mirror of
https://gitlab.com/veloren/veloren.git
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Merge branch 'slipped/animtweaks' into 'master'
wallrun See merge request veloren/veloren!3181
This commit is contained in:
commit
88999068b2
@ -46,6 +46,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
|
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- Shader dithering to remove banding from scenes with large colour gradients
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- Convert giant trees to site2
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- Add new upgraded travelers
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- Wallrunning
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||||
### Changed
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||||
|
@ -312,11 +312,11 @@
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),
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"Iron": (
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left: (
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vox_spec: ("armor.mail.iron.hand", (-2.5, -1.0, -3.0)),
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vox_spec: ("armor.mail.iron.hand", (-1.5, -1.5, -3.0)),
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color: None
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),
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right: (
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vox_spec: ("armor.mail.iron.hand", (-1.5, -1.0, -3.0)),
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vox_spec: ("armor.mail.iron.hand", (-1.5, -1.5, -3.0)),
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color: None
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||||
)
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),
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|
@ -165,7 +165,7 @@
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]
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),
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(Elf, Female): (
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offset: (-8.0, -4.0, -2.0),
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offset: (-8.0, -5.0, -2.0),
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head: ("figure.head.elf.female", (0, 2, 0)),
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eyes: [
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Some(("figure.eyes.general.female_styled-0", (3, 9, 2))),
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|
@ -121,6 +121,8 @@ pub enum CharacterState {
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/// Handles logic for interacting with a sprite, e.g. using a chest or
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/// picking a plant
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SpriteInteract(sprite_interact::Data),
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/// Runs on the wall
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Wallrun(wallrun::Data),
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}
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impl CharacterState {
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@ -294,6 +296,7 @@ impl CharacterState {
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CharacterState::Idle(data) => data.behavior(j, output_events),
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CharacterState::Talk => states::talk::Data.behavior(j, output_events),
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CharacterState::Climb(data) => data.behavior(j, output_events),
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CharacterState::Wallrun(data) => data.behavior(j, output_events),
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CharacterState::Glide(data) => data.behavior(j, output_events),
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CharacterState::GlideWield(data) => data.behavior(j, output_events),
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CharacterState::Stunned(data) => data.behavior(j, output_events),
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@ -339,6 +342,7 @@ impl CharacterState {
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CharacterState::Idle(data) => data.handle_event(j, output_events, action),
