glide anim

Former-commit-id: b614a672b0a94f2b8803c0c1c22468b889242cc6
This commit is contained in:
jshipsey 2019-05-16 00:40:35 -04:00
parent 5092df0e7f
commit 50fa3cf098
11 changed files with 147 additions and 26 deletions

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assets/voxygen/voxel/glider.vox (Stored with Git LFS) Normal file

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@ -223,6 +223,7 @@ pub enum Animation {
Idle,
Run,
Jump,
Gliding,
}
impl Component for AnimationHistory {

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@ -81,7 +81,7 @@ impl<'a> System<'a> for Sys {
Animation::Idle
}
} else {
Animation::Jump
Animation::Gliding
};
let last_history = anims.get_mut(entity).cloned();

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@ -0,0 +1,105 @@
// Standard
use std::{f32::consts::PI, ops::Mul};
// Library
use vek::*;
// Local
use super::{super::Animation, CharacterSkeleton, SCALE};
//
pub struct GlidingAnimation;
impl Animation for GlidingAnimation {
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 * 14.0).sin();
let waveslow = (anim_time as f32 * 7.0).sin();
let wavecos_slow = (anim_time as f32 * 7.0).cos();
let arcwave = (1.0f32.ln_1p() - 1.5).abs();
let wavetest = (wave.cbrt());
let fuzzwave = (anim_time as f32 * 12.0).sin();
let wavecos = (anim_time as f32 * 14.0).cos();
let wave_stop = (anim_time as f32 * 1.5).min(PI / 2.0).sin();
let wave_stopalt = (anim_time as f32 * 5.0).min(PI / 2.0).sin();
let waveveryslow = (anim_time as f32 * 3.0).sin();
let waveveryslowalt = (anim_time as f32 * 2.5).sin();
let waveveryslowcos = (anim_time as f32 * 3.0).cos();
let wave_slowtest = (anim_time as f32).min(PI / 2.0).sin();
let head_look = Vec2::new(
((global_time + anim_time) as f32 / 4.0)
.floor()
.mul(7331.0)
.sin()
* 0.5,
((global_time + anim_time) as f32 / 4.0)
.floor()
.mul(1337.0)
.sin()
* 0.25,
);
next.head.offset = Vec3::new(5.5, 2.0, 12.0);
next.head.ori = Quaternion::rotation_x(0.35 - waveveryslow * 0.10 + head_look.y) * Quaternion::rotation_z(head_look.x + waveveryslowcos * 0.15);
next.head.scale = Vec3::one();
next.chest.offset = Vec3::new(5.5, 0.0, 8.0);
next.chest.ori = Quaternion::rotation_z(waveveryslowcos * 0.15);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(5.5, 0.0, 6.0);
next.belt.ori = Quaternion::rotation_z(waveveryslowcos * 0.20);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(5.5, 0.0, 3.0);
next.shorts.ori = Quaternion::rotation_z(waveveryslowcos * 0.25);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(-8.0, -10.0 + waveveryslow * 2.5, 18.5 + waveveryslow * 1.0);
next.l_hand.ori = Quaternion::rotation_x(0.9 - waveveryslow * 0.10);
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(11.0, -10.0 + waveveryslow * 2.5, 18.5 + waveveryslow * 1.0);
next.r_hand.ori = Quaternion::rotation_x(0.9 - waveveryslow * 0.10);
next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.4, 1.0, 8.0);
next.l_foot.ori = Quaternion::rotation_x(wave_stop * -0.7 - wavecos_slow * -0.21 + waveveryslow * 0.19);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, 1.0, 8.0);
next.r_foot.ori = Quaternion::rotation_x(wave_stop * -0.8 + waveslow * -0.25 + waveveryslowalt * 0.13);
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-5.0, -6.0, 19.0);
next.weapon.ori = Quaternion::rotation_y(2.5);
next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-10.0, -3.0, 2.5);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one();
next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one();
next.torso.offset = Vec3::new(-0.5, -0.2, 0.0);
next.torso.ori = Quaternion::rotation_x(-0.8 + waveveryslow * 0.10);
next.torso.scale = Vec3::one() / 11.0;
next.draw.offset = Vec3::new(13.5, 3.0, -1.0);
next.draw.ori = Quaternion::rotation_y(waveveryslowcos * 0.05);
next.draw.scale = Vec3::one();
next
}
}

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@ -100,9 +100,9 @@ impl Animation for IdleAnimation {
next.torso.ori = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0;
next.draw.offset = Vec3::new(0.0, 1.0, -8.0);
next.draw.ori = Quaternion::rotation_y(-0.2);
next.draw.scale = Vec3::one();
next.draw.offset = Vec3::new(0.0, 0.0, 0.0);
next.draw.ori = Quaternion::rotation_y(0.0);
next.draw.scale = Vec3::one() * 0.0;
next
}
}

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@ -80,6 +80,9 @@ impl Animation for JumpAnimation {
next.torso.ori = Quaternion::rotation_x(-0.2);
next.torso.scale = Vec3::one() / 11.0;
next.draw.offset = Vec3::new(0.0, 0.0, 0.0);
next.draw.ori = Quaternion::rotation_y(0.0);
next.draw.scale = Vec3::one() * 0.0;
next
}
}

