laying and steering animation

This commit is contained in:
Isse 2023-10-14 10:25:22 +02:00
parent 5320f83462
commit 63e500d3d8
9 changed files with 277 additions and 23 deletions

View File

@ -60,6 +60,7 @@ hud-follow = Follow
hud-stay= Stay
hud-sit = Sit
hud-steer = Steer
hud-lay = Lay
hud-portal = Portal
-server = Server

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@ -986,6 +986,9 @@ pub struct CharacterActivity {
/// `None` means that the look direction should be derived from the
/// orientation
pub look_dir: Option<Dir>,
/// If the character is using a Helm, this is set to Some, with the y
/// direction we're steering.
pub steer_dir: Option<f32>,
/// If true, the owner has set this pet to stay at a fixed location and
/// to not engage in combat
pub is_pet_staying: bool,

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@ -566,22 +566,15 @@ impl SpriteKind {
#[inline]
pub fn mount_offset(&self) -> Option<(Vec3<f32>, Vec3<f32>)> {
match self {
SpriteKind::ChairSingle | SpriteKind::ChairDouble | SpriteKind::Bench => Some((
Vec3 {
x: 0.0,
y: 0.0,
z: 0.5,
SpriteKind::ChairSingle | SpriteKind::ChairDouble | SpriteKind::Bench => {
Some((Vec3::new(0.0, 0.0, 0.5), -Vec3::unit_y()))
},
-Vec3::unit_y(),
)),
SpriteKind::Helm => Some((
Vec3 {
x: 0.0,
y: -0.6,
z: 0.2,
SpriteKind::Helm => Some((Vec3::new(0.0, -1.0, 0.0), Vec3::unit_y())),
SpriteKind::Bed => Some((Vec3::new(0.0, 0.0, 0.6), -Vec3::unit_y())),
SpriteKind::BedrollSnow | SpriteKind::BedrollPirate => {
Some((Vec3::new(0.0, 0.0, 0.1), -Vec3::unit_x()))
},
Vec3::unit_y(),
)),
SpriteKind::Bedroll => Some((Vec3::new(0.0, 0.0, 0.1), Vec3::unit_y())),
_ => None,
}
}

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@ -1,5 +1,8 @@
use common::{
comp::{Body, Collider, ControlAction, Controller, InputKind, Ori, Pos, Scale, Vel},
comp::{
Body, CharacterActivity, Collider, ControlAction, Controller, InputKind, Ori, Pos, Scale,
Vel,
},
link::Is,
mounting::{Mount, VolumeRider},
terrain::TerrainGrid,
@ -24,6 +27,7 @@ impl<'a> System<'a> for Sys {
WriteStorage<'a, Pos>,
WriteStorage<'a, Vel>,
WriteStorage<'a, Ori>,
WriteStorage<'a, CharacterActivity>,
ReadStorage<'a, Body>,
ReadStorage<'a, Scale>,
ReadStorage<'a, Collider>,
@ -45,6 +49,7 @@ impl<'a> System<'a> for Sys {
mut positions,
mut velocities,
mut orientations,
mut character_activity,
bodies,
scales,
colliders,
@ -174,6 +179,9 @@ impl<'a> System<'a> for Sys {
if is_volume_rider.block.is_controller() {
if let Some((actions, inputs)) = inputs {
if let Some(mut character_activity) = character_activity.get_mut(entity) {
character_activity.steer_dir = Some(inputs.move_dir.y);
}
match is_volume_rider.pos.kind {
common::mounting::Volume::Entity(uid) => {
if let Some(controller) =

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@ -28,11 +28,13 @@ pub mod selfbuff;
pub mod shockwave;
pub mod shoot;
pub mod sit;
pub mod sleep;
pub mod sneak;
pub mod sneakequip;
pub mod sneakwield;
pub mod staggered;
pub mod stand;
pub mod steer;
pub mod stunned;
pub mod swim;
pub mod swimwield;
@ -51,11 +53,11 @@ pub use self::{
mount::MountAnimation, music::MusicAnimation, rapidmelee::RapidMeleeAnimation,
repeater::RepeaterAnimation, ripostemelee::RiposteMeleeAnimation, roll::RollAnimation,
run::RunAnimation, selfbuff::SelfBuffAnimation, shockwave::ShockwaveAnimation,
shoot::ShootAnimation, sit::SitAnimation, sneak::SneakAnimation,
shoot::ShootAnimation, sit::SitAnimation, sleep::SleepAnimation, sneak::SneakAnimation,
sneakequip::SneakEquipAnimation, sneakwield::SneakWieldAnimation,
staggered::StaggeredAnimation, stand::StandAnimation, stunned::StunnedAnimation,
swim::SwimAnimation, swimwield::SwimWieldAnimation, talk::TalkAnimation,
wallrun::WallrunAnimation, wield::WieldAnimation,
staggered::StaggeredAnimation, stand::StandAnimation, steer::SteerAnimation,
stunned::StunnedAnimation, swim::SwimAnimation, swimwield::SwimWieldAnimation,
talk::TalkAnimation, wallrun::WallrunAnimation, wield::WieldAnimation,
};
use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton, TrailSource};
use common::comp::{