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CharacterState::Talk => states::talk::Data.handle_event(j, output_events, action),
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CharacterState::Climb(data) => data.handle_event(j, output_events, action),
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CharacterState::Wallrun(data) => data.handle_event(j, output_events, action),
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||||
CharacterState::Glide(data) => data.handle_event(j, output_events, action),
|
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CharacterState::GlideWield(data) => data.handle_event(j, output_events, action),
|
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CharacterState::Stunned(data) => data.handle_event(j, output_events, action),
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|
@ -19,6 +19,7 @@ impl CharacterBehavior for Data {
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handle_jump(data, output_events, &mut update, 1.0);
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handle_wield(data, &mut update);
|
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handle_climb(data, &mut update);
|
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handle_wallrun(data, &mut update);
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handle_dodge_input(data, &mut update);
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||||
|
||||
// Try to Fall/Stand up/Move
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|
@ -30,4 +30,5 @@ pub mod stunned;
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pub mod talk;
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pub mod use_item;
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pub mod utils;
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pub mod wallrun;
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pub mod wielding;
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|
@ -657,6 +657,22 @@ pub fn handle_climb(data: &JoinData<'_>, update: &mut StateUpdate) -> bool {
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}
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}
|
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pub fn handle_wallrun(data: &JoinData<'_>, update: &mut StateUpdate) -> bool {
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if data.physics.on_wall.is_some()
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&& data.physics.on_ground.is_none()
|
||||
&& !data
|
||||
.physics
|
||||
.in_liquid()
|
||||
.map(|depth| depth > 1.0)
|
||||
.unwrap_or(false)
|
||||
&& data.body.can_climb()
|
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{
|
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update.character = CharacterState::Wallrun(wallrun::Data);
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true
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} else {
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false
|
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}
|
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}
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/// Checks that player can Swap Weapons and updates `Loadout` if so
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pub fn attempt_swap_equipped_weapons(data: &JoinData<'_>, update: &mut StateUpdate) {
|
||||
if data
|
||||
|
41
common/src/states/wallrun.rs
Normal file
41
common/src/states/wallrun.rs
Normal file
@ -0,0 +1,41 @@
|
||||
use super::utils::*;
|
||||
use crate::{
|
||||
comp::{character_state::OutputEvents, CharacterState, StateUpdate},
|
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states::{
|
||||
behavior::{CharacterBehavior, JoinData},
|
||||
idle,
|
||||
},
|
||||
};
|
||||
use serde::{Deserialize, Serialize};
|
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use vek::Vec2;
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|
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const WALLRUN_ANTIGRAV: f32 = crate::consts::GRAVITY * 0.5;
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|
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
|
||||
pub struct Data;
|
||||
|
||||
impl CharacterBehavior for Data {
|
||||
fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
|
||||
let mut update = StateUpdate::from(data);
|
