mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Merge branch 'master' into 'master'
Implement animation smoothing Closes #22 See merge request veloren/veloren!34 Former-commit-id: a7ae76993439e5538e9131e7c20843377af5973b
This commit is contained in:
commit
9928ad6e52
@ -18,31 +18,34 @@ impl Animation for IdleAnimation {
|
|||||||
type Dependency = f64;
|
type Dependency = f64;
|
||||||
|
|
||||||
fn update_skeleton(
|
fn update_skeleton(
|
||||||
skeleton: &mut Self::Skeleton,
|
skeleton: &Self::Skeleton,
|
||||||
time: f64,
|
time: f64,
|
||||||
) {
|
) -> Self::Skeleton {
|
||||||
skeleton.head.offset = Vec3::unit_z() * 13.0 / 11.0;
|
let mut next = (*skeleton).clone();
|
||||||
skeleton.head.ori = Quaternion::rotation_z(0.0);
|
next.head.offset = Vec3::unit_z() * 13.0 / 11.0;
|
||||||
|
next.head.ori = Quaternion::rotation_z(0.0);
|
||||||
|
|
||||||
skeleton.chest.offset = Vec3::unit_z() * 9.0 / 11.0;
|
next.chest.offset = Vec3::unit_z() * 9.0 / 11.0;
|
||||||
skeleton.chest.ori = Quaternion::rotation_z(0.0);
|
next.chest.ori = Quaternion::rotation_z(0.0);
|
||||||
|
|
||||||
skeleton.belt.offset = Vec3::unit_z() * 7.0 / 11.0;
|
next.belt.offset = Vec3::unit_z() * 7.0 / 11.0;
|
||||||
skeleton.belt.ori = Quaternion::rotation_z(0.0);
|
next.belt.ori = Quaternion::rotation_z(0.0);
|
||||||
|
|
||||||
skeleton.shorts.offset = Vec3::unit_z() * 4.0 / 11.0;
|
next.shorts.offset = Vec3::unit_z() * 4.0 / 11.0;
|
||||||
skeleton.shorts.ori = Quaternion::rotation_z(0.0);
|
next.shorts.ori = Quaternion::rotation_z(0.0);
|
||||||
|
|
||||||
skeleton.l_hand.offset = Vec3::new(-8.0, 0.0, 9.0) / 11.0;
|
next.l_hand.offset = Vec3::new(-8.0, 0.0, 9.0) / 11.0;
|
||||||
skeleton.r_hand.offset = Vec3::new(8.0, 0.0, 9.0 ) / 11.0;
|
next.r_hand.offset = Vec3::new(8.0, 0.0, 9.0 ) / 11.0;
|
||||||
|
|
||||||
skeleton.l_foot.offset = Vec3::new(-3.5, 0.0, 3.0) / 11.0;
|
next.l_foot.offset = Vec3::new(-3.5, 0.0, 3.0) / 11.0;
|
||||||
skeleton.l_foot.ori = Quaternion::rotation_x(0.0);
|
next.l_foot.ori = Quaternion::rotation_x(0.0);
|
||||||
skeleton.r_foot.offset = Vec3::new(3.5, 0.0, 3.0) / 11.0;
|
next.r_foot.offset = Vec3::new(3.5, 0.0, 3.0) / 11.0;
|
||||||
skeleton.r_foot.ori = Quaternion::rotation_x(0.0);
|
next.r_foot.ori = Quaternion::rotation_x(0.0);
|
||||||
|
|
||||||
skeleton.back.offset = Vec3::new(-9.0, 5.0, 18.0);
|
next.back.offset = Vec3::new(-9.0, 5.0, 18.0);
|
||||||
skeleton.back.ori = Quaternion::rotation_y(2.5);
|
next.back.ori = Quaternion::rotation_y(2.5);
|
||||||
skeleton.back.scale = Vec3::one();
|
next.back.scale = Vec3::one();
|
||||||
|
|
||||||
|
next
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -14,6 +14,7 @@ use super::{
|
|||||||
Bone,
|
Bone,
|
||||||
};
|
};
|
||||||
|
|
||||||
|
#[derive(Clone)]
|
||||||
pub struct CharacterSkeleton {
|
pub struct CharacterSkeleton {
|
||||||
head: Bone,
|
head: Bone,
|
||||||
chest: Bone,
|
chest: Bone,
|
||||||
@ -65,4 +66,16 @@ impl Skeleton for CharacterSkeleton {
|
|||||||
FigureBoneData::default(),
|
FigureBoneData::default(),
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
|
|
||||||
|
