun, cidle
This commit is contained in:
parent
1f6c1188bc
commit
4de5489367
@ -7,6 +7,9 @@ pub enum Animation {
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Jump,
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Gliding,
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Attack,
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Roll,
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Crun,
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Cidle,
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}
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#[derive(Copy, Clone, Debug, Serialize, Deserialize)]
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@ -5,8 +5,11 @@ use vek::*;
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pub struct Controller {
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pub move_dir: Vec2<f32>,
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pub jump: bool,
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pub glide: bool,
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pub attack: bool,
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pub roll: bool,
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pub crun: bool,
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pub cidle: bool,
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pub glide: bool,
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pub respawn: bool,
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}
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@ -13,6 +13,24 @@ pub struct Attacking {
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pub applied: bool,
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}
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#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
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pub struct Rolling {
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pub time: f32,
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pub applied: bool,
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}
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#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
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pub struct Crunning {
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pub time: f32,
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pub applied: bool,
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}
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#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
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pub struct Cidling {
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pub time: f32,
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pub applied: bool,
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}
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#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
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pub struct OnGround;
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@ -35,6 +53,32 @@ impl Attacking {
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}
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}
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impl Rolling {
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pub fn start() -> Self {
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Self {
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time: 0.0,
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applied: false,
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}
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}
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}
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impl Crunning {
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pub fn start() -> Self {
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Self {
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time: 0.0,
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applied: false,
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}
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}
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}
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impl Cidling {
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pub fn start() -> Self {
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Self {
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time: 0.0,
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applied: false,
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}
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}
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}
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impl Component for MoveDir {
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type Storage = VecStorage<Self>;
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}
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@ -43,6 +87,15 @@ impl Component for Attacking {
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type Storage = FlaggedStorage<Self, VecStorage<Self>>;
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}
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impl Component for Rolling {
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type Storage = FlaggedStorage<Self, VecStorage<Self>>;
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}
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impl Component for Crunning {
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type Storage = FlaggedStorage<Self, VecStorage<Self>>;
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}
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impl Component for Cidling {
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type Storage = FlaggedStorage<Self, VecStorage<Self>>;
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}
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impl Component for OnGround {
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type Storage = NullStorage<Self>;
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}
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@ -18,6 +18,9 @@ pub use animation::Animation;
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pub use animation::AnimationInfo;
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pub use controller::Controller;
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pub use inputs::Attacking;
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pub use inputs::Rolling;
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pub use inputs::Crunning;
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pub use inputs::Cidling;
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pub use inputs::Gliding;
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pub use inputs::Jumping;
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pub use inputs::MoveDir;
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@ -24,6 +24,10 @@ sphynx::sum_type! {
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Player(comp::Player),
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Stats(comp::Stats),
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Attacking(comp::Attacking),
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Rolling(comp::Rolling),
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Crunning(comp::Crunning),
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Cidling(comp::Cidling),
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}
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}
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// Automatically derive From<T> for EcsCompPhantom
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@ -38,6 +42,10 @@ sphynx::sum_type! {
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Player(PhantomData<comp::Player>),
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Stats(PhantomData<comp::Stats>),
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Attacking(PhantomData<comp::Attacking>),
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Rolling(PhantomData<comp::Rolling>),
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Crunning(PhantomData<comp::Crunning>),
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Cidling(PhantomData<comp::Cidling>),
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}
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}
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impl sphynx::CompPacket for EcsCompPacket {
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@ -103,6 +103,9 @@ impl State {
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ecs.register_synced::<comp::Player>();
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ecs.register_synced::<comp::Stats>();
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ecs.register_synced::<comp::Attacking>(); // TODO: Don't send this to the client?
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ecs.register_synced::<comp::Rolling>(); // TODO: Don't send this to the client?
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ecs.register_synced::<comp::Crunning>(); // TODO: Don't send this to the client?
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ecs.register_synced::<comp::Cidling>(); // TODO: Don't send this to the client?