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|
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handle_wield(data, &mut update);
|
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handle_jump(data, output_events, &mut update, 1.0);
|
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handle_climb(data, &mut update);
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{
|
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let lift = WALLRUN_ANTIGRAV;
|
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update.vel.0.z += data.dt.0
|
||||
* lift
|
||||
* (Vec2::<f32>::from(update.vel.0).magnitude() * 0.075)
|
||||
.min(1.0)
|
||||
.max(0.2);
|
||||
}
|
||||
|
||||
// fall off wall or hit ground
|
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if data.physics.on_wall.is_none() || data.physics.on_ground.is_some() {
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update.character = CharacterState::Idle(idle::Data { is_sneaking: false });
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}
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update
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}
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||||
}
|
@ -197,6 +197,7 @@ impl<'a> System<'a> for Sys {
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},
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// Abilities that temporarily stall energy gain, but preserve regen_rate.
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CharacterState::Roll { .. }
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||||
| CharacterState::Wallrun { .. }
|
||||
| CharacterState::Climb { .. }
|
||||
| CharacterState::Stunned { .. }
|
||||
| CharacterState::BasicBlock { .. }
|
||||
|
@ -32,6 +32,7 @@ pub mod stunned;
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||||
pub mod swim;
|
||||
pub mod swimwield;
|
||||
pub mod talk;
|
||||
pub mod wallrun;
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pub mod wield;
|
||||
|
||||
// Reexports
|
||||
@ -46,7 +47,7 @@ pub use self::{
|
||||
sneakequip::SneakEquipAnimation, sneakwield::SneakWieldAnimation, spin::SpinAnimation,
|
||||
spinmelee::SpinMeleeAnimation, staggered::StaggeredAnimation, stand::StandAnimation,
|
||||
stunned::StunnedAnimation, swim::SwimAnimation, swimwield::SwimWieldAnimation,
|
||||
talk::TalkAnimation, wield::WieldAnimation,
|
||||
talk::TalkAnimation, wallrun::WallrunAnimation, wield::WieldAnimation,
|
||||
};
|
||||
use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
|
||||
use common::comp;
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||||
|
@ -64,9 +64,9 @@ impl Animation for RollAnimation {
|
||||
};
|
||||
|
||||
let (movement1base, movement2, movement3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(2.0), 0.0, 0.0),
|
||||
Some(StageSection::Movement) => (1.0, anim_time.powf(0.75), 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(0.75)),
|
||||
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
|
||||
Some(StageSection::Movement) => (1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - movement3;
|
||||
|
@ -17,6 +17,7 @@ type RunAnimationDependency = (
|
||||
f32,
|
||||
Vec3<f32>,
|
||||
f32,
|
||||
Option<Vec3<f32>>,
|
||||
);
|
||||
|
||||
impl Animation for RunAnimation {
|
||||
@ -40,6 +41,7 @@ impl Animation for RunAnimation {
|
||||
global_time,
|
||||
avg_vel,
|
||||
acc_vel,
|
||||
wall,
|
||||
): Self::Dependency<'a>,
|
||||
anim_time: f32,
|
||||
rate: &mut f32,
|
||||
@ -52,7 +54,7 @@ impl Animation for RunAnimation {
|
||||
let impact = (avg_vel.z).max(-8.0);
|
||||
let speednorm = (speed / 9.4).powf(0.6);
|
||||
|
||||
let lab: f32 = 1.0;
|
||||
let lab: f32 = 0.8;
|
||||
|
||||
let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * 1.6 * lab + PI * 1.4).sin()).powi(2)))
|
||||
.sqrt())
|
||||
@ -68,8 +70,6 @@ impl Animation for RunAnimation {
|
||||
let shorte = ((1.0 / (0.8 + 0.2 * ((acc_vel * lab * 1.6).sin()).powi(2))).sqrt())
|
||||
* ((acc_vel * lab * 1.6).sin());
|
||||
|
||||
let shortalter = (acc_vel * lab * 1.6 + PI / -2.0).sin();
|
||||
|
||||
let foothoril = (acc_vel * 1.6 * lab + PI * 1.45).sin();
|
||||
let foothorir = (acc_vel * 1.6 * lab + PI * (0.45)).sin();
|
||||
let footstrafel = (acc_vel * 1.6 * lab + PI * 1.45).sin();
|
||||
@ -80,7 +80,8 @@ impl Animation for RunAnimation {
