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Implement animation smoothing
Former-commit-id: e89caca7d273934533c57c4324365a126d02e5df
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63cb6a1625
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@ -18,31 +18,34 @@ impl Animation for IdleAnimation {
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type Dependency = f64;
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fn update_skeleton(
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skeleton: &mut Self::Skeleton,
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skeleton: &Self::Skeleton,
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time: f64,
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) {
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skeleton.head.offset = Vec3::unit_z() * 13.0 / 11.0;
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skeleton.head.ori = Quaternion::rotation_z(0.0);
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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next.head.offset = Vec3::unit_z() * 13.0 / 11.0;
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next.head.ori = Quaternion::rotation_z(0.0);
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skeleton.chest.offset = Vec3::unit_z() * 9.0 / 11.0;
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skeleton.chest.ori = Quaternion::rotation_z(0.0);
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next.chest.offset = Vec3::unit_z() * 9.0 / 11.0;
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next.chest.ori = Quaternion::rotation_z(0.0);
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skeleton.belt.offset = Vec3::unit_z() * 7.0 / 11.0;
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skeleton.belt.ori = Quaternion::rotation_z(0.0);
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next.belt.offset = Vec3::unit_z() * 7.0 / 11.0;
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next.belt.ori = Quaternion::rotation_z(0.0);
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skeleton.shorts.offset = Vec3::unit_z() * 4.0 / 11.0;
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skeleton.shorts.ori = Quaternion::rotation_z(0.0);
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next.shorts.offset = Vec3::unit_z() * 4.0 / 11.0;
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next.shorts.ori = Quaternion::rotation_z(0.0);
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skeleton.l_hand.offset = Vec3::new(-8.0, 0.0, 9.0) / 11.0;
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skeleton.r_hand.offset = Vec3::new(8.0, 0.0, 9.0 ) / 11.0;
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next.l_hand.offset = Vec3::new(-8.0, 0.0, 9.0) / 11.0;
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next.r_hand.offset = Vec3::new(8.0, 0.0, 9.0 ) / 11.0;
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skeleton.l_foot.offset = Vec3::new(-3.5, 0.0, 3.0) / 11.0;
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skeleton.l_foot.ori = Quaternion::rotation_x(0.0);
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skeleton.r_foot.offset = Vec3::new(3.5, 0.0, 3.0) / 11.0;
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skeleton.r_foot.ori = Quaternion::rotation_x(0.0);
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next.l_foot.offset = Vec3::new(-3.5, 0.0, 3.0) / 11.0;
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next.l_foot.ori = Quaternion::rotation_x(0.0);
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next.r_foot.offset = Vec3::new(3.5, 0.0, 3.0) / 11.0;
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next.r_foot.ori = Quaternion::rotation_x(0.0);
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skeleton.back.offset = Vec3::new(-9.0, 5.0, 18.0);
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skeleton.back.ori = Quaternion::rotation_y(2.5);
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skeleton.back.scale = Vec3::one();
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next.back.offset = Vec3::new(-9.0, 5.0, 18.0);
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next.back.ori = Quaternion::rotation_y(2.5);
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next.back.scale = Vec3::one();
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next
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}
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}
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@ -14,6 +14,7 @@ use super::{
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Bone,
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};
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#[derive(Clone)]
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pub struct CharacterSkeleton {
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head: Bone,
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chest: Bone,
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@ -65,4 +66,16 @@ impl Skeleton for CharacterSkeleton {
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FigureBoneData::default(),
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]
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}
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fn interpolate(&mut self, target: &Self) {
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self.head.interpolate(&target.head);
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self.chest.interpolate(&target.chest);
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self.belt.interpolate(&target.belt);
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self.shorts.interpolate(&target.shorts);
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self.l_hand.interpolate(&target.l_hand);
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self.r_hand.interpolate(&target.r_hand);
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self.l_foot.interpolate(&target.l_foot);
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self.r_foot.interpolate(&target.r_foot);
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self.back.interpolate(&target.back);
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}
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}
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@ -17,35 +17,39 @@ impl Animation for RunAnimation {
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type Dependency = f64;
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fn update_skeleton(
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skeleton: &mut Self::Skeleton,
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skeleton: &Self::Skeleton,
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time: f64,
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) {
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let wave = (time as f32 * 12.0).sin();
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let wave_slow = (time as f32 * 6.0 + PI).sin();
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let wave_dip = (wave_slow.abs() - 0.5).abs();
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skeleton.head.offset = Vec3::unit_z() * 13.0 / 11.0;
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skeleton.head.ori = Quaternion::rotation_z(wave * 0.3);
