Bird large beam offset hack

This commit is contained in:
Snowram 2021-09-16 01:25:00 +02:00 committed by Robin Gilh
parent 1ad107f4a7
commit 7a73e4240b
5 changed files with 44 additions and 24 deletions

View File

@ -343,18 +343,15 @@ fn default_main_tool(body: &Body) -> Item {
)),
},
Body::BirdLarge(bird_large) => match (bird_large.species, bird_large.body_type) {
(bird_large::Species::Cockatrice, _) => Some(Item::new_from_asset_expect(
"common.items.npc_weapons.unique.birdlargebreathe",
)),
(bird_large::Species::Cockatrice | bird_large::Species::FlameWyvern, _) => Some(
Item::new_from_asset_expect("common.items.npc_weapons.unique.birdlargebreathe"),
),
(bird_large::Species::Phoenix, _) => Some(Item::new_from_asset_expect(
"common.items.npc_weapons.unique.birdlargefire",
)),
(bird_large::Species::Roc, _) => Some(Item::new_from_asset_expect(
"common.items.npc_weapons.unique.birdlargebasic",
)),
(bird_large::Species::FlameWyvern, _) => Some(Item::new_from_asset_expect(
"common.items.npc_weapons.unique.birdlargebreathe",
)),
},
_ => None,
};

View File

@ -12,6 +12,7 @@ use crate::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
terrain::Block,
uid::Uid,
util::Dir,
};
@ -160,9 +161,16 @@ impl CharacterBehavior for Data {
))
.prerotated(pitch)
};
// Velocity relative to the current ground
let rel_vel = data.vel.0 - data.physics.ground_vel;
// Gets offsets
let body_offsets =
beam_offsets(data.body, data.inputs.look_dir, update.ori.look_vec());
let body_offsets = beam_offsets(
data.body,
data.inputs.look_dir,
update.ori.look_vec(),
rel_vel,
data.physics.on_ground,
);
let pos = Pos(data.pos.0 + body_offsets);
// Create beam segment
@ -219,9 +227,17 @@ impl CharacterBehavior for Data {
}
}
fn height_offset(body: &Body, look_dir: Dir) -> f32 {
fn height_offset(body: &Body, look_dir: Dir, velocity: Vec3<f32>, on_ground: Option<Block>) -> f32 {
match body {
Body::BirdLarge(_) => body.height() * 0.8,
// Hack to make the beam offset correspond to the animation
Body::BirdLarge(_) => {
body.height() * 0.3
+ if on_ground.is_none() {
(2.0 - velocity.xy().magnitude() * 0.25).max(-1.0)
} else {
0.0
}
},
Body::Golem(_) => {
const DIR_COEFF: f32 = 2.0;
body.height() * 0.9 + look_dir.z * DIR_COEFF
@ -234,10 +250,15 @@ fn height_offset(body: &Body, look_dir: Dir) -> f32 {
}
}
pub fn beam_offsets(body: &Body, look_dir: Dir, ori: Vec3<f32>) -> Vec3<f32> {
pub fn beam_offsets(
body: &Body,
look_dir: Dir,
ori: Vec3<f32>,
velocity: Vec3<f32>,
on_ground: Option<Block>,
) -> Vec3<f32> {
let body_radius = body.min_radius();
let body_offsets_z = height_offset(body, look_dir);
let body_offsets_z = height_offset(body, look_dir, velocity, on_ground);
Vec3::new(
body_radius * ori.x * 1.1,
body_radius * ori.y * 1.1,

View File

@ -1884,6 +1884,9 @@ impl<'a> AgentData<'a> {
body,
controller.inputs.look_dir,
self.ori.look_vec(),
// Try to match animation by getting some context
self.vel.0 - self.physics_state.ground_vel,
self.physics_state.on_ground,
)
});
let aim_to = Vec3::new(

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@ -106,14 +106,16 @@ impl Animation for BreatheAnimation {
next.tail_rear.orientation =
Quaternion::rotation_x(-movement1abs * 0.1 + movement2abs * 0.1 + twitch2 * -0.2);
} else {
if velocity.xy().magnitude() < 1.0 {
next.neck.orientation =
Quaternion::rotation_x(movement1abs * -0.4 - movement2abs * 0.5);
next.neck.orientation = Quaternion::rotation_x(
movement1abs * -0.4
+ movement2abs * (-0.5 + velocity.xy().magnitude() * 0.2).min(0.0),
);
next.head.orientation = Quaternion::rotation_x(
movement1abs * 0.5 - movement2abs * 0.5 + look_dir.z * 0.4,
);
};
next.head.orientation = Quaternion::rotation_x(
movement1abs * 0.5
+ movement2abs * (-0.5 + velocity.xy().magnitude() * 0.2).min(0.0)
+ look_dir.z * 0.4,
);
}
next

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@ -241,10 +241,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(Roc, _) => (-0.4),
(FlameWyvern, _) => (-0.65),
},
wyvern: match (body.species, body.body_type) {
(FlameWyvern, _) => true,
_ => false,
},
wyvern: matches!((body.species, body.body_type), (FlameWyvern, _)),
}
}
}