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ecs.register::<comp::phys::ForceUpdate>();
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// Register components synced by other means
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@ -1,5 +1,5 @@
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use crate::{
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comp::{phys, Animation, AnimationInfo, Attacking, Gliding, Jumping, OnGround},
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comp::{phys, Animation, AnimationInfo, Attacking, Rolling, Crunning, Cidling, Gliding, Jumping, OnGround},
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state::DeltaTime,
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};
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use specs::{Entities, Join, Read, ReadStorage, System, WriteStorage};
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@ -15,20 +15,26 @@ impl<'a> System<'a> for Sys {
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ReadStorage<'a, Jumping>,
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ReadStorage<'a, Gliding>,
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ReadStorage<'a, Attacking>,
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ReadStorage<'a, Rolling>,
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ReadStorage<'a, Crunning>,
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ReadStorage<'a, Cidling>,
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WriteStorage<'a, AnimationInfo>,
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);
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fn run(
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&mut self,
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(entities, dt, velocities, on_grounds, jumpings, glidings, attackings, mut animation_infos): Self::SystemData,
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(entities, dt, velocities, on_grounds, jumpings, glidings, attackings, rollings, crunnings, cidlings, mut animation_infos): Self::SystemData,
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) {
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for (entity, vel, on_ground, jumping, gliding, attacking, mut animation_info) in (
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for (entity, vel, on_ground, jumping, gliding, attacking, rolling, crunning, cidling, mut animation_info) in (
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&entities,
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&velocities,
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on_grounds.maybe(),
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jumpings.maybe(),
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glidings.maybe(),
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attackings.maybe(),
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rollings.maybe(),
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crunnings.maybe(),
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cidlings.maybe(),
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&mut animation_infos,
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)
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.join()
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@ -52,6 +58,9 @@ impl<'a> System<'a> for Sys {
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(false, _, false, false) => Animation::Jump,
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(_, _, false, true) => Animation::Gliding,
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(_, _, true, false) => Animation::Attack,
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(true, true, false, false) => Animation::Roll,
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(_, true, false, false) => Animation::Crun,
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(true, false, false, false) => Animation::Cidle,
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(_, _, true, true) => impossible_animation(),
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};
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@ -1,7 +1,8 @@
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use crate::{
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comp::{
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phys::{ForceUpdate, Ori, Pos, Vel},
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Attacking, Controller, Gliding, Jumping, MoveDir, OnGround, Respawning, Stats,
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Animation, AnimationInfo, Attacking, Rolling, Crunning, Cidling, Controller, Gliding, HealthSource, Jumping, MoveDir,
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OnGround, Respawning, Stats,
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},
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state::DeltaTime,
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};
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@ -22,6 +23,9 @@ impl<'a> System<'a> for Sys {
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WriteStorage<'a, OnGround>,
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WriteStorage<'a, Jumping>,
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WriteStorage<'a, Attacking>,
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WriteStorage<'a, Rolling>,
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WriteStorage<'a, Crunning>,
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WriteStorage<'a, Cidling>,
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WriteStorage<'a, Respawning>,
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WriteStorage<'a, Gliding>,
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WriteStorage<'a, ForceUpdate>,
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@ -41,6 +45,9 @@ impl<'a> System<'a> for Sys {