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next.head.offset = Vec3::unit_z() * 13.0 / 11.0;
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next.head.ori = Quaternion::rotation_z(wave * 0.3);
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skeleton.chest.offset = Vec3::unit_z() * 9.0 / 11.0;
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skeleton.chest.ori = Quaternion::rotation_z(wave * 0.3);
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next.chest.offset = Vec3::unit_z() * 9.0 / 11.0;
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next.chest.ori = Quaternion::rotation_z(wave * 0.3);
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skeleton.belt.offset = Vec3::unit_z() * 7.0 / 11.0;
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skeleton.belt.ori = Quaternion::rotation_z(wave * 0.2);
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next.belt.offset = Vec3::unit_z() * 7.0 / 11.0;
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next.belt.ori = Quaternion::rotation_z(wave * 0.2);
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skeleton.shorts.offset = Vec3::unit_z() * 4.0 / 11.0;
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skeleton.shorts.ori = Quaternion::rotation_z(wave * 0.1);
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next.shorts.offset = Vec3::unit_z() * 4.0 / 11.0;
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next.shorts.ori = Quaternion::rotation_z(wave * 0.1);
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skeleton.l_hand.offset = Vec3::new(-6.0 - wave_dip * 6.0, wave * 5.0, 11.0 - wave_dip * 6.0) / 11.0;
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skeleton.r_hand.offset = Vec3::new(6.0 + wave_dip * 6.0, -wave * 5.0, 11.0 - wave_dip * 6.0) / 11.0;
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next.l_hand.offset = Vec3::new(-6.0 - wave_dip * 6.0, wave * 5.0, 11.0 - wave_dip * 6.0) / 11.0;
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next.r_hand.offset = Vec3::new(6.0 + wave_dip * 6.0, -wave * 5.0, 11.0 - wave_dip * 6.0) / 11.0;
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skeleton.l_foot.offset = Vec3::new(-3.5, 1.0 - wave * 8.0, 3.5 - wave_dip * 4.0) / 11.0;
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skeleton.l_foot.ori = Quaternion::rotation_x(-wave + 1.0);
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skeleton.r_foot.offset = Vec3::new(3.5, 1.0 + wave * 8.0, 3.5 - wave_dip * 4.0) / 11.0;
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skeleton.r_foot.ori = Quaternion::rotation_x(wave + 1.0);
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next.l_foot.offset = Vec3::new(-3.5, 1.0 - wave * 8.0, 3.5 - wave_dip * 4.0) / 11.0;
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next.l_foot.ori = Quaternion::rotation_x(-wave + 1.0);
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next.r_foot.offset = Vec3::new(3.5, 1.0 + wave * 8.0, 3.5 - wave_dip * 4.0) / 11.0;
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next.r_foot.ori = Quaternion::rotation_x(wave + 1.0);
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skeleton.back.offset = Vec3::new(-9.0, 5.0, 18.0);
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skeleton.back.ori = Quaternion::rotation_y(2.5);
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skeleton.back.scale = Vec3::one();
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next.back.offset = Vec3::new(-9.0, 5.0, 18.0);
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next.back.ori = Quaternion::rotation_y(2.5);
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next.back.scale = Vec3::one();
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next
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}
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}
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@ -25,18 +25,29 @@ impl Bone {
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pub fn compute_base_matrix(&self) -> Mat4<f32> {
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Mat4::<f32>::translation_3d(self.offset) * Mat4::scaling_3d(self.scale) * Mat4::from(self.ori)
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}
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/// Change the current bone to be more like `target`
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fn interpolate(&mut self, target: &Bone) {
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// TODO: Make configurable
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let factor = 0.3;
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self.offset += (target.offset - self.offset) * factor;
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}
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}
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pub trait Skeleton: Send + Sync + 'static {
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fn compute_matrices(&self) -> [FigureBoneData; 16];
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/// Change the current skeleton to be more like `target`
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fn interpolate(&mut self, target: &Self);
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}
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pub trait Animation {
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type Skeleton;
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type Dependency;
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/// Returns a new skeleton that is generated by the animation
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fn update_skeleton(
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skeleton: &mut Self::Skeleton,
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skeleton: &Self::Skeleton,
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dependency: Self::Dependency,
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);
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) -> Self::Skeleton;
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}
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@ -94,10 +94,12 @@ impl Figures {
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.entry(entity)
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.or_insert_with(|| FigureState::new(renderer, CharacterSkeleton::new()));
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match animation {
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let target_skeleton = match animation {
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comp::character::Animation::Idle => IdleAnimation::update_skeleton(&mut state.skeleton, time),
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comp::character::Animation::Run => RunAnimation::update_skeleton(&mut state.skeleton, time),
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}
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};
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state.skeleton.interpolate(&target_skeleton);
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state.update(renderer, pos.0, dir.0);
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}
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