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laying and steering animation
This commit is contained in:
parent
5320f83462
commit
63e500d3d8
@ -60,6 +60,7 @@ hud-follow = Follow
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hud-stay= Stay
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hud-sit = Sit
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hud-steer = Steer
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hud-lay = Lay
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hud-portal = Portal
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-server = Server
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@ -986,6 +986,9 @@ pub struct CharacterActivity {
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/// `None` means that the look direction should be derived from the
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/// orientation
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pub look_dir: Option<Dir>,
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/// If the character is using a Helm, this is set to Some, with the y
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/// direction we're steering.
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pub steer_dir: Option<f32>,
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/// If true, the owner has set this pet to stay at a fixed location and
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/// to not engage in combat
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pub is_pet_staying: bool,
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@ -566,22 +566,15 @@ impl SpriteKind {
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#[inline]
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pub fn mount_offset(&self) -> Option<(Vec3<f32>, Vec3<f32>)> {
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match self {
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SpriteKind::ChairSingle | SpriteKind::ChairDouble | SpriteKind::Bench => Some((
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Vec3 {
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x: 0.0,
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y: 0.0,
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z: 0.5,
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SpriteKind::ChairSingle | SpriteKind::ChairDouble | SpriteKind::Bench => {
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Some((Vec3::new(0.0, 0.0, 0.5), -Vec3::unit_y()))
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},
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-Vec3::unit_y(),
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)),
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SpriteKind::Helm => Some((
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Vec3 {
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x: 0.0,
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y: -0.6,
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z: 0.2,
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SpriteKind::Helm => Some((Vec3::new(0.0, -1.0, 0.0), Vec3::unit_y())),
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SpriteKind::Bed => Some((Vec3::new(0.0, 0.0, 0.6), -Vec3::unit_y())),
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SpriteKind::BedrollSnow | SpriteKind::BedrollPirate => {
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Some((Vec3::new(0.0, 0.0, 0.1), -Vec3::unit_x()))
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},
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Vec3::unit_y(),
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)),
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SpriteKind::Bedroll => Some((Vec3::new(0.0, 0.0, 0.1), Vec3::unit_y())),
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_ => None,
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}
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}
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@ -1,5 +1,8 @@
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use common::{
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comp::{Body, Collider, ControlAction, Controller, InputKind, Ori, Pos, Scale, Vel},
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comp::{
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Body, CharacterActivity, Collider, ControlAction, Controller, InputKind, Ori, Pos, Scale,
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Vel,
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},
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link::Is,
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mounting::{Mount, VolumeRider},
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terrain::TerrainGrid,
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@ -24,6 +27,7 @@ impl<'a> System<'a> for Sys {
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WriteStorage<'a, Pos>,
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WriteStorage<'a, Vel>,
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WriteStorage<'a, Ori>,
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WriteStorage<'a, CharacterActivity>,
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ReadStorage<'a, Body>,
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ReadStorage<'a, Scale>,
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ReadStorage<'a, Collider>,
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@ -45,6 +49,7 @@ impl<'a> System<'a> for Sys {
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mut positions,
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mut velocities,
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mut orientations,
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mut character_activity,
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bodies,
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scales,
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colliders,
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@ -174,6 +179,9 @@ impl<'a> System<'a> for Sys {
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if is_volume_rider.block.is_controller() {
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if let Some((actions, inputs)) = inputs {
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if let Some(mut character_activity) = character_activity.get_mut(entity) {
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character_activity.steer_dir = Some(inputs.move_dir.y);
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}
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match is_volume_rider.pos.kind {
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common::mounting::Volume::Entity(uid) => {
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if let Some(controller) =
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@ -28,11 +28,13 @@ pub mod selfbuff;