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@ -1,11 +1,14 @@
pub mod idle;
pub mod jump;
pub mod run;
pub mod gliding;
// Reexports
pub use self::idle::IdleAnimation;
pub use self::jump::JumpAnimation;
pub use self::run::RunAnimation;
pub use self::gliding::GlidingAnimation;
// Crate
use crate::render::FigureBoneData;
@ -27,8 +30,8 @@ pub struct CharacterSkeleton {
weapon: Bone,
l_shoulder: Bone,
r_shoulder: Bone,
torso: Bone,
draw: Bone,
torso: Bone,
}
impl CharacterSkeleton {
@ -45,8 +48,8 @@ impl CharacterSkeleton {
weapon: Bone::default(),
l_shoulder: Bone::default(),
r_shoulder: Bone::default(),
torso: Bone::default(),
draw: Bone::default(),
torso: Bone::default(),
}
}
}
@ -68,8 +71,8 @@ impl Skeleton for CharacterSkeleton {
FigureBoneData::new(torso_mat * chest_mat * self.weapon.compute_base_matrix()),
FigureBoneData::new(torso_mat * chest_mat * self.l_shoulder.compute_base_matrix()),
FigureBoneData::new(torso_mat * chest_mat * self.r_shoulder.compute_base_matrix()),
FigureBoneData::new(torso_mat),
FigureBoneData::new(torso_mat * l_hand_mat * self.draw.compute_base_matrix()),
FigureBoneData::new(torso_mat),
FigureBoneData::default(),
FigureBoneData::default(),
FigureBoneData::default(),
@ -88,7 +91,7 @@ impl Skeleton for CharacterSkeleton {
self.weapon.interpolate(&target.weapon);
self.l_shoulder.interpolate(&target.l_shoulder);
self.r_shoulder.interpolate(&target.r_shoulder);
self.torso.interpolate(&target.torso);
self.draw.interpolate(&target.draw);
self.torso.interpolate(&target.torso);
}
}

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@ -76,9 +76,9 @@ impl Animation for RunAnimation {
next.torso.ori = Quaternion::rotation_x(-velocity * 0.05 - wavecos * 0.1);
next.torso.scale = Vec3::one() / 11.0;
next.draw.offset = Vec3::new(0.0, 1.0, -8.0);
next.draw.ori = Quaternion::rotation_y(-0.2);
next.draw.scale = Vec3::one();
next.draw.offset = Vec3::new(0.0, 0.0, 0.0);
next.draw.ori = Quaternion::rotation_y(0.0);
next.draw.scale = Vec3::one() * 0.0;
next
}

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@ -39,7 +39,7 @@ impl Animation for JumpAnimation {
next.pigchest.scale = Vec3::one() / 11.0;
next.piglf_leg.offset = Vec3::new(-4.5, 3.0, 1.5) / 11.0;
next.piglf_leg.ori = Quaternion::rotation_x(wave_stop * 0.6);
next.piglf_leg.ori = Quaternion::rotation_x(wave_stop * 0.6 - wave_slow * 0.3);
next.piglf_leg.scale = Vec3::one() / 11.0;
next.pigrf_leg.offset = Vec3::new(2.5, 3.0, 1.5) / 11.0;

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@ -82,7 +82,7 @@ impl PlayState for CharSelectionState {
.postbox
.send_message(ClientMsg::Character {
name: self.char_selection_ui.character_name.clone(),
body: comp::Body::Quadruped(comp::QuadrupedBody::random()), // comp::Body::Humanoid(self.char_selection_ui.character_body),
body: comp::Body::Humanoid(self.char_selection_ui.character_body), //body: comp::Body::Quadruped(comp::QuadrupedBody::random()),
});
return PlayStateResult::Switch(Box::new(SessionState::new(
&mut global_state.window,

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@ -15,7 +15,7 @@ use common::{
assets,
comp::{
self,
actor::{Belt, Chest, Foot, Hand, Head, Pants, Shoulder, Weapon, Pighead, Pigchest, Pigleg_l, Pigleg_r},
actor::{Belt, Chest, Foot, Hand, Head, Pants, Shoulder, Weapon, Draw, Pighead, Pigchest, Pigleg_l, Pigleg_r},
Body, HumanoidBody, QuadrupedBody
},
figure::Segment,
@ -65,7 +65,7 @@ impl FigureModelCache {
Some(Self::load_weapon(body.weapon)),
Some(Self::load_left_shoulder(body.shoulder)),
Some(Self::load_right_shoulder(body.shoulder)),
None,
Some(Self::load_draw(body.draw)),
None,
None,
None,
@ -226,17 +226,17 @@ impl FigureModelCache {
Vec3::new(2.5, 0.0, 0.0),
)
}
// fn load_draw(draw: Draw) -> Mesh<FigurePipeline> {
// Self::load_mesh(
// match draw {
// //Draw::DefaultDraw => "sword.vox",
//
// },
// Vec3::new(0.0, 0.0, -2.0)
//
//
// )
// }
fn load_draw(draw: Draw) -> Mesh<FigurePipeline> {
Self::load_mesh(
match draw {
Draw::Default => "glider.vox",
},
Vec3::new(-26.0, -26.0, -5.0)
)
}
fn load_pighead(pighead: Pighead) -> Mesh<FigurePipeline> {
Self::load_mesh(
@ -350,6 +350,11 @@ impl FigureMgr {
time,
animation_history.time,
),
comp::Animation::Gliding => character::GlidingAnimation::update_skeleton(
state.skeleton_mut(),
time,
animation_history.time,
),
};
state.skeleton.interpolate(&target_skeleton);
@ -377,6 +382,7 @@ impl FigureMgr {
(vel.0.magnitude(), time),
animation_history.time,
),
// TODO!
_ => state.skeleton_mut().clone(),
};