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mut on_grounds,
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mut jumpings,
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mut attackings,
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mut rollings,
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mut crunnings,
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mut cidlings,
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mut respawns,
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mut glidings,
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force_updates,
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@ -107,6 +114,13 @@ impl<'a> System<'a> for Sys {
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} else {
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jumping = None;
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}
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// Roll
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if on_grounds.get(entity).is_some() && controller.roll {
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rollings.insert(entity, Rolling::start());
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} else {
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rollings.remove(entity);
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}
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}
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}
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}
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@ -1,7 +1,7 @@
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use crate::{
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comp::{
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phys::{Ori, Pos, Vel},
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Gliding, Jumping, MoveDir, OnGround, Stats,
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Gliding, Jumping, MoveDir, OnGround, Stats, Rolling, Cidling, Crunning,
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},
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state::DeltaTime,
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terrain::TerrainMap,
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@ -58,7 +58,10 @@ impl<'a> System<'a> for Sys {
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ReadStorage<'a, MoveDir>,
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ReadStorage<'a, Jumping>,
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ReadStorage<'a, Gliding>,
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WriteStorage<'a, Stats>,
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ReadStorage<'a, Rolling>,
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ReadStorage<'a, Crunning>,
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ReadStorage<'a, Cidling>,
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ReadStorage<'a, Stats>,
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);
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fn run(
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@ -74,11 +77,14 @@ impl<'a> System<'a> for Sys {
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move_dirs,
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jumpings,
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glidings,
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rollings,
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crunnings,
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cidlings,
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stats,
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): Self::SystemData,
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) {
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// Apply movement inputs
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for (entity, mut pos, mut vel, mut ori, mut on_ground, move_dir, jumping, gliding, stats) in
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for (entity, mut pos, mut vel, mut ori, mut on_ground, move_dir, jumping, gliding, rolling, crunning, cidling, stats) in
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(
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&entities,
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&mut positions,
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@ -88,6 +94,9 @@ impl<'a> System<'a> for Sys {
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move_dirs.maybe(),
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jumpings.maybe(),
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glidings.maybe(),
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rollings.maybe(),
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crunnings.maybe(),
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cidlings.maybe(),
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&stats,
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)
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.join()
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@ -122,6 +131,11 @@ impl<'a> System<'a> for Sys {
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vel.0.z += dt.0 * lift * Vec2::<f32>::from(vel.0 * 0.15).magnitude().min(1.0);
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}
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// TODO:
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if rolling.is_some() {}
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if crunning.is_some() {}
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if cidling.is_some() {}
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// Set direction based on velocity
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if vel.0.magnitude_squared() != 0.0 {
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ori.0 = vel.0.normalized() * Vec3::new(1.0, 1.0, 0.0);