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pub mod shockwave;
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pub mod shoot;
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pub mod sit;
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pub mod sleep;
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pub mod sneak;
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pub mod sneakequip;
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pub mod sneakwield;
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pub mod staggered;
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pub mod stand;
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pub mod steer;
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pub mod stunned;
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pub mod swim;
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pub mod swimwield;
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@ -51,11 +53,11 @@ pub use self::{
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mount::MountAnimation, music::MusicAnimation, rapidmelee::RapidMeleeAnimation,
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repeater::RepeaterAnimation, ripostemelee::RiposteMeleeAnimation, roll::RollAnimation,
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run::RunAnimation, selfbuff::SelfBuffAnimation, shockwave::ShockwaveAnimation,
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shoot::ShootAnimation, sit::SitAnimation, sneak::SneakAnimation,
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shoot::ShootAnimation, sit::SitAnimation, sleep::SleepAnimation, sneak::SneakAnimation,
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sneakequip::SneakEquipAnimation, sneakwield::SneakWieldAnimation,
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staggered::StaggeredAnimation, stand::StandAnimation, stunned::StunnedAnimation,
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swim::SwimAnimation, swimwield::SwimWieldAnimation, talk::TalkAnimation,
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wallrun::WallrunAnimation, wield::WieldAnimation,
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staggered::StaggeredAnimation, stand::StandAnimation, steer::SteerAnimation,
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stunned::StunnedAnimation, swim::SwimAnimation, swimwield::SwimWieldAnimation,
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talk::TalkAnimation, wallrun::WallrunAnimation, wield::WieldAnimation,
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};
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use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton, TrailSource};
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use common::comp::{
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114
voxygen/anim/src/character/sleep.rs
Normal file
114
voxygen/anim/src/character/sleep.rs
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@ -0,0 +1,114 @@
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use super::{
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super::{vek::*, Animation},
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CharacterSkeleton, SkeletonAttr,
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};
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use common::comp::item::ToolKind;
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use std::{f32::consts::PI, ops::Mul};
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pub struct SleepAnimation;
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impl Animation for SleepAnimation {
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type Dependency<'a> = (Option<ToolKind>, Option<ToolKind>, f32);
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"character_sleep\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_sleep")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(_active_tool_kind, _second_tool_kind, global_time): Self::Dependency<'_>,
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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 slow = (anim_time * 1.0).sin();
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let slowa = (anim_time * 1.0 + PI / 2.0).sin();
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let stop = (anim_time * 3.0).min(PI / 2.0).sin();
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let head_look = Vec2::new(
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(global_time * 0.05 + anim_time / 15.0)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.25,
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(global_time * 0.05 + anim_time / 15.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.125,
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);
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + slow * 0.1 + stop * -0.8);
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next.head.orientation = Quaternion::rotation_z(head_look.x + slow * 0.2 - slow * 0.1)
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* Quaternion::rotation_x((slowa * -0.1 + slow * 0.1 + head_look.y).abs());
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next.chest.position = Vec3::new(
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0.0,
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s_a.chest.0 + stop * -0.4,
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s_a.chest.1 + slow * 0.1 + stop * -0.8,
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);
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next.chest.orientation = Quaternion::rotation_x(stop * 0.15 + 1.0);
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next.belt.position = Vec3::new(0.0, s_a.belt.0 + stop * 1.2, s_a.belt.1);
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next.belt.orientation = Quaternion::rotation_x(stop * 0.3);
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next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
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next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + stop * 2.5, s_a.shorts.1 + stop * 0.6);
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next.shorts.orientation = Quaternion::rotation_x(stop * 0.6);
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next.hand_l.position = Vec3::new(
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-s_a.hand.0 - 1.0,
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s_a.hand.1 + slowa * 0.15 + 2.0,
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s_a.hand.2 + slow * 0.7 + stop * -2.0,
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);
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next.hand_l.orientation =
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Quaternion::rotation_x(slowa * -0.1 + slow * 0.1) * Quaternion::rotation_y(PI * 0.15);