|
||||
let footvertsl = (acc_vel * 1.6 * lab).sin();
|
||||
let footvertsr = (acc_vel * 1.6 * lab + PI * 0.5).sin();
|
||||
|
||||
let shortalt = (acc_vel * lab * 1.6 + PI / 2.0).sin();
|
||||
let shortalt = (acc_vel * lab * 3.2 + PI / 1.0).sin();
|
||||
let shortalt2 = (acc_vel * lab * 3.2).sin();
|
||||
|
||||
let short = ((5.0 / (1.5 + 3.5 * ((acc_vel * lab * 1.6).sin()).powi(2))).sqrt())
|
||||
* ((acc_vel * lab * 1.6).sin());
|
||||
@ -108,21 +109,21 @@ impl Animation for RunAnimation {
|
||||
(global_time + anim_time / 18.0).floor().mul(1337.0).sin() * 0.1,
|
||||
);
|
||||
|
||||
next.head.position = Vec3::new(0.0, 1.0 * speednorm + s_a.head.0, s_a.head.1 + short * 0.1);
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + short * 0.1);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 - short * 0.02)
|
||||
* Quaternion::rotation_x(head_look.y + 0.45 * speednorm);
|
||||
Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 + short * -0.06)
|
||||
* Quaternion::rotation_x(head_look.y + 0.45 * speednorm + shortalt2 * -0.05);
|
||||
next.head.scale = Vec3::one() * s_a.head_scale;
|
||||
|
||||
next.chest.position = Vec3::new(
|
||||
0.0,
|
||||
s_a.chest.0,
|
||||
s_a.chest.1 + 1.0 * speednorm + shortalt * -0.8,
|
||||
s_a.chest.1 + 1.0 * speednorm + shortalt * -0.2,
|
||||
);
|
||||
next.chest.orientation = Quaternion::rotation_z(short * 0.06 + tilt * -0.6)
|
||||
next.chest.orientation = Quaternion::rotation_z(short * 0.16 + tilt * -0.6)
|
||||
* Quaternion::rotation_y(tilt * 1.6)
|
||||
* Quaternion::rotation_x(
|
||||
impact * 0.06 + shortalter * 0.035 + speednorm * -0.5 + (tilt.abs()),
|
||||
impact * 0.06 + shortalt2 * 0.03 + speednorm * -0.5 + (tilt.abs()),
|
||||
);
|
||||
|
||||
next.belt.position = Vec3::new(0.0, 0.25 + s_a.belt.0, 0.25 + s_a.belt.1);
|
||||
@ -161,10 +162,10 @@ impl Animation for RunAnimation {
|
||||
next.foot_l.position = Vec3::new(
|
||||
-s_a.foot.0 + footstrafel * sideabs * 3.0 + tilt * -2.0,
|
||||
s_a.foot.1
|
||||
+ (1.0 - sideabs) * (-0.5 * speednorm + foothoril * -7.5 * speednorm)
|
||||
+ (1.0 - sideabs) * (-0.5 * speednorm + foothoril * -10.5 * speednorm)
|
||||
+ (direction * 5.0).max(0.0),
|
||||
s_a.foot.2
|
||||
+ (1.0 - sideabs) * (2.0 * speednorm + ((footvertl * -2.1 * speednorm).max(-1.0)))
|
||||
+ (1.0 - sideabs) * (2.0 * speednorm + ((footvertl * -2.5 * speednorm).max(-1.0)))
|
||||
+ side * ((footvertsl * 1.5).max(-1.0)),
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(
|
||||
@ -176,10 +177,10 @@ impl Animation for RunAnimation {
|
||||
next.foot_r.position = Vec3::new(
|
||||
s_a.foot.0 + footstrafer * sideabs * 3.0 + tilt * -2.0,
|
||||
s_a.foot.1
|
||||
+ (1.0 - sideabs) * (-0.5 * speednorm + foothorir * -7.5 * speednorm)
|
||||
+ (1.0 - sideabs) * (-0.5 * speednorm + foothorir * -10.5 * speednorm)
|
||||
+ (direction * 5.0).max(0.0),
|
||||
s_a.foot.2
|
||||
+ (1.0 - sideabs) * (2.0 * speednorm + ((footvertr * -2.1 * speednorm).max(-1.0)))
|
||||
+ (1.0 - sideabs) * (2.0 * speednorm + ((footvertr * -2.5 * speednorm).max(-1.0)))
|
||||
+ side * ((footvertsr * -1.5).max(-1.0)),
|
||||
);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(
|
||||
@ -309,6 +310,95 @@ impl Animation for RunAnimation {
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
if wall.map_or(false, |e| e.y > 0.5) {
|
||||
let push = (1.0 - orientation.x.abs()).powi(2);
|
||||
let right_sub = -(orientation.x).min(0.0);
|
||||
let left_sub = (orientation.x).max(0.0);
|
||||
next.hand_l.position = Vec3::new(
|
||||
-s_a.hand.0,
|
||||
s_a.hand.1,
|
||||
s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
|
||||
);
|
||||
next.hand_r.position = Vec3::new(
|
||||
s_a.hand.0,
|
||||
s_a.hand.1,
|
||||
s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
|
||||
);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
|
||||
* Quaternion::rotation_y(1.0 * left_sub)
|
||||
* Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
|
||||
* Quaternion::rotation_y(-1.0 * right_sub)
|
||||
* Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
|
||||
} else if wall.map_or(false, |e| e.y < -0.5) {
|
||||
let push = (1.0 - orientation.x.abs()).powi(2);
|
||||
let right_sub = (orientation.x).max(0.0);
|
||||
let left_sub = -(orientation.x).min(0.0);
|
||||
next.hand_l.position = Vec3::new(