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@ -0,0 +1,114 @@
use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::comp::item::ToolKind;
use std::{f32::consts::PI, ops::Mul};
pub struct SleepAnimation;
impl Animation for SleepAnimation {
type Dependency<'a> = (Option<ToolKind>, Option<ToolKind>, f32);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_sleep\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_sleep")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_active_tool_kind, _second_tool_kind, global_time): Self::Dependency<'_>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let slow = (anim_time * 1.0).sin();
let slowa = (anim_time * 1.0 + PI / 2.0).sin();
let stop = (anim_time * 3.0).min(PI / 2.0).sin();
let head_look = Vec2::new(
(global_time * 0.05 + anim_time / 15.0)
.floor()
.mul(7331.0)
.sin()
* 0.25,
(global_time * 0.05 + anim_time / 15.0)
.floor()
.mul(1337.0)
.sin()
* 0.125,
);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + slow * 0.1 + stop * -0.8);
next.head.orientation = Quaternion::rotation_z(head_look.x + slow * 0.2 - slow * 0.1)
* Quaternion::rotation_x((slowa * -0.1 + slow * 0.1 + head_look.y).abs());
next.chest.position = Vec3::new(
0.0,
s_a.chest.0 + stop * -0.4,
s_a.chest.1 + slow * 0.1 + stop * -0.8,
);
next.chest.orientation = Quaternion::rotation_x(stop * 0.15 + 1.0);
next.belt.position = Vec3::new(0.0, s_a.belt.0 + stop * 1.2, s_a.belt.1);
next.belt.orientation = Quaternion::rotation_x(stop * 0.3);
next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + stop * 2.5, s_a.shorts.1 + stop * 0.6);
next.shorts.orientation = Quaternion::rotation_x(stop * 0.6);
next.hand_l.position = Vec3::new(
-s_a.hand.0 - 1.0,
s_a.hand.1 + slowa * 0.15 + 2.0,
s_a.hand.2 + slow * 0.7 + stop * -2.0,
);
next.hand_l.orientation =
Quaternion::rotation_x(slowa * -0.1 + slow * 0.1) * Quaternion::rotation_y(PI * 0.15);
next.hand_r.position = Vec3::new(
s_a.hand.0 + 1.0,
s_a.hand.1 + slowa * 0.15 + 2.0,
s_a.hand.2 + slow * 0.7 + stop * -2.0,
);
next.hand_r.orientation =
Quaternion::rotation_x(slow * -0.1 + slowa * 0.1) * Quaternion::rotation_y(PI * -0.15);
next.foot_l.position = Vec3::new(-s_a.foot.0, 6.0 + s_a.foot.1, 6.0 + s_a.foot.2);
next.foot_l.orientation = Quaternion::rotation_x(slow * 0.1 + stop * 1.2 + slow * 0.1);
next.foot_r.position = Vec3::new(s_a.foot.0, 6.0 + s_a.foot.1, 6.0 + s_a.foot.2);
next.foot_r.orientation = Quaternion::rotation_x(slowa * 0.1 + stop * 1.2 + slowa * 0.1);
next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_l.orientation = Quaternion::rotation_x(0.0);
next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_r.orientation = Quaternion::rotation_x(0.0);
next.torso.position = Vec3::new(0.0, -2.2, stop * -1.76);
if skeleton.holding_lantern {
next.hand_r.position = Vec3::new(
s_a.hand.0 + 1.0 - head_look.x * 8.0,
s_a.hand.1 + 5.0 + head_look.x * 6.0,
s_a.hand.2 + 9.0 + head_look.y * 6.0,
);
next.hand_r.orientation = Quaternion::rotation_x(2.25)
* Quaternion::rotation_z(0.9)
* Quaternion::rotation_y(head_look.x * 3.0)
* Quaternion::rotation_x(head_look.y * 3.0);
let fast = (anim_time * 5.0).sin();
let fast2 = (anim_time * 4.5 + 8.0).sin();
next.lantern.position = Vec3::new(-0.5, -0.5, -2.5);
next.lantern.orientation = next.hand_r.orientation.inverse()
* Quaternion::rotation_x(fast * 0.1)
* Quaternion::rotation_y(fast2 * 0.1);
}
next
}
}