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next.hand_r.position = Vec3::new(
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s_a.hand.0 + 1.0,
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s_a.hand.1 + slowa * 0.15 + 2.0,
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s_a.hand.2 + slow * 0.7 + stop * -2.0,
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);
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next.hand_r.orientation =
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Quaternion::rotation_x(slow * -0.1 + slowa * 0.1) * Quaternion::rotation_y(PI * -0.15);
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next.foot_l.position = Vec3::new(-s_a.foot.0, 6.0 + s_a.foot.1, 6.0 + s_a.foot.2);
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next.foot_l.orientation = Quaternion::rotation_x(slow * 0.1 + stop * 1.2 + slow * 0.1);
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next.foot_r.position = Vec3::new(s_a.foot.0, 6.0 + s_a.foot.1, 6.0 + s_a.foot.2);
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next.foot_r.orientation = Quaternion::rotation_x(slowa * 0.1 + stop * 1.2 + slowa * 0.1);
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next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_l.orientation = Quaternion::rotation_x(0.0);
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next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_r.orientation = Quaternion::rotation_x(0.0);
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next.torso.position = Vec3::new(0.0, -2.2, stop * -1.76);
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if skeleton.holding_lantern {
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next.hand_r.position = Vec3::new(
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s_a.hand.0 + 1.0 - head_look.x * 8.0,
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s_a.hand.1 + 5.0 + head_look.x * 6.0,
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s_a.hand.2 + 9.0 + head_look.y * 6.0,
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);
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next.hand_r.orientation = Quaternion::rotation_x(2.25)
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* Quaternion::rotation_z(0.9)
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* Quaternion::rotation_y(head_look.x * 3.0)
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* Quaternion::rotation_x(head_look.y * 3.0);
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let fast = (anim_time * 5.0).sin();
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let fast2 = (anim_time * 4.5 + 8.0).sin();
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next.lantern.position = Vec3::new(-0.5, -0.5, -2.5);
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next.lantern.orientation = next.hand_r.orientation.inverse()
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* Quaternion::rotation_x(fast * 0.1)
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* Quaternion::rotation_y(fast2 * 0.1);
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}
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next
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}
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}
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110
voxygen/anim/src/character/steer.rs
Normal file
110
voxygen/anim/src/character/steer.rs
Normal file
@ -0,0 +1,110 @@
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use super::{
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super::{vek::*, Animation},
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CharacterSkeleton, SkeletonAttr,
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};
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use common::comp::item::ToolKind;
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use std::{f32::consts::PI, ops::Mul};
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pub struct SteerAnimation;
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impl Animation for SteerAnimation {
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type Dependency<'a> = (Option<ToolKind>, Option<ToolKind>, f32, f32);
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"character_steer\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_steer")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(_active_tool_kind, _second_tool_kind, steer_dir, global_time): Self::Dependency<'_>,
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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 slow = (anim_time * 1.0).sin();
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let head_look = Vec2::new(
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(global_time + anim_time / 12.0).floor().mul(7331.0).sin() * 0.1,
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(global_time + anim_time / 12.0).floor().mul(1337.0).sin() * 0.05,
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);
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next.head.scale = Vec3::one() * s_a.head_scale;
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next.chest.scale = Vec3::one() * 1.01;
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next.hand_l.scale = Vec3::one() * 1.04;
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next.hand_r.scale = Vec3::one() * 1.04;
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next.back.scale = Vec3::one() * 1.02;
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next.hold.scale = Vec3::one() * 0.0;
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next.lantern.scale = Vec3::one() * 0.65;
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next.shoulder_l.scale = Vec3::one() * 1.1;
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next.shoulder_r.scale = Vec3::one() * 1.1;
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + slow * 0.3);
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next.head.orientation =
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Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + slow * 0.3);
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next.chest.orientation = Quaternion::rotation_z(head_look.x * 0.06);
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next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
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next.belt.orientation = Quaternion::rotation_z(head_look.x * -0.1);
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next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
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next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
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next.shorts.orientation = Quaternion::rotation_z(head_look.x * -0.2);