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104
voxygen/src/anim/character/cidle.rs
Normal file
104
voxygen/src/anim/character/cidle.rs
Normal file
@ -0,0 +1,104 @@
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use super::{super::Animation, CharacterSkeleton};
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use std::{f32::consts::PI, ops::Mul};
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use vek::*;
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pub struct CidleAnimation;
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impl Animation for CidleAnimation {
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type Skeleton = CharacterSkeleton;
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type Dependency = f64;
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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global_time: f64,
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anim_time: f64,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
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let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI).cos();
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 8.0)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.5,
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((global_time + anim_time) as f32 / 8.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.25,
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);
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next.head.offset = Vec3::new(0.0, 2.0, 11.0 + wave_ultra_slow * 0.3);
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next.head.ori = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y);
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next.head.scale = Vec3::one();
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_ultra_slow * 0.3);
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next.chest.ori = Quaternion::rotation_x(0.0);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_ultra_slow * 0.3);
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next.belt.ori = Quaternion::rotation_x(0.0);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_ultra_slow * 0.3);
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next.shorts.ori = Quaternion::rotation_x(0.0);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(
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-7.5,
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-2.0 + wave_ultra_slow_cos * 0.15,
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8.0 + wave_ultra_slow * 0.5,
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) / 11.0;
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next.l_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * 0.06);
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next.l_hand.scale = Vec3::one() / 11.0;
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next.r_hand.offset = Vec3::new(
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7.5,
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-2.0 + wave_ultra_slow_cos * 0.15,
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8.0 + wave_ultra_slow * 0.5,
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) / 11.0;
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next.r_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * 0.06);
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next.r_hand.scale = Vec3::one() / 11.;
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next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0);
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next.l_foot.ori = Quaternion::identity();
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, -0.1, 8.0);
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next.r_foot.ori = Quaternion::identity();
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next.r_foot.scale = Vec3::one();
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next.weapon.offset = Vec3::new(-7.0, -5.0, 15.0);
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next.weapon.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
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next.weapon.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one() * 1.04;
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next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one() * 1.04;
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next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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next.draw.scale = Vec3::one() * 0.0;
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next.left_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
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next.left_equip.ori = Quaternion::rotation_x(0.0);;
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next.left_equip.scale = Vec3::one() * 0.0;
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next.right_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
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next.right_equip.ori = Quaternion::rotation_x(0.0);;
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next.right_equip.scale = Vec3::one() * 0.0;
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next.torso.offset = Vec3::new(0.0, -0.2, 0.1);
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next.torso.ori = Quaternion::rotation_x(0.0);
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next.torso.scale = Vec3::one() / 11.0;
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next
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}
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}
|
97
voxygen/src/anim/character/crun.rs
Normal file
97
voxygen/src/anim/character/crun.rs
Normal file
@ -0,0 +1,97 @@