|
||||
-s_a.hand.0,
|
||||
s_a.hand.1,
|
||||
s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
|
||||
);
|
||||
next.hand_r.position = Vec3::new(
|
||||
s_a.hand.0,
|
||||
s_a.hand.1,
|
||||
s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
|
||||
);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
|
||||
* Quaternion::rotation_y(1.0 * left_sub)
|
||||
* Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
|
||||
* Quaternion::rotation_y(-1.0 * right_sub)
|
||||
* Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
|
||||
} else if wall.map_or(false, |e| e.x < -0.5) {
|
||||
let push = (1.0 - orientation.y.abs()).powi(2);
|
||||
let right_sub = -(orientation.y).min(0.0);
|
||||
let left_sub = (orientation.y).max(0.0);
|
||||
next.hand_l.position = Vec3::new(
|
||||
-s_a.hand.0,
|
||||
s_a.hand.1,
|
||||
s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
|
||||
);
|
||||
next.hand_r.position = Vec3::new(
|
||||
s_a.hand.0,
|
||||
s_a.hand.1,
|
||||
s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
|
||||
);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
|
||||
* Quaternion::rotation_y(1.0 * left_sub)
|
||||
* Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
|
||||
* Quaternion::rotation_y(-1.0 * right_sub)
|
||||
* Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
|
||||
} else if wall.map_or(false, |e| e.x > 0.5) {
|
||||
let push = (1.0 - orientation.y.abs()).powi(2);
|
||||
let right_sub = (orientation.y).max(0.0);
|
||||
let left_sub = -(orientation.y).min(0.0);
|
||||
next.hand_l.position = Vec3::new(
|
||||
-s_a.hand.0,
|
||||
s_a.hand.1,
|
||||
s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
|
||||
);
|
||||
next.hand_r.position = Vec3::new(
|
||||
s_a.hand.0,
|
||||
s_a.hand.1,
|
||||
s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
|
||||
);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
|
||||
* Quaternion::rotation_y(1.0 * left_sub)
|
||||
* Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
|
||||
* Quaternion::rotation_y(-1.0 * right_sub)
|
||||
* Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
|
||||
};
|
||||
|
||||
next
|
||||
}
|
||||
|
190
voxygen/anim/src/character/wallrun.rs
Normal file
190
voxygen/anim/src/character/wallrun.rs
Normal file
@ -0,0 +1,190 @@
|
||||
use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use core::f32::consts::PI;
|
||||
|
||||
pub struct WallrunAnimation;
|
||||
|
||||
type WallrunAnimationDependency = (Vec3<f32>, f32, Option<Vec3<f32>>);
|
||||
|
||||
impl Animation for WallrunAnimation {
|
||||
type Dependency<'a> = WallrunAnimationDependency;
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
const UPDATE_FN: &'static [u8] = b"character_wallrun\0";
|
||||
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_wallrun")]
|
||||
|
||||
fn update_skeleton_inner<'a>(
|
||||
skeleton: &Self::Skeleton,
|
||||
(orientation, acc_vel, wall): Self::Dependency<'a>,
|
||||
_anim_time: f32,
|
||||
rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
*rate = 1.0;
|
||||
|
||||
let lab: f32 = 0.8;
|
||||
|
||||
let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * 1.6 * lab + PI * 1.4).sin()).powi(2)))
|
||||
.sqrt())
|
||||
* ((acc_vel * 1.6 * lab + PI * 1.4).sin());
|
||||
let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * 1.6 * lab + PI * 0.4).sin()).powi(2)))
|
||||
.sqrt())
|
||||
* ((acc_vel * 1.6 * lab + PI * 0.4).sin());
|
||||
|
||||
let foothoril = (acc_vel * 2.2 * lab + PI * 1.45).sin();
|
||||
let foothorir = (acc_vel * 2.2 * lab + PI * (0.45)).sin();
|
||||
|
||||
let shortalt = (acc_vel * lab * 2.2 + PI / 1.0).sin();
|
||||
|
||||
let short = ((5.0 / (1.5 + 3.5 * ((acc_vel * lab * 1.6).sin()).powi(2))).sqrt())
|
||||
* ((acc_vel * lab * 1.6).sin());
|
||||
|
||||
next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + 2.0, s_a.shorts.1 + 1.0);
|
||||
next.belt.position = Vec3::new(0.0, s_a.belt.0 + 1.0, s_a.belt.1);
|
||||
|
||||
next.foot_l.position = Vec3::new(
|
||||
-s_a.foot.0,
|
||||
s_a.foot.1 + foothorir * 6.0,
|
||||
s_a.foot.2 + shortalt * 2.0 + 2.0,
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(0.6 + shortalt * 0.8);
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
s_a.foot.0,
|
||||
s_a.foot.1 + foothoril * 6.0,
|
||||
s_a.foot.2 + shortalt * -2.0 + 2.0,
|
||||