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@ -0,0 +1,110 @@
use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::comp::item::ToolKind;
use std::{f32::consts::PI, ops::Mul};
pub struct SteerAnimation;
impl Animation for SteerAnimation {
type Dependency<'a> = (Option<ToolKind>, Option<ToolKind>, f32, f32);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_steer\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_steer")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_active_tool_kind, _second_tool_kind, steer_dir, global_time): Self::Dependency<'_>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let slow = (anim_time * 1.0).sin();
let head_look = Vec2::new(
(global_time + anim_time / 12.0).floor().mul(7331.0).sin() * 0.1,
(global_time + anim_time / 12.0).floor().mul(1337.0).sin() * 0.05,
);
next.head.scale = Vec3::one() * s_a.head_scale;
next.chest.scale = Vec3::one() * 1.01;
next.hand_l.scale = Vec3::one() * 1.04;
next.hand_r.scale = Vec3::one() * 1.04;
next.back.scale = Vec3::one() * 1.02;
next.hold.scale = Vec3::one() * 0.0;
next.lantern.scale = Vec3::one() * 0.65;
next.shoulder_l.scale = Vec3::one() * 1.1;
next.shoulder_r.scale = Vec3::one() * 1.1;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + slow * 0.3);
next.head.orientation =
Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + slow * 0.3);
next.chest.orientation = Quaternion::rotation_z(head_look.x * 0.06);
next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
next.belt.orientation = Quaternion::rotation_z(head_look.x * -0.1);
next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
next.shorts.orientation = Quaternion::rotation_z(head_look.x * -0.2);
next.hand_l.position = Vec3::new(
-s_a.hand.0,
s_a.hand.1 + slow * 0.15,
s_a.hand.2 + slow * 0.5,
);
let helm_center = Vec3::new(0.0, 0.6, 0.75) / s_a.scaler * 11.0;
let rot = steer_dir * 0.5;
let hand_rotation = Quaternion::rotation_y(rot) * Quaternion::rotation_x(PI / 2.0);
let hand_offset = Vec3::new(rot.cos(), 0.0, -rot.sin()) * 0.4 / s_a.scaler * 11.0;
next.hand_l.position = helm_center - hand_offset;
next.hand_l.orientation = hand_rotation;
next.hand_r.position = helm_center + hand_offset;
next.hand_r.orientation = -hand_rotation;
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_l.orientation = Quaternion::identity();
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_r.orientation = Quaternion::identity();
next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.glider.position = Vec3::new(0.0, 0.0, 10.0);
next.glider.scale = Vec3::one() * 0.0;
next.hold.position = Vec3::new(0.4, -0.3, -5.8);
if skeleton.holding_lantern {
next.hand_r.position = Vec3::new(
s_a.hand.0 - head_look.x * 6.0,
s_a.hand.1 + 5.0 - head_look.y * 10.0 + slow * 0.15,
s_a.hand.2 + 12.0 + head_look.y * 6.0 + slow * 0.5,
);
next.hand_r.orientation = Quaternion::rotation_x(2.25 + slow * -0.06)
* Quaternion::rotation_z(0.9)
* Quaternion::rotation_y(head_look.x * 1.5)
* Quaternion::rotation_x(head_look.y * 1.5);
next.lantern.position = Vec3::new(-0.5, -0.5, -2.5);
next.lantern.orientation = next.hand_r.orientation.inverse();
}
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
next
}
}

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@ -2155,6 +2155,7 @@ impl Hud {
BlockInteraction::Mount => {
let key = match block.get_sprite() {
Some(SpriteKind::Helm) => "hud-steer",
Some(SpriteKind::Bed | SpriteKind::Bedroll | SpriteKind::BedrollSnow | SpriteKind::BedrollPirate) => "hud-lay",
_ => "hud-sit",
};
vec![(Some(GameInput::Mount), i18n.get_msg(key).to_string())]

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@ -1110,7 +1110,10 @@ impl FigureMgr {
&& matches!(active_tool_hand, Some(Hands::One)))
|| !character.map_or(false, |c| c.is_wield()))
&& !character.map_or(false, |c| c.is_using_hands())
&& physics.in_liquid().is_none();
&& physics.in_liquid().is_none()
&& is_volume_rider.map_or(true, |volume_rider| {
!matches!(volume_rider.block.get_sprite(), Some(SpriteKind::Helm))
});
let back_carry_offset = inventory
.and_then(|i| i.equipped(EquipSlot::Armor(ArmorSlot::Back)))
@ -2137,7 +2140,26 @@ impl FigureMgr {
{
match sprite {
SpriteKind::Helm => {
anim::character::DanceAnimation::update_skeleton(
anim::character::SteerAnimation::update_skeleton(
&target_base,
(
active_tool_kind,
second_tool_kind,
character_activity
.and_then(|a| a.steer_dir)
.unwrap_or(0.0),
time,
),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
},
SpriteKind::Bed
| SpriteKind::Bedroll
| SpriteKind::BedrollSnow
| SpriteKind::BedrollPirate => {
anim::character::SleepAnimation::update_skeleton(
&target_base,
(active_tool_kind, second_tool_kind, time),
state.state_time,