attack state

Former-commit-id: a97fc3466bb92a12ea59376f058864846ef125f3
This commit is contained in:
jshipsey 2019-05-19 13:36:55 -04:00
parent 54c78479c3
commit 921019cf68
9 changed files with 205 additions and 17 deletions

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@ -253,6 +253,7 @@ pub enum Animation {
Run, Run,
Jump, Jump,
Gliding, Gliding,
Attack,
} }
impl Component for AnimationHistory { impl Component for AnimationHistory {

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@ -86,7 +86,7 @@ impl<'a> System<'a> for Sys {
if control.move_dir.magnitude() > 0.01 { if control.move_dir.magnitude() > 0.01 {
Animation::Run Animation::Run
} else { } else {
Animation::Idle Animation::Attack
} }
} else if gliding { } else if gliding {
Animation::Gliding Animation::Gliding

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@ -0,0 +1,116 @@
// Standard
use std::{f32::consts::PI, ops::Mul};
// Library
use vek::*;
// Local
use super::{super::Animation, CharacterSkeleton, SCALE};
pub struct Input {
pub attack: bool,
}
pub struct AttackAnimation;
impl Animation for AttackAnimation {
type Skeleton = CharacterSkeleton;
type Dependency = f64;
fn update_skeleton(
skeleton: &Self::Skeleton,
global_time: f64,
anim_time: f64,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let wave = (anim_time as f32 * 1.0).sin();
let wave_cos = (anim_time as f32 * 12.0).cos();
let wave_slow = (anim_time as f32 * 6.0 + PI).sin();
let wave_slow_cos = (anim_time as f32 * 6.0 + PI).cos();
let wave_ultra_slow = (anim_time as f32 * 1.0 + PI).sin();
let wave_ultra_slow_cos = (anim_time as f32 * 1.0 + PI).cos();
let wave_dip = (wave_slow.abs() - 0.5).abs();
let head_look = Vec2::new(
((global_time + anim_time) as f32 / 8.0)
.floor()
.mul(7331.0)
.sin()
* 0.5,
((global_time + anim_time) as f32 / 8.0)
.floor()
.mul(1337.0)
.sin()
* 0.25,
);
next.head.offset = Vec3::new(5.5, 2.0, 11.0 + wave_ultra_slow * 0.3);
next.head.ori = Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y);
next.head.scale = Vec3::one();
next.chest.offset = Vec3::new(5.5, 0.0, 7.0 + wave_ultra_slow * 0.3);
next.chest.ori = Quaternion::rotation_x(0.0);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(5.5, 0.0, 5.0 + wave_ultra_slow * 0.3);
next.belt.ori = Quaternion::rotation_x(0.0);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(5.5, 0.0, 2.0 + wave_ultra_slow * 0.3);
next.shorts.ori = Quaternion::rotation_x(0.0);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(
-6.0,
-2.0 + wave_ultra_slow_cos * 0.15,
11.5 + wave_ultra_slow * 0.5,
);
next.l_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * 0.06);
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(
9.0,
-2.0 + wave_ultra_slow_cos * 0.15,
11.5 + wave_ultra_slow * 0.5,
);
next.r_hand.ori = Quaternion::rotation_x(0.0 + wave_ultra_slow * 0.06);
next.r_hand.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-3.3, -0.1, 8.0);
next.l_foot.ori = Quaternion::identity();
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(4.1, -0.1, 8.0);
next.r_foot.ori = Quaternion::identity();
next.r_foot.scale = Vec3::one();
next.weapon.offset = Vec3::new(-5.0, -6.0, 18.0);
next.weapon.ori = Quaternion::rotation_z(wave * 1.0);
next.weapon.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(-10.0, -3.0, 2.5);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one();
next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one();
next.draw.offset = Vec3::new(13.5, 0.0, 0.0);
next.draw.ori = Quaternion::rotation_y(0.0);
next.draw.scale = Vec3::one() * 0.0;
next.l_hold.offset = Vec3::new(0.0, 0.0, 5.0);
next.l_hold.ori = Quaternion::rotation_x(0.0);
next.l_hold.scale = Vec3::one();
next.r_hold.offset = Vec3::new(-2.0, -2.5, 0.0);
next.r_hold.ori = Quaternion::rotation_x(0.0);
next.r_hold.scale = Vec3::one();
next.torso.offset = Vec3::new(-0.5, -0.2, 0.1);
next.torso.ori = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0;
next
}
}