);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(0.6 - shortalt * 0.8);
|
||||
next.belt.orientation = Quaternion::rotation_x(0.3);
|
||||
next.shorts.orientation = Quaternion::rotation_x(0.5);
|
||||
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + shortalt * 0.0);
|
||||
|
||||
next.shoulder_l.orientation = Quaternion::rotation_x(short * 0.15);
|
||||
|
||||
next.shoulder_r.orientation = Quaternion::rotation_x(short * -0.15);
|
||||
|
||||
if wall.map_or(false, |e| e.y > 0.5) {
|
||||
let push = (1.0 - orientation.x.abs()).powi(2);
|
||||
let right_sub = -(orientation.x).min(0.0);
|
||||
let left_sub = (orientation.x).max(0.0);
|
||||
next.hand_l.position = Vec3::new(
|
||||
-s_a.hand.0,
|
||||
s_a.hand.1,
|
||||
s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
|
||||
);
|
||||
next.hand_r.position = Vec3::new(
|
||||
s_a.hand.0,
|
||||
s_a.hand.1,
|
||||
s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
|
||||
);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
|
||||
* Quaternion::rotation_y(1.0 * left_sub)
|
||||
* Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
|
||||
* Quaternion::rotation_y(-1.0 * right_sub)
|
||||
* Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
|
||||
next.torso.orientation = Quaternion::rotation_y(orientation.x / 1.5);
|
||||
next.chest.orientation = Quaternion::rotation_y(orientation.x / -3.0)
|
||||
* Quaternion::rotation_z(shortalt * -0.2);
|
||||
next.head.orientation = Quaternion::rotation_z(shortalt * 0.25)
|
||||
* Quaternion::rotation_z(orientation.x / -2.0)
|
||||
* Quaternion::rotation_x(-0.1);
|
||||
} else if wall.map_or(false, |e| e.y < -0.5) {
|
||||
let push = (1.0 - orientation.x.abs()).powi(2);
|
||||
let right_sub = (orientation.x).max(0.0);
|
||||
let left_sub = -(orientation.x).min(0.0);
|
||||
next.hand_l.position = Vec3::new(
|
||||
-s_a.hand.0,
|
||||
s_a.hand.1,
|
||||
s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
|
||||
);
|
||||
next.hand_r.position = Vec3::new(
|
||||
s_a.hand.0,
|
||||
s_a.hand.1,
|
||||
s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
|
||||
);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
|
||||
* Quaternion::rotation_y(1.0 * left_sub)
|
||||
* Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
|
||||
* Quaternion::rotation_y(-1.0 * right_sub)
|
||||
* Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
|
||||
next.chest.orientation = Quaternion::rotation_y(orientation.x);
|
||||
next.torso.orientation = Quaternion::rotation_y(orientation.x / -1.5);
|
||||
next.chest.orientation = Quaternion::rotation_y(orientation.x / 3.0)
|
||||
* Quaternion::rotation_z(shortalt * -0.2);
|
||||
next.head.orientation = Quaternion::rotation_z(shortalt * 0.25)
|
||||
* Quaternion::rotation_z(orientation.x / 2.0)
|
||||
* Quaternion::rotation_x(-0.1);
|
||||
} else if wall.map_or(false, |e| e.x < -0.5) {
|
||||
let push = (1.0 - orientation.y.abs()).powi(2);
|
||||
let right_sub = -(orientation.y).min(0.0);
|
||||
let left_sub = (orientation.y).max(0.0);
|
||||
next.hand_l.position = Vec3::new(
|
||||
-s_a.hand.0,
|
||||
s_a.hand.1,
|
||||
s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
|
||||
);
|
||||
next.hand_r.position = Vec3::new(
|
||||
s_a.hand.0,
|
||||
s_a.hand.1,
|
||||
s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
|
||||
);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
|
||||
* Quaternion::rotation_y(1.0 * left_sub)
|
||||
* Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
|
||||
* Quaternion::rotation_y(-1.0 * right_sub)
|
||||
* Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
|
||||
next.torso.orientation = Quaternion::rotation_y(orientation.y / 1.5);
|
||||
next.chest.orientation = Quaternion::rotation_y(orientation.y / -3.0)
|
||||
* Quaternion::rotation_z(shortalt * -0.2);
|
||||
next.head.orientation = Quaternion::rotation_z(shortalt * 0.25)
|
||||
* Quaternion::rotation_z(orientation.y / -2.0)
|
||||
* Quaternion::rotation_x(-0.1);
|
||||
} else if wall.map_or(false, |e| e.x > 0.5) {
|
||||
let push = (1.0 - orientation.y.abs()).powi(2);
|
||||
let right_sub = (orientation.y).max(0.0);
|
||||
let left_sub = -(orientation.y).min(0.0);
|
||||
next.hand_l.position = Vec3::new(
|
||||
-s_a.hand.0,
|
||||
s_a.hand.1,
|
||||
s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
|
||||
);
|