fn interpolate(&mut self, target: &Self) {
|
||||||
|
self.head.interpolate(&target.head);
|
||||||
|
self.chest.interpolate(&target.chest);
|
||||||
|
self.belt.interpolate(&target.belt);
|
||||||
|
self.shorts.interpolate(&target.shorts);
|
||||||
|
self.l_hand.interpolate(&target.l_hand);
|
||||||
|
self.r_hand.interpolate(&target.r_hand);
|
||||||
|
self.l_foot.interpolate(&target.l_foot);
|
||||||
|
self.r_foot.interpolate(&target.r_foot);
|
||||||
|
self.back.interpolate(&target.back);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -17,35 +17,39 @@ impl Animation for RunAnimation {
|
|||||||
type Dependency = f64;
|
type Dependency = f64;
|
||||||
|
|
||||||
fn update_skeleton(
|
fn update_skeleton(
|
||||||
skeleton: &mut Self::Skeleton,
|
skeleton: &Self::Skeleton,
|
||||||
time: f64,
|
time: f64,
|
||||||
) {
|
) -> Self::Skeleton {
|
||||||
|
let mut next = (*skeleton).clone();
|
||||||
|
|
||||||
let wave = (time as f32 * 12.0).sin();
|
let wave = (time as f32 * 12.0).sin();
|
||||||
let wave_slow = (time as f32 * 6.0 + PI).sin();
|
let wave_slow = (time as f32 * 6.0 + PI).sin();
|
||||||
let wave_dip = (wave_slow.abs() - 0.5).abs();
|
let wave_dip = (wave_slow.abs() - 0.5).abs();
|
||||||
|
|
||||||
skeleton.head.offset = Vec3::unit_z() * 13.0 / 11.0;
|
next.head.offset = Vec3::unit_z() * 13.0 / 11.0;
|
||||||
skeleton.head.ori = Quaternion::rotation_z(wave * 0.3);
|
next.head.ori = Quaternion::rotation_z(wave * 0.3);
|
||||||
|
|
||||||
skeleton.chest.offset = Vec3::unit_z() * 9.0 / 11.0;
|
next.chest.offset = Vec3::unit_z() * 9.0 / 11.0;
|
||||||
skeleton.chest.ori = Quaternion::rotation_z(wave * 0.3);
|
next.chest.ori = Quaternion::rotation_z(wave * 0.3);
|
||||||
|
|
||||||
skeleton.belt.offset = Vec3::unit_z() * 7.0 / 11.0;
|
next.belt.offset = Vec3::unit_z() * 7.0 / 11.0;
|
||||||
skeleton.belt.ori = Quaternion::rotation_z(wave * 0.2);
|
next.belt.ori = Quaternion::rotation_z(wave * 0.2);
|
||||||
|
|
||||||
skeleton.shorts.offset = Vec3::unit_z() * 4.0 / 11.0;
|
next.shorts.offset = Vec3::unit_z() * 4.0 / 11.0;
|
||||||
skeleton.shorts.ori = Quaternion::rotation_z(wave * 0.1);
|
next.shorts.ori = Quaternion::rotation_z(wave * 0.1);
|
||||||
|
|
||||||
skeleton.l_hand.offset = Vec3::new(-6.0 - wave_dip * 6.0, wave * 5.0, 11.0 - wave_dip * 6.0) / 11.0;
|
next.l_hand.offset = Vec3::new(-6.0 - wave_dip * 6.0, wave * 5.0, 11.0 - wave_dip * 6.0) / 11.0;
|
||||||
skeleton.r_hand.offset = Vec3::new(6.0 + wave_dip * 6.0, -wave * 5.0, 11.0 - wave_dip * 6.0) / 11.0;
|
next.r_hand.offset = Vec3::new(6.0 + wave_dip * 6.0, -wave * 5.0, 11.0 - wave_dip * 6.0) / 11.0;
|
||||||
|
|
||||||
skeleton.l_foot.offset = Vec3::new(-3.5, 1.0 - wave * 8.0, 3.5 - wave_dip * 4.0) / 11.0;
|
next.l_foot.offset = Vec3::new(-3.5, 1.0 - wave * 8.0, 3.5 - wave_dip * 4.0) / 11.0;
|
||||||
skeleton.l_foot.ori = Quaternion::rotation_x(-wave + 1.0);
|
next.l_foot.ori = Quaternion::rotation_x(-wave + 1.0);
|
||||||
skeleton.r_foot.offset = Vec3::new(3.5, 1.0 + wave * 8.0, 3.5 - wave_dip * 4.0) / 11.0;
|
next.r_foot.offset = Vec3::new(3.5, 1.0 + wave * 8.0, 3.5 - wave_dip * 4.0) / 11.0;