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@ -102,15 +102,23 @@ impl Animation for GlidingAnimation {
next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5); next.r_shoulder.offset = Vec3::new(0.0, -3.0, 2.5);
next.r_shoulder.ori = Quaternion::rotation_x(0.0); next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one(); next.r_shoulder.scale = Vec3::one();
next.draw.offset = Vec3::new(13.5, 3.0, -1.0);
next.draw.ori = Quaternion::rotation_y(wave_very_slow_cos * 0.05);
next.draw.scale = Vec3::one();
next.l_hold.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_hold.ori = Quaternion::rotation_x(0.0);
next.l_hold.scale = Vec3::one();
next.r_hold.offset = Vec3::new(0.0, 0.0, 0.0);
next.r_hold.ori = Quaternion::rotation_x(0.0);
next.r_hold.scale = Vec3::one();
next.torso.offset = Vec3::new(-0.5, -0.2, 0.0); next.torso.offset = Vec3::new(-0.5, -0.2, 0.0);
next.torso.ori = Quaternion::rotation_x(-0.8 + wave_very_slow * 0.10); next.torso.ori = Quaternion::rotation_x(-0.8 + wave_very_slow * 0.10);
next.torso.scale = Vec3::one() / 11.0; next.torso.scale = Vec3::one() / 11.0;
next.draw.offset = Vec3::new(13.5, 3.0, -1.0);
next.draw.ori = Quaternion::rotation_y(wave_very_slow_cos * 0.05);
next.draw.scale = Vec3::one();
next next
} }
} }

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@ -96,13 +96,23 @@ impl Animation for IdleAnimation {
next.r_shoulder.ori = Quaternion::rotation_x(0.0); next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one(); next.r_shoulder.scale = Vec3::one();
next.draw.offset = Vec3::new(13.5, 0.0, 0.0);
next.draw.ori = Quaternion::rotation_y(0.0);
next.draw.scale = Vec3::one() * 0.0;
next.l_hold.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_hold.ori = Quaternion::rotation_x(0.0);
next.l_hold.scale = Vec3::one();
next.r_hold.offset = Vec3::new(0.0, 0.0, 0.0);
next.r_hold.ori = Quaternion::rotation_x(0.0);
next.r_hold.scale = Vec3::one();
next.torso.offset = Vec3::new(-0.5, -0.2, 0.1); next.torso.offset = Vec3::new(-0.5, -0.2, 0.1);
next.torso.ori = Quaternion::rotation_x(0.0); next.torso.ori = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0; next.torso.scale = Vec3::one() / 11.0;
next.draw.offset = Vec3::new(13.5, 0.0, 0.0);
next.draw.ori = Quaternion::rotation_y(0.0);
next.draw.scale = Vec3::one() * 0.0;
next next
} }
} }

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@ -75,13 +75,24 @@ impl Animation for JumpAnimation {
next.r_shoulder.ori = Quaternion::rotation_x(0.0); next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one(); next.r_shoulder.scale = Vec3::one();
next.draw.offset = Vec3::new(13.5, 0.0, 0.0);
next.draw.ori = Quaternion::rotation_y(0.0);
next.draw.scale = Vec3::one() * 0.0;
next.l_hold.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_hold.ori = Quaternion::rotation_x(0.0);
next.l_hold.scale = Vec3::one();
next.r_hold.offset = Vec3::new(0.0, 0.0, 0.0);
next.r_hold.ori = Quaternion::rotation_x(0.0);
next.r_hold.scale = Vec3::one();
next.torso.offset = Vec3::new(-0.5, -0.2, 0.0); next.torso.offset = Vec3::new(-0.5, -0.2, 0.0);
next.torso.ori = Quaternion::rotation_x(-0.2); next.torso.ori = Quaternion::rotation_x(-0.2);
next.torso.scale = Vec3::one() / 11.0; next.torso.scale = Vec3::one() / 11.0;
next.draw.offset = Vec3::new(13.5, 0.0, 0.0);
next.draw.ori = Quaternion::rotation_y(0.0);
next.draw.scale = Vec3::one() * 0.0;
next next
} }
} }