||||
next.hand_r.position = Vec3::new(
|
||||
s_a.hand.0,
|
||||
s_a.hand.1,
|
||||
s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
|
||||
);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
|
||||
* Quaternion::rotation_y(1.0 * left_sub)
|
||||
* Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
|
||||
* Quaternion::rotation_y(-1.0 * right_sub)
|
||||
* Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
|
||||
next.torso.orientation = Quaternion::rotation_y(orientation.y / -1.5);
|
||||
next.chest.orientation = Quaternion::rotation_y(orientation.y / 3.0)
|
||||
* Quaternion::rotation_z(shortalt * -0.2);
|
||||
next.head.orientation = Quaternion::rotation_z(shortalt * 0.25)
|
||||
* Quaternion::rotation_z(orientation.y / 2.0)
|
||||
* Quaternion::rotation_x(-0.1);
|
||||
};
|
||||
|
||||
next
|
||||
}
|
||||
}
|
@ -45,7 +45,7 @@ impl Animation for WieldAnimation {
|
||||
s_a: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
*rate = 1.0;
|
||||
let lab: f32 = 1.0;
|
||||
let lab: f32 = 0.8;
|
||||
let speed = Vec2::<f32>::from(velocity).magnitude();
|
||||
let speednorm = speed / 9.5;
|
||||
let mut next = (*skeleton).clone();
|
||||
@ -209,13 +209,10 @@ impl Animation for WieldAnimation {
|
||||
* Quaternion::rotation_y(s_a.hhr.4)
|
||||
* Quaternion::rotation_z(s_a.hhr.5);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.hc.0,
|
||||
s_a.hc.1 + speed * 0.2,
|
||||
s_a.hc.2 + speed * 0.8 + direction * -5.0,
|
||||
);
|
||||
next.control.position =
|
||||
Vec3::new(s_a.hc.0, s_a.hc.1, s_a.hc.2 + direction * -5.0);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.hc.3 + u_slow * 0.15)
|
||||
* Quaternion::rotation_y(s_a.hc.4 + speed * -0.04)
|
||||
* Quaternion::rotation_y(s_a.hc.4)
|
||||
* Quaternion::rotation_z(s_a.hc.5 + u_slowalt * 0.07);
|
||||
},
|
||||
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
|
||||
|
@ -685,6 +685,7 @@ impl FigureMgr {
|
||||
// Velocity relative to the current ground
|
||||
let rel_vel = anim::vek::Vec3::<f32>::from(vel.0 - physics.ground_vel);
|
||||
|
||||
let look_dir = controller.map(|c| c.inputs.look_dir).unwrap_or_default();
|
||||
let is_player = scene_data.player_entity == entity;
|
||||
let player_camera_mode = if is_player {
|
||||
camera_mode
|
||||
@ -704,13 +705,7 @@ impl FigureMgr {
|
||||
(anim::vek::Vec3::<f32>::from(pos.0),),
|
||||
anim::vek::Quaternion::<f32>::default(),
|
||||
));
|
||||
|
||||
// TODO: Maintain look dir state separate from the controller and sync it for
|
||||
// all entities. Then read from that instead of the controller here.
|
||||
let look_dir = controller
|
||||
.map(|c| c.inputs.look_dir)
|
||||
.unwrap_or_else(|| Ori::new(ori.into_vec4().into()).look_dir());
|
||||
|
||||
let wall_dir = physics.on_wall.map(anim::vek::Vec3::from);
|
||||
// Maintaining figure data and sending new figure data to the GPU turns out to
|
||||
// be a very expensive operation. We want to avoid doing it as much
|
||||
// as possible, so we make the assumption that players don't care so
|
||||
@ -906,8 +901,8 @@ impl FigureMgr {
|
||||
|
||||
let target_base = match (
|
||||
physics.on_ground.is_some(),
|
||||
rel_vel.magnitude_squared() > MOVING_THRESHOLD_SQR, // Moving
|
||||
physics.in_liquid().is_some(), // In water
|
||||
rel_vel.magnitude_squared() > 0.01, // Moving
|
||||
physics.in_liquid().is_some(), // In water
|
||||
is_rider.is_some(),
|
||||
) {
|
||||
// Standing
|
||||
@ -944,6 +939,7 @@ impl FigureMgr {
|
||||
time,
|
||||
rel_avg_vel,
|
||||
state.acc_vel,
|
||||
wall_dir,
|
||||
),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
@ -1716,6 +1712,19 @@ impl FigureMgr {
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::Wallrun { .. } => {
|
||||
anim::character::WallrunAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
ori * anim::vek::Vec3::<f32>::unit_y(),
|
||||
state.acc_vel,
|
||||
wall_dir,
|
||||
),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::Dance { .. } => {
|
||||
anim::character::DanceAnimation::update_skeleton(
|
||||
&target_base,
|
||||
@ -5412,6 +5421,7 @@ impl FigureMgr {
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(clippy::too_many_arguments)] // TODO: Pending review in #587
|
||||
fn get_model_for_render(
|
||||
&self,
|
||||
tick: u64,
|
||||
|
Loading…
Reference in New Issue
Block a user