|
||||||
skeleton.r_foot.ori = Quaternion::rotation_x(wave + 1.0);
|
next.r_foot.ori = Quaternion::rotation_x(wave + 1.0);
|
||||||
|
|
||||||
skeleton.back.offset = Vec3::new(-9.0, 5.0, 18.0);
|
next.back.offset = Vec3::new(-9.0, 5.0, 18.0);
|
||||||
skeleton.back.ori = Quaternion::rotation_y(2.5);
|
next.back.ori = Quaternion::rotation_y(2.5);
|
||||||
skeleton.back.scale = Vec3::one();
|
next.back.scale = Vec3::one();
|
||||||
|
|
||||||
|
next
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -25,18 +25,31 @@ impl Bone {
|
|||||||
pub fn compute_base_matrix(&self) -> Mat4<f32> {
|
pub fn compute_base_matrix(&self) -> Mat4<f32> {
|
||||||
Mat4::<f32>::translation_3d(self.offset) * Mat4::scaling_3d(self.scale) * Mat4::from(self.ori)
|
Mat4::<f32>::translation_3d(self.offset) * Mat4::scaling_3d(self.scale) * Mat4::from(self.ori)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Change the current bone to be more like `target`
|
||||||
|
fn interpolate(&mut self, target: &Bone) {
|
||||||
|
// TODO: Make configurable
|
||||||
|
let factor = 0.3;
|
||||||
|
self.offset += (target.offset - self.offset) * factor;
|
||||||
|
self.ori = vek::ops::Slerp::slerp(self.ori, target.ori, factor);
|
||||||
|
self.scale += (target.scale - self.scale) * factor;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub trait Skeleton: Send + Sync + 'static {
|
pub trait Skeleton: Send + Sync + 'static {
|
||||||
fn compute_matrices(&self) -> [FigureBoneData; 16];
|
fn compute_matrices(&self) -> [FigureBoneData; 16];
|
||||||
|
|
||||||
|
/// Change the current skeleton to be more like `target`
|
||||||
|
fn interpolate(&mut self, target: &Self);
|
||||||
}
|
}
|
||||||
|
|
||||||
pub trait Animation {
|
pub trait Animation {
|
||||||
type Skeleton;
|
type Skeleton;
|
||||||
type Dependency;
|
type Dependency;
|
||||||
|
|
||||||
|
/// Returns a new skeleton that is generated by the animation
|
||||||
fn update_skeleton(
|
fn update_skeleton(
|
||||||
skeleton: &mut Self::Skeleton,
|
skeleton: &Self::Skeleton,
|
||||||
dependency: Self::Dependency,
|
dependency: Self::Dependency,
|
||||||
);
|
) -> Self::Skeleton;
|
||||||
}
|
}
|
||||||
|
@ -94,10 +94,12 @@ impl Figures {
|
|||||||
.entry(entity)
|
.entry(entity)
|
||||||
.or_insert_with(|| FigureState::new(renderer, CharacterSkeleton::new()));
|
.or_insert_with(|| FigureState::new(renderer, CharacterSkeleton::new()));
|
||||||
|
|
||||||
match animation {
|
let target_skeleton = match animation {
|
||||||
comp::character::Animation::Idle => IdleAnimation::update_skeleton(&mut state.skeleton, time),
|
comp::character::Animation::Idle => IdleAnimation::update_skeleton(&mut state.skeleton, time),
|
||||||
comp::character::Animation::Run => RunAnimation::update_skeleton(&mut state.skeleton, time),
|
comp::character::Animation::Run => RunAnimation::update_skeleton(&mut state.skeleton, time),
|
||||||
}
|
};
|
||||||
|
|
||||||
|
state.skeleton.interpolate(&target_skeleton);
|
||||||
|
|
||||||
state.update(renderer, pos.0, dir.0);
|
state.update(renderer, pos.0, dir.0);
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user