quadruped_medium shockwave animation WIP

This commit is contained in:
flo666 2022-11-13 19:41:18 +01:00
parent 19fb2e6416
commit a64236f50f
3 changed files with 143 additions and 1 deletions

View File

@ -7,13 +7,14 @@ pub mod idle;
pub mod jump;
pub mod leapmelee;
pub mod run;
pub mod shockwave;
pub mod stunned;
// Reexports
pub use self::{
alpha::AlphaAnimation, beta::BetaAnimation, dash::DashAnimation, feed::FeedAnimation,
hoof::HoofAnimation, idle::IdleAnimation, jump::JumpAnimation, leapmelee::LeapMeleeAnimation,
run::RunAnimation, stunned::StunnedAnimation,
run::RunAnimation, shockwave::ShockwaveAnimation, stunned::StunnedAnimation,
};
use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};

View File

@ -0,0 +1,113 @@
use super::{
super::{vek::*, Animation},
QuadrupedMediumSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
//use std::ops::Rem;
use std::f32::consts::PI;
pub struct ShockwaveAnimation;
impl Animation for ShockwaveAnimation {
type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
type Skeleton = QuadrupedMediumSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"quadruped_medium_shockwave\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_medium_shockwave")]
fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton,
(_velocity, global_time, stage_section, timer): Self::Dependency<'a>,
anim_time: f32,
_rate: &mut f32,
_s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let (movement1base, chargemovementbase, movement2base, movement3, legtell) =
match stage_section {
Some(StageSection::Buildup) => (anim_time.sqrt(), 0.0, 0.0, 0.0, anim_time),
Some(StageSection::Charge) => (1.0, 1.0, 0.0, 0.0, 0.0),
Some(StageSection::Action) => (1.0, 1.0, anim_time.powi(4), 0.0, 1.0),
Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time, 1.0),
_ => (0.0, 0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - movement3;
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
let twitch1 = (mirror * movement1base * 3.5).sin();
let twitch1fast = (mirror * movement1base * 45.0).sin();
//let twitch3 = (mirror * movement3 * 4.0).sin();
//let movement1 = mirror * movement1base * pullback;
//let movement2 = mirror * movement2base * pullback;
let movement1abs = movement1base * pullback;
let movement2abs = movement2base * pullback;
let legtwitch = (legtell * 6.0).sin() * pullback;
let legswing = legtell * pullback;
let short = ((1.0 / (0.72 + 0.28 * ((anim_time * 16.0_f32 + PI * 0.25).sin()).powi(2)))
.sqrt())
* ((anim_time * 16.0_f32 + PI * 0.25).sin())
* chargemovementbase
* pullback;
let shortalt = (anim_time * 16.0_f32 + PI * 0.25).sin() * chargemovementbase * pullback;
next.head.orientation = Quaternion::rotation_x(movement1abs * -0.2 + movement2abs * 0.8)
* Quaternion::rotation_z(short * -0.06 + twitch1 * 0.2);
next.neck.orientation = Quaternion::rotation_x(movement1abs * -0.2 + movement2abs * 0.5)
* Quaternion::rotation_z(short * 0.15 + twitch1 * 0.2);
next.jaw.orientation = Quaternion::rotation_x(
twitch1fast * 0.2
+ movement1abs * -0.3
+ movement2abs * 1.2
+ chargemovementbase * -0.5,
);
next.torso_front.orientation =
Quaternion::rotation_z(twitch1 * 0.06) * Quaternion::rotation_y(short * 0.06);
next.tail.orientation = Quaternion::rotation_x(
0.15 + movement1abs * -0.4 + movement2abs * 0.2 + chargemovementbase * 0.2,
) * Quaternion::rotation_z(shortalt * 0.15);
if legtell > 0.0 {
if mirror.is_sign_positive() {
next.leg_fl.orientation = Quaternion::rotation_x(legswing * 1.1);
next.foot_fl.orientation =
Quaternion::rotation_x(legswing * -1.1 + legtwitch * 0.5);
next.leg_bl.orientation = Quaternion::rotation_x(legswing * 1.1);
next.foot_bl.orientation =
Quaternion::rotation_x(legswing * -1.1 + legtwitch * 0.5);
next.leg_fr.orientation = Quaternion::rotation_x(0.0);
next.foot_fr.orientation = Quaternion::rotation_x(0.0);
next.leg_br.orientation = Quaternion::rotation_x(0.0);
next.foot_br.orientation = Quaternion::rotation_x(0.0);
} else {
next.leg_fl.orientation = Quaternion::rotation_x(0.0);
next.foot_fl.orientation = Quaternion::rotation_x(0.0);
next.leg_bl.orientation = Quaternion::rotation_x(0.0);
next.foot_bl.orientation = Quaternion::rotation_x(0.0);
next.leg_fr.orientation = Quaternion::rotation_x(legswing * 1.1);
next.foot_fr.orientation =
Quaternion::rotation_x(legswing * -1.1 + legtwitch * 0.5);
next.leg_br.orientation = Quaternion::rotation_x(legswing * 1.1);
next.foot_br.orientation =
Quaternion::rotation_x(legswing * -1.1 + legtwitch * 0.5);
}
};
next
}
}

View File

@ -2471,6 +2471,34 @@ impl FigureMgr {
skeleton_attr,
)
},
CharacterState::Shockwave(s) => {
let stage_time = s.timer.as_secs_f32();
let stage_progress = match s.stage_section {
StageSection::Buildup => {
stage_time / s.static_data.buildup_duration.as_secs_f32()
},
StageSection::Charge => stage_time,
StageSection::Action => {
stage_time / s.static_data.swing_duration.as_secs_f32()
},
StageSection::Recover => {
stage_time / s.static_data.recover_duration.as_secs_f32()
},
_ => 0.0,
};
anim::quadruped_medium::ShockwaveAnimation::update_skeleton(
&target_base,
(
rel_vel.magnitude(),
time,
Some(s.stage_section),
state.state_time,
),
stage_progress,
&mut state_animation_rate,
skeleton_attr,
)
},
CharacterState::LeapMelee(s) => {
let stage_time = s.timer.as_secs_f32();
let stage_progress = match s.stage_section {