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use super::{super::Animation, CharacterSkeleton};
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use std::ops::Mul;
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use vek::*;
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pub struct CrunAnimation;
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impl Animation for CrunAnimation {
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type Skeleton = CharacterSkeleton;
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type Dependency = (f32, f64);
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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(velocity, global_time): Self::Dependency,
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anim_time: f64,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let wave = (anim_time as f32 * 14.0).sin();
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let wave_cos = (anim_time as f32 * 14.0).cos();
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 2.0)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.2,
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((global_time + anim_time) as f32 / 2.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.1,
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);
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next.head.offset = Vec3::new(0.0, 3.0, 12.0 + wave_cos * 1.3);
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next.head.ori = Quaternion::rotation_z(head_look.x + wave * 0.1)
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* Quaternion::rotation_x(head_look.y + 0.35);
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next.head.scale = Vec3::one();
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 1.1);
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next.chest.ori = Quaternion::rotation_z(wave * 0.1);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 0.0, 5.0 + wave_cos * 1.1);
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next.belt.ori = Quaternion::rotation_z(wave * 0.25);
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next.belt.scale = Vec3::one();
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next.shorts.offset = Vec3::new(0.0, 0.0, 2.0 + wave_cos * 1.1);
|
||||
next.shorts.ori = Quaternion::rotation_z(wave * 0.6);
|
||||
next.shorts.scale = Vec3::one();
|
||||
|
||||
next.l_hand.offset = Vec3::new(-9.0, 3.0 + wave_cos * 8.0, 12.0 - wave * 1.0) / 11.0;
|
||||
next.l_hand.ori = Quaternion::rotation_x(wave_cos * 1.1);
|
||||
next.l_hand.scale = Vec3::one() / 11.0;
|
||||
|
||||
next.r_hand.offset = Vec3::new(9.0, 3.0 - wave_cos * 8.0, 12.0 + wave * 1.0) / 11.0;
|
||||
next.r_hand.ori = Quaternion::rotation_x(wave_cos * -1.1);
|
||||
next.r_hand.scale = Vec3::one() / 11.0;
|
||||
|
||||
next.l_foot.offset = Vec3::new(-3.4, 0.0 + wave_cos * 1.0, 6.0);
|
||||
next.l_foot.ori = Quaternion::rotation_x(-0.0 - wave_cos * 1.5);
|
||||
next.l_foot.scale = Vec3::one();
|
||||
|
||||
next.r_foot.offset = Vec3::new(3.4, 0.0 - wave_cos * 1.0, 6.0);
|
||||
next.r_foot.ori = Quaternion::rotation_x(-0.0 + wave_cos * 1.5);
|
||||
next.r_foot.scale = Vec3::one();
|
||||
|
||||
next.weapon.offset = Vec3::new(-7.0, -5.0, 15.0);
|
||||
next.weapon.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||
next.weapon.scale = Vec3::one();
|
||||
|
||||
next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
|
||||
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
|
||||
next.l_shoulder.scale = Vec3::one() * 1.04;
|
||||
|
||||
next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5);
|
||||
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
|
||||
next.r_shoulder.scale = Vec3::one() * 1.04;
|
||||
|
||||
next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
|
||||
next.draw.ori = Quaternion::rotation_y(0.0);
|
||||
next.draw.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.left_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
|
||||
next.left_equip.ori = Quaternion::rotation_x(0.0);;
|
||||
next.left_equip.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.right_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
|
||||
next.right_equip.ori = Quaternion::rotation_x(0.0);;
|
||||
next.right_equip.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.torso.offset = Vec3::new(0.0, -0.2, 0.4);
|
||||
next.torso.ori = Quaternion::rotation_x(-velocity * 0.04 - wave_cos * 0.10);
|
||||
next.torso.scale = Vec3::one() / 11.0;
|
||||
|
||||
next
|
||||
}
|
||||
}
|
@ -3,6 +3,9 @@ pub mod gliding;
|
||||
pub mod idle;
|
||||
pub mod jump;
|
||||
pub mod run;
|
||||
pub mod roll;
|
||||
pub mod crun;
|
||||
pub mod cidle;
|
||||
|
||||
// Reexports
|
||||
pub use self::attack::AttackAnimation;
|
||||
@ -10,6 +13,10 @@ pub use self::gliding::GlidingAnimation;
|
||||
pub use self::idle::IdleAnimation;
|
||||
pub use self::jump::JumpAnimation;
|
||||
pub use self::run::RunAnimation;
|
||||
pub use self::roll::RollAnimation;
|
||||
pub use self::crun::CrunAnimation;
|
||||
pub use self::cidle::CidleAnimation;
|
||||
|
||||
|
||||
use super::{Bone, Skeleton};
|
||||
use crate::render::FigureBoneData;
|
||||
|
98
voxygen/src/anim/character/roll.rs
Normal file
98
voxygen/src/anim/character/roll.rs
Normal file
@ -0,0 +1,98 @@
|
||||
use super::{super::Animation, CharacterSkeleton};
|
||||
use std::{f32::consts::PI, ops::Mul};
|
||||
use vek::*;
|
||||
|
||||
pub struct RollAnimation;
|
||||
|
||||
impl Animation for RollAnimation {
|
||||
type Skeleton = CharacterSkeleton;
|
||||
type Dependency = f64;
|
||||
|
||||
fn update_skeleton(
|
||||
skeleton: &Self::Skeleton,
|
||||
global_time: f64,
|
||||
anim_time: f64,
|
||||
) -> Self::Skeleton {
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let wave = (anim_time as f32 * 4.0).sin();
|
||||
let wave_quick = (anim_time as f32 * 7.0).sin();
|
||||
let wave_quick_cos = (anim_time as f32 * 7.0).cos();