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@ -2,12 +2,15 @@ pub mod gliding;
pub mod idle; pub mod idle;
pub mod jump; pub mod jump;
pub mod run; pub mod run;
pub mod attack;
// Reexports // Reexports
pub use self::gliding::GlidingAnimation; pub use self::gliding::GlidingAnimation;
pub use self::idle::IdleAnimation; pub use self::idle::IdleAnimation;
pub use self::jump::JumpAnimation; pub use self::jump::JumpAnimation;
pub use self::run::RunAnimation; pub use self::run::RunAnimation;
pub use self::attack::AttackAnimation;
// Crate // Crate
use crate::render::FigureBoneData; use crate::render::FigureBoneData;
@ -30,6 +33,8 @@ pub struct CharacterSkeleton {
l_shoulder: Bone, l_shoulder: Bone,
r_shoulder: Bone, r_shoulder: Bone,
draw: Bone, draw: Bone,
l_hold: Bone,
r_hold: Bone,
torso: Bone, torso: Bone,
} }
@ -48,6 +53,8 @@ impl CharacterSkeleton {
l_shoulder: Bone::default(), l_shoulder: Bone::default(),
r_shoulder: Bone::default(), r_shoulder: Bone::default(),
draw: Bone::default(), draw: Bone::default(),
l_hold: Bone::default(),
r_hold: Bone::default(),
torso: Bone::default(), torso: Bone::default(),
} }
} }
@ -58,6 +65,7 @@ impl Skeleton for CharacterSkeleton {
let chest_mat = self.chest.compute_base_matrix(); let chest_mat = self.chest.compute_base_matrix();
let torso_mat = self.torso.compute_base_matrix(); let torso_mat = self.torso.compute_base_matrix();
let l_hand_mat = self.l_hand.compute_base_matrix(); let l_hand_mat = self.l_hand.compute_base_matrix();
let weapon_mat = self.weapon.compute_base_matrix();
[ [
FigureBoneData::new(torso_mat * self.head.compute_base_matrix()), FigureBoneData::new(torso_mat * self.head.compute_base_matrix()),
FigureBoneData::new(torso_mat * chest_mat), FigureBoneData::new(torso_mat * chest_mat),
@ -67,14 +75,14 @@ impl Skeleton for CharacterSkeleton {
FigureBoneData::new(torso_mat * self.r_hand.compute_base_matrix()), FigureBoneData::new(torso_mat * self.r_hand.compute_base_matrix()),
FigureBoneData::new(torso_mat * self.l_foot.compute_base_matrix()), FigureBoneData::new(torso_mat * self.l_foot.compute_base_matrix()),
FigureBoneData::new(torso_mat * self.r_foot.compute_base_matrix()), FigureBoneData::new(torso_mat * self.r_foot.compute_base_matrix()),
FigureBoneData::new(torso_mat * chest_mat * self.weapon.compute_base_matrix()), FigureBoneData::new(torso_mat * chest_mat * weapon_mat),
FigureBoneData::new(torso_mat * chest_mat * self.l_shoulder.compute_base_matrix()), FigureBoneData::new(torso_mat * chest_mat * self.l_shoulder.compute_base_matrix()),
FigureBoneData::new(torso_mat * chest_mat * self.r_shoulder.compute_base_matrix()), FigureBoneData::new(torso_mat * chest_mat * self.r_shoulder.compute_base_matrix()),
FigureBoneData::new(torso_mat * l_hand_mat * self.draw.compute_base_matrix()), FigureBoneData::new(torso_mat * l_hand_mat * self.draw.compute_base_matrix()),
FigureBoneData::new(torso_mat * weapon_mat * self.l_hold.compute_base_matrix()),
FigureBoneData::new(torso_mat * weapon_mat * self.r_hold.compute_base_matrix()),
FigureBoneData::new(torso_mat), FigureBoneData::new(torso_mat),
FigureBoneData::default(), FigureBoneData::default(),
FigureBoneData::default(),
FigureBoneData::default(),
] ]
} }
@ -91,6 +99,8 @@ impl Skeleton for CharacterSkeleton {
self.l_shoulder.interpolate(&target.l_shoulder); self.l_shoulder.interpolate(&target.l_shoulder);
self.r_shoulder.interpolate(&target.r_shoulder); self.r_shoulder.interpolate(&target.r_shoulder);
self.draw.interpolate(&target.draw); self.draw.interpolate(&target.draw);
self.l_hold.interpolate(&target.l_hold);
self.r_hold.interpolate(&target.r_hold);
self.torso.interpolate(&target.torso); self.torso.interpolate(&target.torso);
} }
} }