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next.hand_l.position = Vec3::new(
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-s_a.hand.0,
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s_a.hand.1 + slow * 0.15,
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s_a.hand.2 + slow * 0.5,
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);
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let helm_center = Vec3::new(0.0, 0.6, 0.75) / s_a.scaler * 11.0;
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let rot = steer_dir * 0.5;
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let hand_rotation = Quaternion::rotation_y(rot) * Quaternion::rotation_x(PI / 2.0);
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let hand_offset = Vec3::new(rot.cos(), 0.0, -rot.sin()) * 0.4 / s_a.scaler * 11.0;
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next.hand_l.position = helm_center - hand_offset;
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next.hand_l.orientation = hand_rotation;
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next.hand_r.position = helm_center + hand_offset;
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next.hand_r.orientation = -hand_rotation;
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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
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next.foot_l.orientation = Quaternion::identity();
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
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next.foot_r.orientation = Quaternion::identity();
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next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.glider.position = Vec3::new(0.0, 0.0, 10.0);
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next.glider.scale = Vec3::one() * 0.0;
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next.hold.position = Vec3::new(0.4, -0.3, -5.8);
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if skeleton.holding_lantern {
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next.hand_r.position = Vec3::new(
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s_a.hand.0 - head_look.x * 6.0,
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s_a.hand.1 + 5.0 - head_look.y * 10.0 + slow * 0.15,
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s_a.hand.2 + 12.0 + head_look.y * 6.0 + slow * 0.5,
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);
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next.hand_r.orientation = Quaternion::rotation_x(2.25 + slow * -0.06)
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* Quaternion::rotation_z(0.9)
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* Quaternion::rotation_y(head_look.x * 1.5)
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* Quaternion::rotation_x(head_look.y * 1.5);
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next.lantern.position = Vec3::new(-0.5, -0.5, -2.5);
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next.lantern.orientation = next.hand_r.orientation.inverse();
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}
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next.torso.position = Vec3::new(0.0, 0.0, 0.0);
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next
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}
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}
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@ -2155,6 +2155,7 @@ impl Hud {
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BlockInteraction::Mount => {
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let key = match block.get_sprite() {
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Some(SpriteKind::Helm) => "hud-steer",
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Some(SpriteKind::Bed | SpriteKind::Bedroll | SpriteKind::BedrollSnow | SpriteKind::BedrollPirate) => "hud-lay",
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_ => "hud-sit",
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};
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vec![(Some(GameInput::Mount), i18n.get_msg(key).to_string())]
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|
@ -1110,7 +1110,10 @@ impl FigureMgr {
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&& matches!(active_tool_hand, Some(Hands::One)))
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|| !character.map_or(false, |c| c.is_wield()))
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&& !character.map_or(false, |c| c.is_using_hands())
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&& physics.in_liquid().is_none();
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&& physics.in_liquid().is_none()
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&& is_volume_rider.map_or(true, |volume_rider| {
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!matches!(volume_rider.block.get_sprite(), Some(SpriteKind::Helm))
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});
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let back_carry_offset = inventory
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.and_then(|i| i.equipped(EquipSlot::Armor(ArmorSlot::Back)))
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@ -2137,7 +2140,26 @@ impl FigureMgr {
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{
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match sprite {
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SpriteKind::Helm => {
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anim::character::DanceAnimation::update_skeleton(
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anim::character::SteerAnimation::update_skeleton(
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&target_base,
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(
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active_tool_kind,
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second_tool_kind,
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character_activity
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.and_then(|a| a.steer_dir)
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.unwrap_or(0.0),
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time,
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),
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state.state_time,
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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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SpriteKind::Bed
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||||
| SpriteKind::Bedroll
|
||||
| SpriteKind::BedrollSnow
|
||||
| SpriteKind::BedrollPirate => {
|
||||
anim::character::SleepAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, second_tool_kind, time),
|
||||
state.state_time,
|
||||
|
Loading…
Reference in New Issue
Block a user