|
||||
let wave_cos = (anim_time as f32 * 4.0).cos();
|
||||
let wave_slow = (anim_time as f32 * 2.0 + PI).sin();
|
||||
let wave_dub = (anim_time as f32 * 4.0).sin();
|
||||
|
||||
next.head.offset = Vec3::new(0.0, -1.0 + wave_slow * -3.0, 16.0 + wave_dub * -3.0);
|
||||
next.head.ori = Quaternion::rotation_x(wave_dub * -0.4);
|
||||
next.head.scale = Vec3::one();
|
||||
|
||||
next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_dub * -1.5);
|
||||
next.chest.ori = Quaternion::rotation_x(wave_dub * -0.5);
|
||||
next.chest.scale = Vec3::one() * 1.01;
|
||||
|
||||
next.belt.offset = Vec3::new(0.0, 0.0, 5.0);
|
||||
next.belt.ori = Quaternion::rotation_x(0.0);
|
||||
next.belt.scale = Vec3::one();
|
||||
|
||||
next.shorts.offset = Vec3::new(0.0, 0.0, 2.0);
|
||||
next.shorts.ori = Quaternion::rotation_x(0.0);
|
||||
next.shorts.scale = Vec3::one();
|
||||
|
||||
next.l_hand.offset = Vec3::new(
|
||||
-5.5 + wave * -0.5,
|
||||
-2.0 + wave_quick_cos * 5.5,
|
||||
8.0 + wave_quick * -5.5,
|
||||
) / 11.0;
|
||||
|
||||
next.l_hand.ori =
|
||||
Quaternion::rotation_x(wave_slow * 6.5) * Quaternion::rotation_y(wave * 0.3);
|
||||
next.l_hand.scale = Vec3::one() / 11.0;
|
||||
|
||||
next.r_hand.offset = Vec3::new(
|
||||
5.5 + wave * 0.5,
|
||||
-2.0 + wave_quick_cos * 5.5,
|
||||
8.0 + wave_quick * -5.5,
|
||||
) / 11.0;
|
||||
next.r_hand.ori =
|
||||
Quaternion::rotation_x(wave_slow * 6.5) * Quaternion::rotation_y(wave * 0.3);
|
||||
next.r_hand.scale = Vec3::one() / 11.;
|
||||
|
||||
next.l_foot.offset = Vec3::new(-3.4, -0.1, 9.0 - 0.0 + wave * 1.2);
|
||||
next.l_foot.ori = Quaternion::rotation_x(wave * 0.6);
|
||||
next.l_foot.scale = Vec3::one();
|
||||
|
||||
next.r_foot.offset = Vec3::new(3.4, -0.1, 9.0 - 0.0 + wave * 1.0);
|
||||
next.r_foot.ori = Quaternion::rotation_x(wave * -0.4);
|
||||
next.r_foot.scale = Vec3::one();
|
||||
|
||||
next.weapon.offset = Vec3::new(-7.0, -7.0, 18.0);
|
||||
next.weapon.ori =
|
||||
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + wave_quick * 1.0);
|
||||
next.weapon.scale = Vec3::one();
|
||||
|
||||
next.l_shoulder.offset = Vec3::new(-10.0, -3.2, 2.5);
|
||||
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
|
||||
next.l_shoulder.scale = Vec3::one() * 1.04;
|
||||
|
||||
next.r_shoulder.offset = Vec3::new(0.0, -3.2, 2.5);
|
||||
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
|
||||
next.r_shoulder.scale = Vec3::one() * 1.04;
|
||||
|
||||
next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
|
||||
next.draw.ori = Quaternion::rotation_y(0.0);
|
||||
next.draw.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.left_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
|
||||
next.left_equip.ori = Quaternion::rotation_x(0.0);;
|
||||
next.left_equip.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.right_equip.offset = Vec3::new(0.0, 0.0, 5.0) / 11.0;
|
||||
next.right_equip.ori = Quaternion::rotation_x(0.0);;
|
||||
next.right_equip.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.torso.offset = Vec3::new(0.0, -2.2, 0.1 + wave_dub * 12.0) / 11.0;
|
||||
next.torso.ori = Quaternion::rotation_x(wave_slow * 6.0);
|
||||
next.torso.scale = Vec3::one() / 11.0;
|
||||
next
|
||||
}
|
||||
}
|
@ -556,6 +556,21 @@ impl FigureMgr {
|
||||
time,
|
||||
animation_info.time,
|
||||
),
|
||||
comp::Animation::Roll => character::RollAnimation::update_skeleton(
|
||||
state.skeleton_mut(),
|
||||
time,
|
||||
animation_info.time,
|
||||
),
|
||||
comp::Animation::Crun => character::CrunAnimation::update_skeleton(
|
||||
state.skeleton_mut(),
|
||||
(vel.0.magnitude(), time),
|
||||
animation_info.time,
|
||||
),
|
||||
comp::Animation::Cidle => character::CidleAnimation::update_skeleton(
|
||||
state.skeleton_mut(),
|
||||
time,
|
||||
animation_info.time,
|
||||
),
|
||||
comp::Animation::Gliding => {
|
||||
character::GlidingAnimation::update_skeleton(
|
||||
state.skeleton_mut(),
|
||||
|
@ -119,6 +119,15 @@ impl PlayState for SessionState {
|
||||
self.controller.attack = state;
|
||||
self.controller.respawn = state; // TODO: Don't do both
|
||||
}
|
||||
Event::InputUpdate(GameInput::Roll, state) => {
|
||||
self.controller.roll = state;
|
||||
}
|
||||
Event::InputUpdate(GameInput::Crun, state) => {
|
||||
self.controller.crun = state;
|
||||
}
|
||||
Event::InputUpdate(GameInput::Cidle, state) => {
|
||||
self.controller.cidle = state;
|
||||
}
|
||||
Event::InputUpdate(GameInput::Jump, state) => {
|
||||
self.controller.jump = state;
|
||||
}
|
||||
|
@ -31,6 +31,11 @@ pub struct ControlSettings {
|
||||
pub screenshot: KeyMouse,
|
||||
pub toggle_ingame_ui: KeyMouse,
|
||||
pub attack: KeyMouse,
|
||||
pub roll: KeyMouse,
|
||||
pub crun: KeyMouse,
|
||||
pub cidle: KeyMouse,
|
||||
|
||||
|
||||
}
|
||||
|
||||
impl Default for ControlSettings {
|
||||
@ -59,6 +64,9 @@ impl Default for ControlSettings {
|
||||
screenshot: KeyMouse::Key(VirtualKeyCode::F4),
|
||||
toggle_ingame_ui: KeyMouse::Key(VirtualKeyCode::F6),
|
||||
attack: KeyMouse::Mouse(MouseButton::Left),
|
||||
roll: KeyMouse::Mouse(MouseButton::Middle),
|
||||
crun: KeyMouse::Key(VirtualKeyCode::K),
|
||||
cidle: KeyMouse::Key(VirtualKeyCode::J),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -34,6 +34,9 @@ pub enum GameInput {
|
||||
Screenshot,
|
||||
ToggleIngameUi,
|
||||
Attack,
|
||||
Roll,
|
||||
Crun,
|
||||
Cidle,
|
||||
Respawn,
|
||||
}
|
||||
|
||||
@ -134,6 +137,10 @@ impl Window {
|
||||
GameInput::ToggleIngameUi,
|
||||
);
|
||||
key_map.insert(settings.controls.attack, GameInput::Attack);
|
||||
key_map.insert(settings.controls.roll, GameInput::Roll);
|
||||
key_map.insert(settings.controls.crun, GameInput::Crun);
|
||||
key_map.insert(settings.controls.cidle, GameInput::Cidle);
|
||||
|
||||
|
||||
Ok(Self {
|
||||
events_loop,
|
||||
|
Loading…
Reference in New Issue
Block a user