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@ -80,6 +80,14 @@ impl Animation for RunAnimation {
next.draw.ori = Quaternion::rotation_y(0.0); next.draw.ori = Quaternion::rotation_y(0.0);
next.draw.scale = Vec3::one() * 0.0; next.draw.scale = Vec3::one() * 0.0;
next.l_hold.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_hold.ori = Quaternion::rotation_x(0.0);
next.l_hold.scale = Vec3::one();
next.r_hold.offset = Vec3::new(0.0, 0.0, 0.0);
next.r_hold.ori = Quaternion::rotation_x(0.0);
next.r_hold.scale = Vec3::one();
next next
} }
} }

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@ -69,8 +69,8 @@ impl FigureModelCache {
Some(Self::load_left_shoulder(body.shoulder)), Some(Self::load_left_shoulder(body.shoulder)),
Some(Self::load_right_shoulder(body.shoulder)), Some(Self::load_right_shoulder(body.shoulder)),
Some(Self::load_draw(body.draw)), Some(Self::load_draw(body.draw)),
None, Some(Self::load_left_hold(body.hand)),
None, Some(Self::load_right_hold(body.hand)),
None, None,
None, None,
], ],
@ -221,7 +221,7 @@ impl FigureModelCache {
// TODO actually match against other weapons and set the right model // TODO actually match against other weapons and set the right model
_ => "weapon/sword/sword_wood_2h.vox", _ => "weapon/sword/sword_wood_2h.vox",
}, },
Vec3::new(0.0, 0.0, -4.0), Vec3::new(-6.5, -1.5, -4.0),
) )
} }
@ -242,6 +242,7 @@ impl FigureModelCache {
Vec3::new(2.5, -0.5, 0.0), Vec3::new(2.5, -0.5, 0.0),
) )
} }
fn load_draw(draw: Draw) -> Mesh<FigurePipeline> { fn load_draw(draw: Draw) -> Mesh<FigurePipeline> {
Self::load_mesh( Self::load_mesh(
match draw { match draw {
@ -251,6 +252,24 @@ impl FigureModelCache {
) )
} }
fn load_left_hold(hand: Hand) -> Mesh<FigurePipeline> {
Self::load_mesh(
match hand {
Hand::Default => "figure/body/hand.vox",
},
Vec3::new(0.0, -2.5, 0.0),
)
}
fn load_right_hold(hand: Hand) -> Mesh<FigurePipeline> {
Self::load_mesh(
match hand {
Hand::Default => "figure/body/hand.vox",
},
Vec3::new(-2.0, -2.5, 0.0),
)
}
fn load_pig_head(pig_head: PigHead) -> Mesh<FigurePipeline> { fn load_pig_head(pig_head: PigHead) -> Mesh<FigurePipeline> {
Self::load_mesh( Self::load_mesh(
match pig_head { match pig_head {
@ -362,6 +381,11 @@ impl FigureMgr {
time, time,
animation_history.time, animation_history.time,
), ),
comp::Animation::Attack => character::AttackAnimation::update_skeleton(
state.skeleton_mut(),
time,
animation_history.time,
),
comp::Animation::Gliding => { comp::Animation::Gliding => {
character::GlidingAnimation::update_skeleton( character::GlidingAnimation::update_skeleton(
state.skeleton_mut(), state.skeleton_mut(),